Blades in the Dark - Character Sheets

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cutter

stash         
a dangerous & coin         
intimidating 
crew fighter 
special abilities playbook
name alias
 Battleborn: You may expend your special armor to reduce harm
insight
from an attack in combat or to push yourself during a fight.
look  Bodyguard: When you protect a teammate, take +1d to your resistance   hunt
roll. When you gather info to anticipate possible threats in the current   study
situation, you get +1 effect.   survey
heritage:   a koros—the dagger isles background: academic—labor—law   tinker
 Ghost Fighter: You may imbue your hands, melee weapons, or tools
iruvia—severos—skovlan—tycheros trade—military—noble—underworld with spirit energy. You gain potency in combat vs. the supernatural. prowess
You may grapple with spirits to restrain and capture them.   finesse
 Leader: When you Command a cohort in combat, they continue   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird to fight when they would otherwise break (they're not taken out   skirmish
stress trauma when they suffer level 3 harm). They gain potency and 1 armor.   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious  Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8. resolve

harm healing  Not to be Trifled With: You can push yourself to do one of   attune
need project clock
the following: perform a feat of physical force that verges on the   command
3 help superhuman—engage a small gang on equal footing in close combat.   consort
armor uses  Savage: When you unleash physical violence, it's especially   sway
2 -1d armor frightening. When you Command a frightened target, take +1d. bonus die
less heavy  Vigorous: You recover from harm faster. Permanently fill in one of push yourself (take
1 effect special your healing clock segments. Take +1d to healing treatment rolls. + 2 stress) -or- accept a
notes devil's bargain.
   Veteran: Choose a special ability from another source.
dangerous friends items load  3 light  5 normal  6+ heavy
  Marlane, a pugilist  Fine hand weapon  A Blade or Two
 Fine heavy weapon  Throwing Knives
  Chael, a vicious thug
 Scary weapon or tool  A Pistol  A 2nd Pistol
  Mercy, a cold killer  A Large Weapon
 Manacles & chain
  Grace, an extortionist  An Unusual Weapon
 Rage essence vial
 Armor  +Heavy
  Sawtooth, a physicker  Spiritbane charm
 Burglary Gear
xp  Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with violence or coercion.  Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  How can I hurt them?
Assist a teammate load limit for the operation.  Who's most afraid of me?
Lead a group action Assault: Point of attack Occult: Arcane power  Who's most dangerous here?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
hound
stash         
a deadly coin         
sharpshooter 
crew and tracker 
special abilities playbook
name alias
 Sharpshooter: You can push yourself to do one of the following:
make a ranged attack at extreme distance beyond what’s normal for insight

look
the weapon—unleash a barrage of rapid fire to suppress the enemy.   hunt
 Focused: You may expend your special armor to resist a consequence   study
of surprise or mental harm (fear, confusion, losing track of someone)   survey
heritage:   a koros—the dagger isles background: academic—labor—law
or to push yourself for ranged combat or tracking.   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld   Ghost Hunter: Your hunting pet is imbued with spirit energy. prowess
It gains potency when tracking or fighting the supernatural, and
gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take   finesse
this ability again to choose an additional arcane ability for your pet.   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
 Scout: When you gather info to locate a target, you get +1 effect.   skirmish
stress trauma When you hide in a prepared position or use camouflage, you get +1d   wreck
cold—haunted—obsessed—paranoid to rolls to avoid detection.
reckless—soft—unstable—vicious resolve
 Survivor: From hard won experience or occult ritual, you are attune
harm healing immune to the poisonous miasma of the deathlands and are able to  
need project clock subsist on the strange flora and fauna there. You get +1 stress box.   command
3 help   consort
 Tough as Nails: Penalties from harm are one level less severe sway
armor uses (though level 4 harm is still fatal).  
2 -1d armor
 Vengeful: You gain an additional xp trigger: You got payback bonus die
less heavy against someone who harmed you or someone you care about. If your push yourself (take
1 effect special crew helped you get payback, also mark crew xp. + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.

