special edition An Evil Hat Productions Publication www.evilhat.com • [email protected] @EvilHatOfficial on Twitter facebook.com/EvilHatProductions In association with One Seven Design www.onesevendesign.com • [email protected] @john_harper on Twitter Blades in the Dark, Special Edition Copyright © 2017 John Harper. All rights reserved. First published in 2017 by Evil Hat Productions, LLC. 10125 Colesville Rd #318, Silver Spring MD 20901 Evil Hat Productions and the Evil Hat logo are trademarks owned by Evil Hat Productions, LLC. All rights reserved. Evil Hat product number: EHP0031 Digital Release, February 19, 2017. v8.1 Printed in the USA. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior express permission of the publisher. That said, if you’re doing it for personal use, go right ahead. For those working at a copy shop, this means the person standing at your counter can make copies of this thing. This is “express permission.” Carry on. This book was produced using Adobe Creative Suite. Typefaces: Minion Pro, Kirsty, Ugly Qua. CREDITS John Harper Game Design, Writing, Layout, Art, and Cartography Stras Acimovic Sean Nittner Consulting Designer Developmental Editor Additional Material by Stras Acimovic, Vandel J. Arden, Duamn Figueroa, Dylan Green, Sean Nittner, and Andrew Shields Fred Hicks Director of Operations for Evil Hat Sean Nittner Director of Projects for Evil Hat Carrie Harris Marketing Manager for Evil Hat Chris Hanrahan Business Development for Evil Hat Karen Twelves Copy Editor Rita Tatum Indexer Visit the website for character sheets and other game materials www.bladesinthedark.com THANKS Asteyni, Brendan Adkins, Peter Adkison, Brandon Amancio, Michael Atlin, Leonard Balsera, Larissa Barth, Vasco Brown, Chris Bennett, Rachael Storey Burke, Jack Conte, Luke Crane, Alex Crossley, Kim Dachtler, Tom Dachtler, Rob Donoghue, Clinton Dreisbach, Radek Drozdalski, Duamn Figueroa, Wesley Flowers, Matthew Gagan, J.P. Glover, Oliver Granger, Mark Griffin, Jeannie Harper, Steve Harper, Fred Hicks, Les Hilliard, Brandon Hilliard, Blake Hutchins, Kelsa, Adam Koebel, Sage LaTorra, Robin Laws, Eric Levanduski, Daniel Levine, Kieran Magill, Kira Magrann, Zane Mankowski, Rachel Martin, Johnstone Metzger, Adam Minnie, Jason Morningstar, Steve Nix, Thor Olavsrud, Nadja Otikor, Ed Ouellette, Paul, Michael Prescott, Mike Pureka, Paul Riddle, Shannon Riddle, Tom Richardson, Nathan Roberts, Will Scott, Steve Sechi, Steve Segedy, Stephen Shapiro, Andrew Shields, Neil Smith, Jared Sorensen, Greg Stolze, Travis Stout, James Stuart, Mark Diaz Truman, Anthony Turner, Dave Turner, Jonathan Tweet, John Tynes, Josephe Vandel, Rachel Walton, Jonathan Walton, Sara Williamson, Sean Winslow. Additional Feedback & Proofing: Adam Sexton, Alex Blue, Andrew Shields, Arne Jamtgaard, Aske Lindved, Ben Scerri, Brian Pullam, Bryan Lotz, C.R. Harper, Carl Leonardsson, Carsten Bärmann, Chris Pipinou, Christopher Slifer, Craig Reeder, Daniele Di Rubbo, David Barrena, Haakon Olav Thunestvedt, Jack Shear, Jamarr P, Jamie Collette, Jason Eley, Jason Kottler, Jason Puckett, Jens Brandmeier, Joerg Mintel, Johan Nilsson, John Dornberger, Jordan Lessing, Kai Tave, Kevin Denehy, Kevin Heckman, Lukas Myhan, Michael Pureka, Michael Sands, Nathan Black, Oliver Granger, Paul Drussel, Rouser Voko, S. C. Israel, Slade, SlyBebop, Stefan Struck, Stras Acimovic, Troy Ellis, Wojciech “Onslo” Chelstowski, Zanakai, Zeke Mystique. My fellow “thiefy game” designers: Vincent Baker, Will Hindmarch, Harvey Smith, and Matt Snyder. The cataclysmic three: Allison Arth, Keith Anderson, and Mike Standish. Thanks for destroying the world. The original scoundrels: Ryan Dunleavy, Dylan Green, Zane Mankowski, and Ed Ouellette. This game design wouldn’t have survived without you. The dynamic duo: Stras Acimovic and Sean Nittner. You made this game so much better than I could have alone. Thank you so much for your insight and friendship. ACKNOWLEDGMENTS Several designs influenced Blades in the Dark in various ways. This game would not exist without them. Apocalypse World, by D. Vincent Baker and Stars Without Number and Other Dust, by Meguey Baker. Dogs in the Vineyard and Kevin Crawford. The Sundered Land by D. Vincent Baker. Night Witches, by Jason Morningstar. The Shadow of Yesterday, by Clinton Talislanta, by Stephan Michael Sechi. Dreisbach. Fate, by Rob Donoghue, Fred Hicks, The Burning Wheel and Mouse Guard, by Leonard Balsera, et al. Luke Crane, et al. Thief (series) and Dishonored (series), by Dream Askew, Monsterhearts, and The Harvey Smith, et al. Quiet Year, by Avery Alder. Fallout: New Vegas, by Josh Sawyer, John Thou Art But a Warrior, by Anna Kreider. R. Gonzalez, Charles Staples, et al. Bliss Stage and Polaris, by Ben