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IN THE DARK HOW TO PLAY ATTRIBUTES & ACTIONS HARM & DAMAGE

INSIGHT PROWESS RESOLVE HARM


ACTION ROLL Mental acuity & Physical fitness & Force of will or
When you take harm, the GM says what level of severity to mark. If
When you attempt something challenging: knowledge reflexes personality
you’ve marked all boxes in a severity level, mark the next level.
1 Describe what you do & pick a matching action (see right)
‣ OPERATE on someone ‣ SKULK about unseen to get To administer first aid, roll to operate on a crewmate. On a suc-
2 Start with 1d for each dot in that action’s row who’s been injured, or op- by observers, pick pockets, cess, move 1 marked box down 1 severity level.
SUBTRACT -1D... ADD +1D... erate scientific, technical, & palm objects, & perform
When you mark severity 3 harm, you are incapacitated. If you
medical equipment. sleight-of-hand.
‣ For every level your ‣ For every level you need to mark harm and you can’t, you die.
target exceeds you exceed your target ‣ STUDY a person, object, ‣ ATTUNE to the mystical,
‣ For every severity level ‣ If you push yourself text, or situation to gather occult, spiritual, or pyschic DAMAGE
of harm with all boxes (take 2 stress) OR take info & apply knowledge. to perform magical or
When your base of operations takes damage, the GM says which
marked a devil’s bargain ‣ TINKER with machines, supernatural feats.
feature to mark damaged. You can’t use a damaged feature. When
‣ If things have gone ‣ If one of your crew- locks, electronics, software, ‣ COMMAND others with every feature of your base is damaged, it is destroyed.
awry & you’re in a mates assists (they or explosives to fix or inspiring leadership, intim-
You can fix one feature at a time with a successful tinker action.
desperate situation take 1 stress) manipulate them. idating threats, or straight-
‣ MANEUVER deftly through forward orders.
If you end up with less than 1d, roll 2d & take the lower result. GEAR
your environment & around ‣ SWAY others with charm,
3 Roll and read the single highest result obstacles, or or maneuver a honesty, reason, seduction, Marking gear lets you take whatever actions that gear would allow
ship or vehicle. or deception. (you can’t shoot without a gun or fix something without tools).
‣ 6 is a full success – you do it without consequences
‣ SKIRMISH with an opponent When you want to use a piece of gear, mark that you’ve brought
‣ 4-5 is a partial success – you do it, but there’s a
up close or at a distance. it along. You can carry up to 5 pieces of gear. Your marked gear
complication or consequence
clears when you refresh your equipment during downtime.
‣ 1-3 is a failure – you don’t succeed, & there’s a negative
consequence TEAMWORK
‣ Multiple 6s are a critical – you get an extra benefit If multiple people attempt the same action, everyone can roll
DOWNTIME
for it. Everyone takes 1 stress & the best single roll counts for When you’re resting in a safe place, like your base or a friend-
the group. ly bar, you can take each of the following actions once:
RESISTANCE ROLL
When you want to resist a consequence: ‣ RECUPERATE, reducing all marked harm down 1 severity

1 Ask the GM what attribute you use to resist (see right)


STRESS & TRAUMA level for free. A crewmate can try to operate on your
wounds with a fortune roll. On a success, move 1 marked
2 Roll 1d for each dot in that attribute’s column Mark stress to...
box down 1 severity level. You can also see a doctor and
3 Take 6 stress, minus the single highest result, to ‣ Resist a consequence (6 ‣ Push yourself (2 stress spend 1 funds to move 1 box down 1 severity level.
reduce or avoid the consequence minus highest result) for +1d) ‣ REPAIR your base of operations, clearing one feature’s
‣ Assist a crewmate (1 ‣ Use an ability that calls damage for free. You can try to tinker with a second
stress for +1d) for it feature to fix it with a fortune roll. A repairperson, like a
FORTUNE ROLL
carpenter or a mechanic, can do additional repairs for 1
When you want to leave something up to the dice, pick a Clear stress during downtime (see right) funds per damage cleared.
relevant stat (attribute, action, level, funds) and roll dice If you max out your stress, you’re out of the action until the ‣ RELAX to clear all stress. Say what you do to blow off stress
equal to that stat. next downtime. You mark a level of trauma and circle a new and make a fortune roll to see if it gets you into trouble.
Read the single highest result. 6 is a strong success, 4-5 is a condition. If you max out your trauma, you must retire to a ‣ REFRESH your equipment, clearing all marked gear &
weak/mixed success, 1-3 is a failure, multiple 6s are a critical. quieter life. armor.

