Blades in the Dark Player Kit Version 8

Blades in the Dark Player Kit Version 8

Blades in the Dark Player Kit Version 8 provides essential resources for players engaging in the tabletop role-playing game set in a dark, industrial fantasy world. This edition includes character creation guidelines, action mechanics, and gameplay procedures, enabling players to navigate the treacherous streets of Doskvol. It is designed for both new and experienced players looking to immerse themselves in the game's unique mechanics and narrative-driven gameplay. The kit also features detailed descriptions of actions, special abilities, and character options, enhancing the overall gaming experience.

Key Points

  • Includes comprehensive character creation rules for Blades in the Dark
  • Details action mechanics and gameplay procedures for immersive play
  • Offers special abilities and options for character customization
  • Guides players through navigating the dark streets of Doskvol
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  
ACTION ROLLS
When a player character does something challenging, we make an
action roll to see how it turns out. An action is challenging if theres an
obstacle to the PC’s goal thats dangerous or troublesome in some way.
The player rolls a number of d6 equal to their character’s action rating
(from 1 to 4). The action rating they use depends on what their character
is doing. If they’re fighting, it’s Skirmish, if they’re using magic, it’s
Attune, etc. See the list of actions at right.
For each roll, we set the position and effect level. Position tells us how
dangerous it is for the PC. A controlled position isnt very dangerous. A
risky position is pretty dangerous. A desperate position is very dangerous.
The effect level tells us how much impact this roll will have on the situation.
Great effect means a big impact, enough to covercome a tough obstacle.
Standard effect means decent impact—enough to overcome a standard obstacle. Limited
effect means poor impact, requiring multiple rolls to overcome an obstacle.
The outcome of the roll is determined by the single highest die result. If the highest
die is a 6, it’s a full success: the PC’s action is effective and there are no complications.
If the highest die is a 4 or 5, its a partial success: the PC’s action is effective, but theres
a complication. If the highest die is a 1-3, it’s a failure: the PC’s action is not effective,
and theres a complication, too.
Basically, when someone makes an action roll, we all look for that 6. If they dont get a 6, some
kind of complication or bad consequence will happen, based on the PC’s position. If a player
rolls more than one 6, that’s a critical success—they get an extra benefit of some kind.
FORTUNE ROLLS
A fortune roll tells us “how much” something manifests. Theres no position or effect
level, just a pool of d6 representing a trait. For example, the GM might make a fortune
roll for the bad guys’ morale to see if they can stay and fight. If they’re brave, the GM
might roll 3d6 and see how well they do. On a 6, they definitely stay and fight. On a
4/5, mayhe a few of them run off. On a 1-3, they all break and flee.
RESISTANCE ROLLS
A PC can make a resistance roll to block or avoid a bad consequence that the GM inflicts.
For example, if the GM says, “You do it, but Neela shoots you as you climb over. You
take level 2 harm,” the player can say, “Nope! I want to resist that.When a PC resists
a consequence, it’s always effective —the consequence will be reduced to something
less severe or avoided entirely (depending on the situation).
The resistance roll tells us how much stress the PC takes (6 stress minus the highest
die result).
A
C
C
F
H
P
S
S
S
S
T
W
PROCEDURES
 
. The player states their goal for the action.
. The player chooses the action rating that matches what their character is doing in the fiction.
. The GM sets the position for the roll.
. The GM sets the effect level for the action.
. Add bonus dice.
. The player rolls the dice and we judge the result.
 
+1d from teammate (they take 1 stress)
+1d if you push yourself or take a devil's bargain
 
. The GM determines the dice pool (generally 1 to 4 dice) based on the fictional trait that applies
to the situation (morale, toughness, quality, etc.).
. Roll the dice and read the highest single result to determine how strongly that trait manifests in
the situation at hand.
 
. The player chooses to resist a consequence.
.
The GM determines if the consequence will be reduced or negated by the resistance roll, depending
on the details of the situation.
.
The GM determines which attribute applies to the consequence at hand (Insight, Prowess, or
Resolve).
. The player rolls the dice for that attribute.
. The PC takes stress equal to 6 minus the highest dice result, and the consequence is negated or
reduced.