deadly friends items load  3 light  5 normal  6+ heavy


  Steiner, an assassin  Fine pair of pistols  A Blade or Two
 Fine long rifle  Throwing Knives
  Celene, a sentinel
 Electroplasmic ammunition  A Pistol  A 2nd Pistol
  Melvir, a physicker  A Large Weapon
 A trained hunting pet
  Veleris, a spy  An Unusual Weapon
 Spyglass
 Armor  +Heavy
  Casta, a bounty hunter  Spiritbane charm
 Burglary Gear
xp  Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with tracking or violence.  Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What are they really feeling?
 Where are they vulnerable?
Protect a teammate Deception: Method Social: Connection  Where did [X] go?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
leech
stash         
a saboteur and coin         
technician 
crew 
special abilities playbook
name alias
 Alchemist: When you invent or craft a creation with alchemical
features, take +1d to your roll. You begin with one special formula insight
already known.   hunt
look
 Artificer: When you invent or craft a creation with spark-craft features,   study
take +1d to your roll. You begin with one special design already known.   survey
 Analyst: During downtime, you get two ticks to distribute among   tinker
heritage:   a koros—the dagger isles background: academic—labor—law any long term project clocks that involve investigation or learning a
iruvia—severos—skovlan—tycheros trade—military—noble—underworld new formula or design plan. prowess
 Fortitude: You may expend your special armor to resist a   finesse
consequence of fatigue, weakness, or chemical effects, or to push   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird yourself when working with technical skill.   skirmish
 Ghost Ward: You know how to Wreck an area with arcane substances   wreck
stress trauma cold—haunted—obsessed—paranoid and methods so it is either anathema or enticing to spirits (your choice).
reckless—soft—unstable—vicious  Physicker: You can Tinker with bones, blood, and bodily humours resolve

harm healing
to treat wounds, or stabilize the dying. You may study a malady or   attune
corpse. Everyone in your crew (including you) gets +1d to their   command
need project clock healing treatment rolls.
3 help   consort
armor uses  Saboteur: When you Wreck, the work is much quieter than it   sway
2 -1d should be and the damage is hidden from casual inspection.
armor bonus die
 Venomous: Choose a drug or poison (from your bandolier stock) to
less heavy which you have become immune. You can push yourself to secrete it push yourself (take
1 effect special through your skin or saliva or exhale it as a vapor. + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.
Alchemicals
Bandolier  clever friends items load  3 light  5 normal  6+ heavy
Bandolier    Stazia, an apothecary  Fine tinkering tools  A Blade or Two
 Fine wrecker tools  Throwing Knives
When you use a bandolier   Veldren, a psychonaut
slot, choose an alchemical:  Blowgun & darts, syringes  A Pistol  A 2nd Pistol
  Eckerd, a corpse thief  A Large Weapon
 Alcahest  Bandolier of alchemicals (3)
  Jul, a blood dealer  An Unusual Weapon
 Binding Oil  Bandolier of alchemicals (3)
 Armor  +Heavy
 Drift Oil   Malista, a priestess    Gadgets
 Burglary Gear
 Drown Powder
 Eyeblind Poison
xp  Climbing Gear
 Fire Oil  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
 Grenade At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 Quicksilver
 You addressed a challenge with technical skill or mayhem.  Demolition Tools
 Skullfire Poison
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 Smoke Bomb
 You struggled with issues from your vice or traumas during the session.  Lantern
 Spark (drug)
 Standstill Poison teamwork planning & load gather information
 Trance Powder Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  Are they telling the truth?
 What can I tinker with here?
Protect a teammate Deception: Method Social: Connection  What might happen if I [X]?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
lurk
stash         
a stealthy coin         
infiltrator 
crew and burglar 
special abilities playbook
name alias
 Infiltrator: You are not affected by quality or Tier when you
bypass security measures. insight

look  Ambush: When you attack from hiding or spring a trap, you get +1d.   hunt
 Daredevil: When you roll a desperate action, you get +1d to your   study
roll if you also take -1d to any resistance rolls against consequences   survey
from your action. tinker
heritage:   a koros—the dagger isles background: academic—labor—law  
 The Devil's Footsteps: When you push yourself, choose one
iruvia—severos—skovlan—tycheros trade—military—noble—underworld of the following additional benefits: perform a feat of athletics that prowess
verges on the superhuman—maneuver to confuse your enemies so they finesse
mistakenly attack each other.  
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird  Expertise: Choose one of your action ratings. When you lead a skirmish
group action using that action, you can suffer only 1 stress at most  
stress trauma regardless of the number of failed rolls.   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious  Ghost Veil: You may shift partially into the ghost field, becoming resolve
shadowy and insubstantial for a few moments. Take 2 stress when
harm healing you shift, plus 1 stress for each extra feature: It lasts for a few minutes   attune
need project clock rather than moments—you are invisible rather than shadowy—you   command
3 help may float through the air like a ghost   consort
armor uses  Reflexes: When there's a question about who acts first, the answer   sway
2 -1d armor is you (two characters with Reflexes act simultaneously).
 Shadow: You may expend your special armor to resist a consequence bonus die
less heavy from detection or security measures, or to push yourself for a feat push yourself (take
1 effect special of athletics or stealth. + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.