v0.3
IN THE DARK HOW TO PLAY GM: RUNNING THE GAME FACTIONS & STATUS
Factions are the different groups & orgnizations your crew might
GM GOALS & PRINCIPLES interact with, positively or negatively. Factions have a level from
CREW & CHARACTER CREATION Play to find out what happens. Plan situations, not outcomes. Be 0-4, indicating their strength & influence.
honest about the world & the rules. Hit the characters hard, but 0 status with a faction is neutral, negative status is disliked, and
PLAYSET root for them. Use failures to advance the story. positive status is liked. You max out at -3 or +3 status.
1 Pick a playset. This determines your game’s setting & genre.
At the end of each session, gain +1 with any faction you helped
You can choose an existing playset or create your own. GM ACTIONS
and -1 with any faction you hurt.
2 Copy the faction list from your playset, or create your own When everyone looks to you to see what happens next, do
list of factions. one of the following: FACTIONS LEVEL STATUS

CREW CREATION ‣ Ask, “What do you do?” ‣ Signal impending trouble

1 Pick a crew type & base type from your playset. You start at ‣ Call for a roll ‣ Describe a consequence
Level 0 with 2 funds. You have +1 status with 2 factions and ‣ Introduce a new threat or ‣ Give or take a resource
-1 status with 2 factions. advance an existing one or an opportunity
2 You may spend your 2 starting funds as follows: Gain +1
status with any faction for 1 funds. Gain 1 crew asset OR 1
CONSEQUENCES
base feature for 1 funds. You may also save funds for later.
When a player fails a roll, describe one or more of the follow-
3 Name a favored contact you know. Take +1 status with a
ing consequences that occur as a result:
faction that likes your contact, & -1 with a faction that doesn’t.
4 Finally, name your crew and your base of operations. ‣ End up in a desperate ‣ Lose an opportunity
situation ‣ Lose something
CHARACTER CREATION
‣ Mark one or more clock important
1 Pick a playbook, then a background & origin from your playset.
segments ‣ Things take longer
2 Copy your gear list and your playbook’s unique piece of gear
‣ Suffer harm or damage ‣ A new obstacle or threat
from your playset.
‣ Take additional stress appears
3 Pick 1 starting special ability.
4 Assign 2 dots to your action rows (max 2 per row).
CLOCKS
5 Pick a friend and a rival .
Clocks track progress on an ongoing action. A clock can represent
6 Finally, give yourself a name and a look.
your progress towards a goal, a growing threat, harm done to an
opponent, or time remaining to do something.
Game design & layout by David Brunell-Brutman (davidbrunellbrutman.com)
The crew’s actions can fill OR clear segments of a clock, depend-
This text and all associated materials are distributed under a Creative Commons ing on the situation.
BY-NC-SA 4.0 License.
You can also set up racing clocks, where the crew’s clock fills for
This work is based on Blades in the Dark (found at http://www.bladesinthedark.com/),
product of One Seven Design, developed and authored by John Harper, and licensed successes but their opponents’ clock fills for failures. Whichever
for our use under the Creative Commons Attribution 3.0 Unported license (http://
side fills their clock first accomplishes their goal.
creativecommons.org/licenses/by/3.0/).

Special thanks to ManaPot Studios & the Flights of Fandom crew (manapotstudios.
com) and to my patrons on Patreon: Adrian Stein, Alison Hanna, Andre Sowinski, Ava,
Bones , Cati Pishal, Cliff Fuller, David Rheinstrom, David Walker, Erin Kane, Harald
Eckmüller, Jamie Clay, JC , Jim Lampe, JJ Freelen, Joseph Choe, Josh Anderson, Jota
Pe Corvuja, Julia Wolfe, Kevin Brown, Laura Ann, Maria Squadroni, Merrilea Brunell,
Micha, MorgenGabe , Nick Donovan, Quaryelle, Reba Herbst, Red Herring, & Waldemar SIMPLE CHALLENGING COMPLEX

v0.3
PLAYER STATS
IN THE DARK PLAYER CHARACTERS GAMEMASTER INSIGHT
OPERATE
NON-PLAYER CHARACTERS STUDY
PLAYER NAME CHARACTER NAME PLAYBOOK
TINKER
PLAYER NAME CHARACTER NAME PLAYBOOK PROWESS
MANEUVER
PLAYER NAME CHARACTER NAME PLAYBOOK SKULK
SKIRMISH
PLAYER NAME CHARACTER NAME PLAYBOOK
RESOLVE
PLAYER NAME CHARACTER NAME PLAYBOOK ATTUNE
COMMAND
PLAYER NAME CHARACTER NAME PLAYBOOK SWAY