. The player announces that they'd like a flashback to an action they performed in the past which
will impact the current situation.
. The GM briefly describes the scene for the flashback. The Player describes what their character
does.
. The GM sets a stress cost for the flashback action:
0 S: An ordinary action for which you had easy opportunity.
1 S: A complex action or unlikely opportunity.
2 ( ) S: An elaborate action that involved special opportunities or contingencies.
. The PC takes the stress and attempts the flashback action.
character creation

Adric, Aldo, Amosen, Andrel, Arden, Arlyn, Arquo,
Arvus, Ashlyn, Branon, Brace, Brance, Brena, Bricks,
Candra, Carissa, Carro, Casslyn, Cavelle, Clave,
Corille, Cross, Crowl, Cyrene, Daphnia, Drav, Edlun,
Emeline, Grine, Helles, Hix, Holtz, Kamelin, Kelyr,
Kobb, Kristov, Laudius, Lauria, Lenia, Lizete, Lorette,
Lucella, Lynthia, Mara, Milos, Morlan, Myre, Narcus,
Naria, Noggs, Odrienne, Orlan, Phin, Polonia, Quess,
Remira, Ring, Roethe, Sesereth, Sethla, Skannon,
Stavrul, Stev, Syra, Talitha, Tesslyn, Thena, Timoth,
Tocker, Una, Vaurin, Veleris, Veretta, Vestine, Vey,
Volette, Vond, Weaver, Wester, Zamira.
 
Ankhayat, Arran, Athanoch, Basran, Boden, Booker,
Bowman, Breakiron, Brogan, Clelland, Clermont,
Coleburn, Comber, Daava, Dalmore, Danfield,
Dunvil, Farros, Grine, Haig, Helker, Helles, Hellyers,
Jayan, Jeduin, Kardera, Karstas, Keel, Kessarin,
Kinclaith, Lomond, Maroden, Michter, Morriston,
Penderyn, Prichard, Rowan, Sevoy, Skelkallan,
Skora, Slane, Strangford, Strathmill, Templeton,
Tyrconnell, Vale, Walund, Welker.

Bell, Birch, Bricks, Bug, Chime, Coil, Cricket, Cross,
Crow, Echo, Flint, Frog, Frost, Grip, Gunner, Hammer,
Hook, Junker, Mist, Moon, Nail, Needle, Ogre, Pool,
Ring, Ruby, Silver, Skinner, Song, Spur, Tackle, Thistle,
Thorn, Tick-Tock, Twelves, Vixen, Whip, Wicker.

F: You're dedicated to an unseen power,
forgotten god, ancestor, etc.
G: You crave games of chance, betting
on sporting events, etc.
L: Expensive and/or ostentatious displays
of opulence.
O: You're devoted to a family, a cause,
a charity, etc.
P: Gratification from lovers, food, drink,
drugs, art, theater, etc.
S: You seek oblivion in the abuse of drugs,
drink to excess, getting beaten to a pulp in the
fighting pits, etc.
W: You experiment with strange essences,
consort with rogue spirits, observe bizarre rituals
or taboos, etc.

Man, Woman, Ambiguous, Concealed.
Affable, Athletic, Bony, Bright, Brooding, Calm, Chiseled, Cold, Dark, Delicate, Fair, Fierce, Grimy, Handsome,
Huge, Hunched, Languid, Lovely, Open, Plump, Rough, Sad, Scarred, Slim, Soft, Squat, Stern, Stout, Striking,
Twitchy, Weathered, Wiry, Worn.
Collared Shirt
Eel-skin Bodysuit
Fitted Dress
Fitted Leggings
Half-Cape
Heavy Cloak
Heavy Jacket
Hide & Furs
Hood & Veil
Hooded Cape
Hooded Coat
Knit Cap
Knit Sweater
Leathers
Long Coat
Long Scarf
Loose Silks
Mask & Robes
Rags & Tatters
Rough Tunic
Scavenged Uniform
Sharp Trousers
Short Cloak
Skirt & Blouse
Slim Jacket
Soft Boots
Suit & Tie
Suspenders
Tall Boots
Thick Greatcoat
Tricorn Hat
Vest or Waistcoat
Waxed Coat
Wide Belt
Work Boots
Work Trousers
1
Choose a playbook. Your playbook
represents your characters
reputation in the underworld, their
special abilities, and how they advance.
2
Choose a heritage. Detail your
choice with a note about your
family life. For example, Skovlan: Ore
miners, now war refugees in Duskwall.
3
Choose a background. Detail
your choice with your specific
history. For example, Labor: Leviathan
hunter, mutineer.
4
Assign four action dots. No
action may begin with a rating
higher than 2 during character
creation. (After creation, action ratings
may advance up to 3. When you unlock
the Mastery advance for your crew, you
can advance actions up to rating 4.)
5
Choose a special ability. They’re in
the gray column in the middle of
the character sheet. If you cant decide,
choose the first ability on the list. It’s
placed there as a good first option.
6
Choose a close friend and a
rival. Mark the one who is a
close friend, long-time ally, family
relation, or lover (the upward-pointing
triangle). Mark one who is a rival,
enemy, scorned lover, betrayed partner,
etc. (the downward-pointing triangle).
7
Choose your vice. Pick your
preferred type of vice, detail it with a
short description and indicate the name
and location of your vice purveyor.
8
Record your name, alias, and
look. Choose a name, an alias
(if you use one), and jot down a few
words to describe your look. Examples
are provided at right.

