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Blades in the Dark - Character Sheets
Blades in the Dark - Character Sheets
Blades in the Dark - Character Sheets
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.
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.
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.
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.
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?