Lehman. contents THE BASICS 1 GATHERING INFORMATION ....36 The Game.................................................1 EXAMPLE OF PLAY ....................39 The Setting ...............................................1 PC VS. PC ....................................41 The Players...............................................2 The Characters ........................................2 COIN & STASH ............................42 Th e Crew ..................................................2 THE FACTION GAME .................44 The Game Master ...................................3 Tier .........................................................44 Playing a Session .....................................3 Hold ........................................................44 Before You Start ......................................3 Development .........................................44 Touchstones .............................................4 Turf .........................................................45 What You Need to Play ..........................4 Faction Status ........................................45 Making the Game Your Own ................5 Claims ....................................................46 THE CORE SYSTEM ......................6 ADVANCEMENT .........................48 The Conversation ...................................6 PC Advancement ..................................48 Judgment Calls ........................................6 Crew Advancement ..............................49 Rolling the Dice ......................................7 Changing Playbooks or Crew Type ....49 Th e Game Structure ...............................8 CHARACTERS 51 ACTIONS & ATTRIBUTES ..........10 STRESS & TRAUMA ....................13 CHARACTER CREATION ...........52 Character Creation Summary .............57 PROGRESS CLOCKS ...................15 Actions ...................................................58 ACTION ROLL .............................18 CUTTER ......................................61 Action Roll Summary ..........................22 HOUND .......................................65 EFFECT .......................................24 LEECH .........................................69 Consequences .......................................27 LURK ...........................................73 SETTING POSITION & EFFECT...29 SLIDE ..........................................77 CONSEQUENCES & HARM .........30 SPIDER ........................................81 RESISTANCE & ARMOR .............32 Death ......................................................33 WHISPER ....................................85 FORTUNE ROLL ..........................34 STANDARD ITEMS .....................88 THE CREW 91 HOW TO PLAY 161 CREW CREATION .......................92 Fiction-First Gaming ........................161 Crew Upgrades .....................................95 Triggering the Action Roll................163 Cohorts ..................................................96 How to Choose an Action ................166 Cohort Harm & Healing ......................97 The Purpose of Dangers & Stress ....166 Crew Creation Summary .....................99 NPC Threat Levels .............................167 Th ere’s Always a Consequence .........168 ASSASSINS ................................100 Failing Gracefully ..............................168 BRAVOS ....................................104 Setting Precedents .............................168 Abstraction vs. Details ......................169 CULT .........................................108 Attune..................................................170 Command ...........................................171 HAWKERS .................................112 Consort ...............................................172 SHADOWS .................................116 Finesse .................................................173 Hunt ....................................................174 SMUGGLERS .............................120 Prowl ...................................................175 Skirmish ..............................................176 THE SCORE 125 Study ....................................................177 PLANNING & ENGAGEMENT ...127 Survey..................................................178 The Detail ...........................................127 Sway .....................................................179 Item Loadouts ....................................127 Tinker ..................................................180 Engagement Roll ................................128 Wreck ..................................................181 Linked Plans .......................................131 PLAYERS’ BEST PRACTICES ....182 Flashbacks...........................................132 Giving Up On a