shady friends items load  3 light  5 normal  6+ heavy


  Telda, a beggar  Fine lockpicks  A Blade or Two
 Fine shadow cloak  Throwing Knives
  Darmot, a bluecoat
 Light climbing gear  A Pistol  A 2nd Pistol
  Frake, a locksmith  A Large Weapon
 Silence potion vial
  Roslyn Kellis, a noble  An Unusual Weapon
 Dark-sight goggles
 Armor  +Heavy
  Petra, a city clerk  Spiritbane charm
 Burglary Gear
xp  Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with stealth or evasion.  Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What should I look out for?
 What's the best way in?
Protect a teammate Deception: Method Social: Connection  Where can I hide here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
slide
stash         
a subtle coin         
manipulator 
crew and spy 
special abilities playbook
name alias
 Rook's Gambit: Take 2 stress to roll your best action rating while
performing a different action. Say how you adapt your skill to this use. insight

look  Cloak & Dagger: When you use a disguise or other form of covert   hunt
misdirection, you get +1d to rolls to confuse or deflect suspicion.   study
When you throw off your disguise, the resulting surprise gives you   survey
heritage:   a koros—the dagger isles background: academic—labor—law
the initiative in the situation.   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld  Ghost Voice: You know the secret method to interact with a ghost or prowess
demon as if it was a normal human, regardless of how wild or feral it
appears. You gain potency when communicating with the supernatural.   finesse
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird  A Little Something on the Side: At the end of each downtime skirmish
phase, you earn +2 stash.  
stress trauma   wreck
cold—haunted—obsessed—paranoid  Like Looking into a Mirror: You can always tell when someone
reckless—soft—unstable—vicious is lying to you. resolve

harm healing  Mesmerism: When you Sway someone, you may cause them to   attune
need project clock forget that it's happened until they next interact with you.   command
3 help   consort
 Subterfuge: You may expend your special armor to resist a
armor uses consequence from suspicion or persuasion, or to push yourself for   sway
2 -1d armor subterfuge. bonus die
less heavy  Trust in Me: You get +1d vs. a target with whom you have an push yourself (take
1 effect intimate relationship.
special + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.

sly friends items load  3 light  5 normal  6+ heavy


  Bryl, a drug dealer  Fine clothes & jewelry  A Blade or Two
 Fine disguise kit  Throwing Knives
  Bazso Baz, a gang leader
 Fine loaded dice, trick cards  A Pistol  A 2nd Pistol
  Klyra, a tavern owner  A Large Weapon
 Trance powder
  Nyryx, a prostitute  An Unusual Weapon
 A cane-sword
 Armor  +Heavy
  Harker, a jail-bird  Spiritbane charm
 Burglary Gear
xp  Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with deception or influence.  Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  Are they telling the truth?
 What are they really feeling?
Protect a teammate Deception: Method Social: Connection  What do they really care about?
 How can I blend in here?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
spider
stash         
a devious coin         
mastermind 
crew 
special abilities playbook
name alias
 Foresight: Two times per score you can assist a teammate without
paying stress. Tell us how you prepared for this. insight

look  Calculating: Due to your careful planning, during downtime,   hunt
you may give yourself or another crew member +1 downtime action.   study
 Connected: During downtime, you get +1 result level when you   survey
heritage:   a koros—the dagger isles background: academic—labor—law acquire an asset or reduce heat.   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld  Functioning Vice: When you indulge your vice, you may adjust prowess
the dice outcome by 1 or 2 (up or down). An ally who joins in your
vice may do the same.   finesse
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird  Ghost Contract: When you shake on a deal, you and your   skirmish
partner­—human or otherwise—both bear a mark of your oath. If
stress trauma either breaks the contract, they take level 3 harm, "Cursed".   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious  Jail Bird: When incarcerated, your wanted level counts as 1 less, resolve
your Tier as 1 more, and you gain +1 faction status with a faction you   attune
harm healing help on the inside (in addition to your incarceration roll).
need project clock   command
3 help  Mastermind: You may expend your special armor to protect a   consort
teammate, or to push yourself when you gather information or work sway
armor uses
on a long-term project.  
2 -1d armor
 Weaving the Web: You gain +1d to Consort when you gather bonus die
less heavy information on a target for a score. You get +1d to the engagement push yourself (take
1 effect special roll for that operation. + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.