ARMOR
CREW CREW LEVEL Players mark to freely resist
CLOCKS a consequence, if equipped
BASE FEATURES DMG or granted by a special
BASE OF OPERATIONS TYPE
ability.
DEFENSIVE
FAVORED CONTACT _____________________
PLAYER GEAR (MAX 5)
_____________________
ASSETS FUNDS _____________________ Players mark a gear slot to
have that gear on a job (up
_____________________
_________________________ _________________________ to 5 slots total).
_________________________ _________________________ OFFENSIVE ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
BUS QUE
INSIGHT
MASTERMIND
ACE
A QUICK-
ALIQUAE
IN THE DARK NAME
WITTED DRIVER
REHENTI
& PILOT OPERATE
ORERORECEPE
SPECIAL ABILITIES STUDY
ORIGIN BACKGROUND TINKER
HOLD TOGETHER, BABY: You have 1 armor to resist the
consequences of driving or piloting.
LOOK
PROWESS
LIGHTNING REFLEXES: If there’s a question about who acts
COLD – HAUNTED – OBSESSED – first, it’s always you. MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
GREASE MONKEY: In downtime, you can repair 1 additional
UNSTABLE – VICIOUS SKULK
vehicle feature or integrity clock segment for free.
HARM (-1D PER FULL SEVERITY LVL) SPEED RACER: On a successful roll while racing, pursuing, SKIRMISH
or escaping in your vehicle, you can fill 1 additional clock
SEVERITY 1 SEVERITY 2 SEVERITY 3 segment.
RESOLVE
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. TO THE LIMIT: While driving or piloting, you may damage ATTUNE
your vehicle to gain +1d (if the vehicle is your crew’s base,
COMMAND
damage as normal, otherwise start a clock for the vehicle’s
CREW CREW LEVEL integrity). SWAY
QUICKDRAW: When you draw a weapon & attack in the
same instant, gain +1d.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE PUNCH IT: While driving or piloting, you may mark 1 stress
DEFENSIVE to ignore the -1d penalty for being in a desperate situation. Mark to freely resist a
FIND A RIDE: You can always find a vehicle – yours or some- consequence, if equipped.
FAVORED CONTACT _____________________
one else’s – in the immediate area. You have +1d to any roll
_____________________ GEAR (MAX 5)
ASSETS FUNDS to unlock, start, or hotwire it.
_____________________
TENACIOUS: Incoming harm is reduced 1 severity. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
BURGLAR
A SNEAK-THIEF,

IN THE DARK NAME


PICKPOCKET, &
ACROBAT OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
MASTER THIEF: When bypassing security measures (like
locks, traps, lasers, cameras, etc) you ignore the penalty for
LOOK
PROWESS
targets that exceed your level.
COLD – HAUNTED – OBSESSED – SHADOW: You have 1 armor to resist the consequences of MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
detection or security measures.
UNSTABLE – VICIOUS SKULK
DAREDEVIL: Gain +1d to a roll to perform a dangerous stunt,
HARM (-1D PER FULL SEVERITY LVL) but -1d to any resistance rolls against consequences from SKIRMISH
that stunt.
SEVERITY 1 SEVERITY 2 SEVERITY 3
RESOLVE
STICKY FINGERS: Mark 1 stress to have previously palmed

If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. an object. The GM may ask you for a fortune roll to see if you ATTUNE
did it successfully.
COMMAND
DISTRACTING: Gain +1d to a roll against someone when you
CREW CREW LEVEL set up a flashy or subtle distraction. SWAY
FANCY FOOTWORK: When you push yourself, choose one
of the following: perform a superhuman feat of acrobatics OR
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE misdirect your enemies so they attack each other.
DEFENSIVE FOLLOW ME: Ignore the 1 stress cost when taking a team- Mark to freely resist a
work action using MANEUVER or SKULK. consequence, if equipped.
FAVORED CONTACT _____________________
RELIABLE FENCE: You have a surefire contact for fencing
_____________________ GEAR (MAX 5)
ASSETS FUNDS stolen goods, and you gain +1 funds when you move the
_____________________
spoils of a job through them. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
ENGINEER
A MECHANIC,