Score .......................133 RUNNING THE GAME 187 TEAMWORK .............................134 GM GOALS ................................187 EXAMPLE SCORE .....................137 GM ACTIONS ............................188 DOWNTIME 145 GM PRINCIPLES .......................193 GM BEST PRACTICES ..............194 PAYOFF .....................................146 GM BAD HABITS ......................197 HEAT .........................................147 Incarceration ......................................148 STARTING THE GAME .............201 Prison Claims .....................................149 Starting Situation ...............................204 ENTANGLEMENTS ...................150 THE DARK FUTURE .................206 DOWNTIME ACTIVITIES ........153 STRANGE FORCES 209 VICE ..........................................156 Th e Unquiet Dead .............................210 Stress Relief.........................................156 Devils ..................................................210 Indulging Your Vice ..........................156 Whispers .............................................211 DOWNTIME ACTIVITIES Hulls ....................................................211 IN PLAY ....................................158 Vampires .............................................211 NPC & Faction Downtime ...............158 Demons ...............................................212 Downtime Activities Summary .......159 Summoned Horrors ..........................213 Spirit Characters ................................213 Coalridge ............................................264 Crow’s Foot .........................................266 GHOST ......................................214 Th e Docks ...........................................268 HULL .........................................216 Dunslough ..........................................270 Nightmarket .......................................272 VAMPIRE ..................................218 Silkshore .............................................274 MAGNITUDE ............................220 Six Towers ...........................................276 Whitecrown ........................................278 RITUALS ...................................222 Sample Rituals ....................................223 OVERHEARD IN DUSKWALL ...280 CRAFTING ................................224 FACTIONS .................................283 Sample Creations ...............................226 VICE PURVEYORS ....................299 Sample Special Formulas ..................227 Sample Gadgets & Special Plans ......227 STREETS ...................................300 Crafting Example ...............................228 BUILDINGS ...............................301 CHANGING THE GAME 229 PEOPLE .....................................302 Expanding the Scope.........................230 DEVILS ......................................304 Tweaking What’s There .....................231 SCORES .....................................306 Making Something New ...................233 ADVANCED ABILITIES THE SHATTERED ISLES 308 & PERMISSIONS .......................234 World Map..........................................309 Iruvian Sword Arts ............................234 Th e Forgotten Gods ...........................234 U’DUASHA 310 The Path of Echoes ............................235 Bound to the Demon ........................235 A Brief History of U’Duasha ............312 Cultures ...............................................313 DOSKVOL 237 Languages ...........................................313 Celestial Fires .....................................315 A Brief History of Doskvol ...............238 The Demon Princes ...........................316 Cultures ...............................................239 Law & Order.......................................317 Languages ...........................................239 The Underworld ................................318 Lights in the Darkness ......................240 Energy of Duskwall ...........................242 U’DUASHA MAP .......................320 Weather, Calendar, & Seasons .........245 Landmarks & Districts ......................321 What is There to Eat in Duskwall? ....246 Betu’at ..................................................322 Law & Order.......................................248 Iyanu’at ................................................324 Th e Underworld ................................250 Sukru’at ...............................................326 Academia ............................................251 U’du .....................................................328 Th e Haunted City ..............................252 Vaasu’at ...............................................330 DOSKVOL MAP.........................254 Landmarks & Districts ......................255 FACTIONS .................................332 Barrowcleft .........................................256 VICE PURVEYORS ....................340 Brightstone .........................................258 Charhollow .........................................260 Charterhall .........................................262 INDEX .......................................352 1 CHAPTER 1 the basics THE GAME Blades in the Dark is a game about a group of daring scoundrels building a criminal enterprise on the haunted streets of an industrial-fantasy city. There are heists, chases, escapes, dangerous bargains, bloody skirmishes, deceptions, betrayals, victories, and deaths. We play to find out if the fledgling crew can thrive amidst the teeming threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the City Watch, and the siren song of the scoundrels’ own vices. THE SETTING The game takes place in the cold, foggy city of Doskvol (aka Duskwall or “the Dusk”). It’s industrial in its development. Imagine a world like ours during the second industrial revolution of the 1870s—there are trains, steam-boats, printing presses, simple electrical technology, carriages, and the black smog of chimney smoke everywhere. Doskvol is something like a mashup of Venice, London, and Prague. It’s crowded with row-houses, twisting streets, and criss-crossed with hundreds of little waterways and bridges. The city is also a fantasy. The world is in perpetual darkness and haunted by ghosts—a result of the cataclysm that shattered the sun and broke the Gates of Death a thousand years ago. The cities of the empire are each encircled by crackling lightning towers to keep out the vengeful spirits and twisted horrors of the deathlands. To power these massive barriers, the titanic metal ships of the leviathan hunters are sent out from Doskvol to extract electroplasmic blood from massive demonic terrors upon the ink-dark Void Sea. You’re in a haunted Victorian-era city trapped inside a wall of lightning powered by demon blood. 1 1 The point of all this is to create a pressure-cooker environment for our criminal escapades. Traveling outside the lightning barrier is a very bad idea, so it’s impractical to “leave town and wait for the heat to die down” after you pull off a score. Everything the players choose to do has consequences for their characters and shifts the balance of power around in the city—driving the action for a sandbox style of roleplaying game. For a full guide to Doskvol, see page 237. THE PLAYERS T Each player creates a character and works with the other players to create the crew H E to which their characters belong. Each player strives to bring their character to B life as an interesting, daring scoundrel who reaches boldly beyond their current A S safety and means. This is the players’ core responsibility: they engage with I C the premise of the game, seeking out interesting opportunities for crime in the S haunted city—taking big risks against powerful foes and sending their characters into danger. The players work together with the Game Master to establish the tone and style of the game by making judgment calls about the mechanics, dice, and consequences of actions. The players take responsibility as co-authors of the game with the GM. For more, see Players Best Practices, page 182. THE CHARACTERS The scoundrels attempt to develop their crew from a ragtag group of poor independents to a serious criminal organization with established turf. They do this by taking illegal jobs from clients, planning their own devious missions, making alliances, destroying their enemies, and trying to stay one step ahead of the law. There are several character types to choose from, each representing a different style of scoundrel: Cutters are intimidating fighters. Lurks are stealthy infiltrators. Hounds are deadly sharpshooters Slides are manipulators and spies. and trackers. Spiders are devious masterminds. Leeches are tinkerers, alchemists, Whispers are arcane adepts. and saboteurs. Character types aren’t unique. You can mix and match, or play a crew that is all of one type. It’s up to you. For more, see Character Creation, page 51. THE CREW In addition to creating scoundrel characters, you’ll also create the crew by choosing which type of criminal enterprise you’re interested in exploring. The crew gets its own “character sheet,” just like a player character. Assassins are killers for hire. Hawkers sell illegal products. A Cult serves a forgotten god. Smugglers transport contraband. Bravos are thugs and extortionists. Shadows are thieves and spies. The crew type isn’t restrictive (you can pursue a variety of activities); it’s there to help focus the game play. For more on crews, see page 91. 2