shrewd friends items load  3 light  5 normal  6+ heavy


  Salia, an information broker  Fine cover identity  A Blade or Two
 Fine bottle of whiskey  Throwing Knives
  Augus, a master architect
 Blueprints  A Pistol  A 2nd Pistol
  Jennah, a servant  A Large Weapon
 Vial of slumber essence
  Riven, a chemist  An Unusual Weapon
 Concealed palm pistol
 Armor  +Heavy
  Jeren, a bluecoat archivist  Spiritbane charm
 Burglary Gear
xp  Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with calculation or conspiracy.  Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they want most?
Assist a teammate load limit for the operation.  What should I look out for?
Lead a group action Assault: Point of attack Occult: Arcane power  Where's the leverage here?
 How can I discover [X]?
Protect a teammate Deception: Method Social: Connection  What do they intend to do?
 How can I get them to [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
whisper
stash         
an arcane coin         
adept and 
crew channeler 
special abilities playbook
name alias
 Compel: You can Attune to the ghost field to force a nearby spirit to
appear and obey a command you give it. You are not supernaturally insight
terrified by a spirit you summon or compel (though your allies may be).   hunt
look
 Ghost Mind: You’re always aware of supernatural entities in your   study
presence. Take +1d when you gather info about the supernatural.   survey
heritage:   a koros—the dagger isles background: academic—labor—law  Iron Will: You're immune to the terror that some supernatural   tinker
entities inflict on sight. Take +1d to resistance rolls with Resolve.
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
 Occultist: You know the secret ways to Consort with ancient
powers, forgotten gods or demons. Once you've consorted with one,   finesse
you get +1d to command cultists who worship it.   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
 Ritual: You can Study an occult ritual (or create a new one) to   skirmish
stress trauma summon a supernatural effect or being. You know the arcane methods   wreck
cold—haunted—obsessed—paranoid to perform ritual sorcery. You begin with one ritual already learned.
reckless—soft—unstable—vicious resolve
 Strange Methods: When you invent or craft a creation with   attune
harm healing arcane features, take +1d to your roll. You begin with one arcane
need project clock design already known.   command
3 help   consort
armor uses  Tempest: You can push yourself to do one of the following: unleash   sway
2 -1d
a stroke of lightning as a weapon—summon a storm in your immediate
armor vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.). bonus die
less heavy  Warded: You may expend your special armor to resist a supernatural push yourself (take
1 effect special consequence, or to push yourself when you deal with arcane forces. + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.

strange friends items load  3 light  5 normal  6+ heavy


  Nyryx, a possessor ghost  Fine lightning hook  A Blade or Two
 Fine spirit mask  Throwing Knives
  Scurlock, a vampire
 Electroplasm vials  A Pistol  A 2nd Pistol
  Setarra, a demon  A Large Weapon
 Spirit bottles (2)
  Quellyn, a witch  An Unusual Weapon
 Ghost key
 Armor  +Heavy
  Flint, a spirit trafficker  Demonbane charm
 Burglary Gear
xp  Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with knowledge or arcane power.  Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What is arcane or weird here?
Assist a teammate load limit for the operation.  What echoes in the ghost field?
Lead a group action Assault: Point of attack Occult: Arcane power  What is hidden or lost here?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  What drives them to do this?
 How can I reveal [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
stash         
coin         

crew 
playbook
special abilities playbook
name alias
insight

look   hunt


  study
  survey
heritage:   a koros—the dagger isles background: academic—labor—law   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
  finesse
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird   skirmish
stress trauma   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious resolve

harm healing   attune


need project clock   command
3 help   consort
armor uses   sway
2 -1d armor bonus die
less heavy push yourself (take
1 effect special + 2 stress) -or- accept a
notes devil's bargain.

friends items load  3 light  5 normal  6 heavy


  _____________________   ______________________  _________________
  _____________________   ______________________  _________________
  ______________________
  _____________________  _________________
  ______________________
  _____________________  _________________
  ______________________
  _____________________   ______________________  _________________

xp
 _________________
 Every time you roll a desperate action, mark xp in that action's attribute.  _________________
At the end of each session, for each item below, mark 1 xp (in your playbook or  _________________
an attribute) or 2xp if that item occurred multiple times.
 _________________
 You addressed a challenge with _________________________________________
 You expressed your beliefs, drives, heritage, or background.  _________________
 You struggled with issues from your vice or traumas during the session. 
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What are they really feeling?
 What should I lookout for?
Protect a teammate Deception: Method Social: Connection  Where's the weakness here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?

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