IN THE DARK NAME


HACKER, &
TINKERER OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
PATCH JOB: Mark 1 stress to repair something while on a
job without rolling. As soon as the job ends, it breaks and
LOOK
PROWESS
becomes unusable.
COLD – HAUNTED – OBSESSED – I’M IN: You gain +1d when when resisting the consequences MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
of hacking a system or tinkering with a machine.
UNSTABLE – VICIOUS SKULK
INVENTOR: Gain +1d when rolling to craft a gadget or
HARM (-1D PER FULL SEVERITY LVL) software, OR fill 1 extra segment on a clock when creating a SKIRMISH
complex device.
SEVERITY 1 SEVERITY 2 SEVERITY 3
RESOLVE
ANALYST: When you successfully hack a system or dis-

If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. assemble a device you don’t own, you may ask a question ATTUNE
about its owner, in addition to any other benefits.
COMMAND
I CAN FIX THAT: When you repair a base feature during
CREW CREW LEVEL downtime, you can roll to repair 2 features instead of 1. SWAY
SWING A WRENCH: When you attack with a tool instead of
a weapon, you fill 1 extra segment the target’s harm clock.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE TALK SHOP: When you try to SWAY someone by talking
DEFENSIVE about mechanics, electronics, or other technical matters, you Mark to freely resist a
ignore the penalty for targets that exceed your level. consequence, if equipped.
FAVORED CONTACT _____________________
SCAVENGER: You can always find or improvise tools & spare
_____________________ GEAR (MAX 5)
ASSETS FUNDS parts from whatever is on hand, and you never have to spend
_____________________
funds to get them. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
FACE
A CON ARTIST,

IN THE DARK NAME


NEGOTIATOR, &
MASTER OF DISGUISE OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
TRUST ME: Gain +1d against a target you have an intimate

LOOK
relationship with. PROWESS
FAKE IT TIL YOU MAKE IT: Mark 2 stress to roll with your
COLD – HAUNTED – OBSESSED – MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT – best action while taking a different action. Say how you bluff
UNSTABLE – VICIOUS your way through. SKULK
SUBTERFUGE: You have 1 armor to resist the consequences SKIRMISH
HARM (-1D PER FULL SEVERITY LVL) of suspicion or persuasion.

SEVERITY 1 SEVERITY 2 SEVERITY 3 RESPECTABLE: When dealing with formal or high-class indi- RESOLVE
viduals, ignore the penalty for targets that exceed your level.
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. ATTUNE
STREETWISE: When dealing with shady or rough individu-
als, ignore the penalty for targets that exceed your level. COMMAND
MASQUERADE: When making use of a disguise or false SWAY
CREW CREW LEVEL identity, you gain +1d to rolls to deflect suspicion or confuse
your targets. When you reveal yourself, the surprise allows
BASE FEATURES DMG you to act before your target. ARMOR
BASE OF OPERATIONS TYPE
TURN THE TABLES: When you successfully resist the
DEFENSIVE Mark to freely resist a
consequences of a persuasion or negotiation, mark 1 stress
consequence, if equipped.
FAVORED CONTACT _____________________ to not only avoid the consequence, but flip it around and get
_____________________ something from your target.
GEAR (MAX 5)
ASSETS FUNDS _____________________ LUCKY: Mark 2 stress to re-roll an action or fortune roll.
Mark a gear slot to have it
_____________________ VETERAN: Choose a special ability from another source.
_________________________ _________________________ on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
HUNTER
AN INFILTRATOR,

IN THE DARK NAME


TRACKER, &
SHARPSHOOTER OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
ASSASSIN: You gain +1d when you attack from hiding. If you

LOOK
also attack with a melee weapon, fill 1 extra segment on the PROWESS
target’s harm clock.
COLD – HAUNTED – OBSESSED – MANEUVER
SCOUT: You gain +1d when gathering info on the location of
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
UNSTABLE – VICIOUS a target or to avoid detection while hidden. SKULK
SHARPSHOOTER: Mark 2 stress to make a ranged attack at
HARM (-1D PER FULL SEVERITY LVL) SKIRMISH
an impossible distance OR make an impossible trick shot.