You have access to all of the items
on your character sheet. For each
operation, decide what your character’s
load will be. During the operation,
you may say that your character has
an item on hand by checking the box
for the item you want to use—up to a
number of items equal to your chosen
load. Your load also determines your
movement speed and conspicuousness:
- : Light. You’re faster, less
conspicuous; you blend in with citizens.
/ : Normal. You look like a
scoundrel, ready for trouble.
 : Heavy. Youre slower. You
look like an operative on a mission.
- : Encumbered. Youre
overburdened and can’t do anything
except move very slowly.
Some special abilities (like the Cutters
M ability or a Demons incredible
strength) increase the load limits.
Some items count as two items for load
(they have two connected boxes). Items
in italics don’t count toward your load.
You don’t need to select specific items
now. Review your personal items and
the standard item descriptions provided
in this PDF.
special abilities

 

 / : ——————
: —  
———
: ——
———
———
———
traumastress
teamwork planning
&
load gather information
Lead a group action Assault: Point of attack Occult: Arcane power
Set up a teammate Stealth: Entry point Transport: Route
Protect a teammate Deception: Method Social: Connection
Assist a teammate
How can I hurt them?
Who's most afraid of me?
Who's most dangerous here?
What do they intend to do?
How can I get them to [X]?
Are they telling the truth?
What's really going on here?
Choose a plan, provide the detail. Choose your
load limit for the operation.
  (take
2 stress) -- accept a
' .
+
bonus die
playbook




resolve




prowess




insight






 
Fine hand weapon
 
Fine heavy weapon
Scary weapon or tool
 
Manacles & chain
 
Rage essence vial
 
Spiritbane charm
A Blade or Two
Throwing Knives
A Pistol
A 2
nd
Pistol
A Large Weapon
An Unusual Weapon
Armor
+Heavy
Burglary Gear
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Demolition Tools
Tinkering Tools
Lantern
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 2 xp if that item occurred multiple times.
You addressed a challenge with violence or coercion.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.

cutter
B: You may expend your special armor to reduce harm
from an attack in combat or to push yourself during a fight.
B: When you protect a teammate, take +1d to your resistance
roll. When you gather info to anticipate possible threats in the current
situation, you get +1 effect.
G F: You may imbue your hands, melee weapons, or tools
with spirit energy. You gain potency in combat vs. the supernatural.
You may grapple with spirits to restrain and capture them.
L: When you Command a cohort in combat, they continue
to fight when they would otherwise break (they're not taken out
when they suffer level 3 harm). They gain +1 effect and 1 armor.
M: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
N   T W: You can push yourself to do one of
the following: perform a feat of physical force that verges on the
superhuman—engage a small gang on equal footing in close combat.
S: When you unleash physical violence, it's especially
frightening. When you Command a frightened target, take +1d.
V: You recover from harm faster. Permanently fill in one of
your healing clock segments. Take +1d to healing treatment rolls.
   
V: Choose a special ability from another source.
xp
Marlane, a pugilist
Chael, a vicious thug
Mercy, a cold killer
Grace, an extortionist
Sawtooth, a physicker
dangerous friends items
3 light
5 normal
6 heavy
load
  


harm


-


armor uses



healing
project clock
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End of Document
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FAQs of Blades in the Dark Player Kit Version 8

What are the main mechanics of Blades in the Dark?
Blades in the Dark utilizes a unique action roll system where players roll a number of six-sided dice based on their character's action rating. The highest die result determines the outcome, with a roll of 6 indicating a full success, while lower rolls introduce complications or failures. The game emphasizes teamwork, with players often leading group actions and assisting each other to achieve their goals. The mechanics are designed to facilitate narrative-driven gameplay, allowing for creative problem-solving and character development.
How does character creation work in Blades in the Dark?
Character creation in Blades in the Dark involves selecting a playbook that defines a character's abilities and role within the game. Players choose a heritage, background, and assign action dots to various skills, ensuring a diverse range of character options. The process also includes selecting a vice, which influences character motivations and actions throughout the game. This structured yet flexible approach allows players to craft unique characters that fit into the dark, gritty world of Doskvol.
What themes are explored in Blades in the Dark?
Blades in the Dark explores themes of crime, morality, and the consequences of one's actions in a dark, industrial setting. Players navigate a world filled with supernatural elements, political intrigue, and the struggle for power among various factions. The game encourages players to confront ethical dilemmas as they engage in heists and other illicit activities, reflecting on the impact of their choices on the world and their characters. The narrative-driven gameplay fosters a rich exploration of these themes.
What types of characters can players create?
Players can create a variety of characters in Blades in the Dark, each defined by their chosen playbook, which represents their role in the game. Options include the stealthy Lurk, the charismatic Slide, and the powerful Cutter, among others. Each playbook offers unique abilities and skills that shape how characters interact with the world and each other. Additionally, players can customize their characters further by selecting heritage, background, and vices, leading to diverse and engaging gameplay experiences.

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