SEVERITY 1 SEVERITY 2 SEVERITY 3


SOCIAL TRACKING: When you need to find a person or a way RESOLVE
to access an area, you know exactly who to ask.
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. ATTUNE
TRAPPER: Add a trap to your gear. Your traps ignore the
penalty for targets that exceed your level. COMMAND
UNBREAKABLE FOCUS: You have 1 armor to resist the con-
CREW CREW LEVEL SWAY
sequences of being surprised or put in mental distress.
I’VE GOT YOU: Ignore the 1 stress cost when assisting a
BASE FEATURES DMG crewmate if you talk them through the task. ARMOR
BASE OF OPERATIONS TYPE
DEFENSIVE JUST A SCRATCH: When you recuperate during downtime, Mark to freely resist a
you can reduce all harm down 1 additional level for free. consequence, if equipped.
FAVORED CONTACT _____________________
VENGEFUL: At the end of each session, mark 1 xp if you got
_____________________ payback against someone you hurt you or a person you care GEAR (MAX 5)
ASSETS FUNDS _____________________ about.
Mark a gear slot to have it
_____________________ VETERAN: Choose a special ability from another source.
_________________________ _________________________ on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MASTERMIND
A FIXER,

IN THE DARK NAME


PLANNER, &
INVESTIGATOR OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
COORDINATOR: You may pay a crewmate’s stress cost to as-
sist a crewmate, push themselves, or resist a consequence.
LOOK
PROWESS
KEEN EYE: When you succesfully STUDY something, you
COLD – HAUNTED – OBSESSED – are able to notice otherwise impossible-to-detect details. MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
POWERS OF DEDUCTION: When you gather info on a per-
UNSTABLE – VICIOUS SKULK
son, place, or thing, make a guess about what you’ll find. On
HARM (-1D PER FULL SEVERITY LVL) a successful roll to get that info, your guess is correct. SKIRMISH
TICK-TOCK: When filling a segment on a clock, mark 1
SEVERITY 1 SEVERITY 2 SEVERITY 3 stress to tick or untick 1 additional segment.
RESOLVE
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. CONNECTED: You gain +1d when you gather info from a ATTUNE
friendly or neutral faction. The 1st time you or a crewmate
COMMAND
acts on that info, you or they gain +1d.
CREW CREW LEVEL CAUGHT IN THE WEB: Mark 1 stress to have previously set SWAY
a trap for an opponent. You may then roll in the present to
see if they fall into it.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE CONTINGENCY PLAN: You have 1 armor to allow a crew-
DEFENSIVE mate to resist the consequences of a failed roll. Mark to freely resist a
WHEEL & DEAL: When your crew completes a job, you gain consequence, if equipped.
FAVORED CONTACT _____________________
+1 funds.
_____________________ GEAR (MAX 5)
ASSETS FUNDS _____________________
POLITICIAN: At the end of a session, you may either gain +2
with a faction you helped OR +/-0 with a faction you hurt. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MEDIC
A FIELD

IN THE DARK NAME


SURGEON &
SCIENTIST OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
PATCH-UP: Mark 1 stress to allow a crewmate to ignore the

LOOK
penalty for up to 1 severity of marked harm until the next PROWESS
dowtime. They cannot recuperate during that dowtime.
COLD – HAUNTED – OBSESSED – MANEUVER
FORENSIC INVESTIGATOR: You gain +1d when gathering
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
UNSTABLE – VICIOUS info from a body or forensic evidence. SKULK
COMBAT DOC: You have 1 armor to resist the consequences
HARM (-1D PER FULL SEVERITY LVL) SKIRMISH
of tending to a patient in a high-stress situation.

SEVERITY 1 SEVERITY 2 SEVERITY 3


BOOK SMART: You can recall academic & technical info RESOLVE
from memory, or you know where to find it easily.
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. ATTUNE
DOCTOR’S ORDERS: You gain +1d when you COMMAND
someone by leaning on your medical authority. COMMAND
BEDSIDE MANNER: Mark 2 stress to appear as a trust-
CREW CREW LEVEL SWAY
worthy medical professional to anyone you choose.
CHEMIST: During downtime, you can concoct your own
BASE FEATURES DMG drugs, medications, or poisons. When you use them, you ARMOR
BASE OF OPERATIONS TYPE
ignore the penalty for targets that exceed your level.
DEFENSIVE Mark to freely resist a
PUT THEM UNDER: When you succesfully administer drugs consequence, if equipped.
FAVORED CONTACT _____________________ to take someone out, you fill their entire harm clock.
_____________________ MORAL CENTER: At the end of each session, mark 1 xp if GEAR (MAX 5)
ASSETS FUNDS _____________________ you did the right thing at cost to yourself.
Mark a gear slot to have it
_____________________ VETERAN: Choose a special ability from another source.
_________________________ _________________________ on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MUSCLE
AN INTIMIDATING

IN THE DARK NAME


BRAWLER &
WEAPONS MASTER OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
ARMED & DANGEROUS: Gain +1d when you attack with a
named weapon. Say what the weapon’s name is and how you
LOOK originally acquired it.
PROWESS
COLD – HAUNTED – OBSESSED – MARTIAL ARTIST: When you attack unarmed, fill 1 extra MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
segment on the target’s harm clock.
UNSTABLE – VICIOUS SKULK
UNSTOPPABLE: When you push yourself, choose one of the
HARM (-1D PER FULL SEVERITY LVL) following: perform a superhuman feat of physical force OR SKIRMISH
engage a small group of opponents on equal footing in close
SEVERITY 1 SEVERITY 2 SEVERITY 3 combat. RESOLVE
INTIMIDATING: Gain +1d when you COMMAND someone ATTUNE
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated.
with threats of violence.
COMMAND
BODYGUARD: When you protect a crewmate, take the conse-

CREW CREW LEVEL quences for them and gain +1d to your resistance roll. SWAY
TANK: You have 2 armor to resist the consequences of
violence or feats of endurance.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE OUTFLANK: When you exploit a target’s weakness or have
DEFENSIVE the tactical high ground in a fight, treat that target as 1 level Mark to freely resist a
lower than they actually are. consequence, if equipped.
FAVORED CONTACT _____________________
BOUNCE BACK: When you recuperate during downtime, you
_____________________ GEAR (MAX 5)
ASSETS FUNDS can reduce harm down by 1 additional severity for free.
_____________________
THE HEAVY: You can mark up to 7 gear slots, rather than 5. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MYSTIC
A MAGE,

IN THE DARK NAME


OCCULTIST, OR
PSYCHIC OPERATE

SPECIAL ABILITIES STUDY


ORIGIN BACKGROUND TINKER
BLAST: When you attack with a blast of mystical energy, fill
1 extra segment on the target’s harm clock.
LOOK
PROWESS
SUMMONER: Mark 1 stress to mentally push or pull an
COLD – HAUNTED – OBSESSED – object. Mark 2 stress to make an object appear or disappear. MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
BLINK: Mark 1 stress to teleport a short distance. Mark 2
UNSTABLE – VICIOUS SKULK
stress if you cannot see your destination.
HARM (-1D PER FULL SEVERITY LVL) FORBIDDEN KNOWLEDGE: Gain +1d when you STUDY a SKIRMISH
mystical object or your mind for knowledge of the arcane.
SEVERITY 1 SEVERITY 2 SEVERITY 3
RESOLVE
WARDING: You have 1 armor to resist the consequences of
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. a magical, spiritual, or psychic attack. You may also mark ATTUNE
this armor to allow a crewmate to resist this kind of attack.
COMMAND
MENTALIST: You may roll ATTUNE instead of COMMAND
CREW CREW LEVEL or SWAY when you get someone to do what you want using SWAY
mental charms or illusions.
SEER: Mark 2 stress to briefly view a distant person or place.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE If you have an intimate connection to the person or place,
DEFENSIVE you may mark 1 stress. Mark to freely resist a
ANCIENT WEAPON: Add an ancient weapon to your gear consequence, if equipped.
FAVORED CONTACT _____________________
list. You gain +1d when you attack or defend with it.
_____________________ GEAR (MAX 5)
ASSETS FUNDS _____________________
BLOOD MAGIC: If you mark 1 harm when rolling to ATTUNE,
the lowest you can get on the roll is a 4. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________

At the end of each session, mark... UTILITY At the end of each session, mark... ______________________

‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3

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