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Blades in the Dark: Action Roll Guide

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181 views6 pages

Blades in the Dark: Action Roll Guide

Uploaded by

Adam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BLADES IN THE DARK Player’s Guide to Action Rolls

Action Roll Steps (page 18) Dice Results (page 23)


When you decide to do something dangerous or troublesome, the GM can call for an Roll your dice and take the highest as the result. 2+ sixes is a critical success.
action roll. Always keep in mind what is happening in the fiction.
Crit Critical! You succeed with no consequence and +1 effect.
1. Say what you are trying to accomplish (your goal).
6 Success: You succeed with no consequence.
2. Choose the action rating that best reflects what your character is doing. You will start
4/5 Partial Success: You succeed, but suffer a consequence.
with that many dice. What does your character's action look like?
1-3 Fail: You don't do it and you suffer a consequence.
3. The GM sets the Position (risk) to controlled, risky, or desperate. The default is risky.
4. The GM sets the Effect (reward) to zero, limited, standard, or great. The default is Success gets you the effect already determined. If you suffer a consequence, the worse the
standard. The PC can also achieve extreme effect by pushing or rolling a critical. position, the more severe it is.
5. The player adds bonus dice. If position is controlled, the player has more options:
◆ You can get +1d if you: ◆ Partial success (4/5): You hesitate. Withdraw and try a different approach, or else do
⚫ Push yourself for +1d by taking 2 stress. Describe your extra effort.
it with a minor consequence.
⚫ Accept a Devil's Bargain: a troublesome event that happens no matter how
◆ Fail (1-3): You falter. Press on by seizing a risky opportunity, or withdraw and try a
the dice turn out. Anyone can suggest a Devil's Bargain, but the GM decides different approach.
whether it is valid and the player decides whether to accept.
You can only do one of these on a roll (push for a die -or- Devil's Bargain). If position is desperate, mark xp for that action's attribute.
◆ You can get an extra +1d if another PC takes 1 stress to assist you (only one assist
per roll). That player says what their character is doing to help. Resistance (page 32)
6. Roll the dice and judge the result. You can resist any consequence you don't like. The GM decides how effective resistance
is, but it always reduces the severity of the consequence.
◆ The GM chooses the attribute (Insight, Prowess, Resolve). Roll that many dice. You
Adjusting Position and Effect (pages 13 and 26) take 6 stress, minus the highest die. On a critical, recover 1 stress.
◆ You can get +1 effect if you push for effect by taking 2 stress. Move up 􀄨 ◆ You can expend an armor box to resist without taking stress, if it applies.
on the Position/Effect chart. Describe your extra effort.
◆ You can trade position for effect. How are you being reckless or careful?
◆ Take more risk for more effect. Move up and right 􀄯 on the Position/Effect chart. Other Details
◆ Take less risk with less effect. Move down and left 􀄰 on the Position/Effect chart. ◆ Level 1 harm imposes a -1 effect penalty on affected rolls.
Harm ◆ Level 2 harm imposes a -1d penalty on affected rolls.
􀄪 Position 􀄫 ◆ Level 3 harm means you must push or get assistance to make a roll.
You can call for a flashback to show how you’ve already anticipated and prepared
Controlled/Extreme Risky/Extreme Desperate/Extreme
Flashback for this situation (improving position or effect for other actions). A flashback
may cost stress or require an action roll.
􀄪 Effect 􀄫

Controlled/Great Risky/Great Desperate/Great


Lead a Group Multiple characters act together at the same time. All roll the same action and
Controlled/Standard Risky/Standard Desperate/Standard Action take the highest as the result. Leader takes 1 stress for each failed roll.
When another character suffers a consequence, say how you step in to take it on
Controlled/Limited Risky/Limited Desperate/Limited Protect yourself. You can resist as normal.
Make a an action roll to improve position or effect for a later action by you or
Controlled/Zero Risky/Zero Desperate/Zero Setup Action someone else. A setup action can happen in the present or you can call for a
flashback to show how you’ve already set up an improved situation.

—1—
BLADES IN THE DARK GM’s Guide to Action Rolls
Position and Effect (page 29) Effect Levels Clock Ticks Consequences (page 30)
Call for an action roll when the PC is trying something You achieve an extraordinary amount. Is The form of each consequence must flow from the fiction
Extreme there any more to do? 5
dangerous or troublesome. Don’t roll for trivial things or and the level of danger (position) the character is in.
when failure would be uninteresting. Set Position and You achieve more than usual. How does
Effect after the player describes the goal and chooses Great the extra effort manifest? What additional 3
Consequence Types
the action. benefit do you enjoy? ◆ Reduced effect: You achieved less than the expected
You achieve what we’d expect as “normal”
outcome.
Position represents risk (page 19) Standard with this action. Is that enough, or is there ◆ Complication: Trouble, mounting danger, or a new
2
How dangerous is this situation? Default position is Risky. more left to do? threat. If the complication doesn't appear immediately,
Set it to Desperate if the situation is especially dire. Set it to you can create or add ticks to a troublesome clock.
You achieve a partial or weak effect. How
Controlled if it is more secure or better prepared. Limited is your impact diminished? What effort 1 ◆ Lost opportunity: You had an opportunity to achieve
remains to achieve your goal? your goal with this action, but it slips away.
When a score begins, use the engagement roll to establish
starting position. You won't accomplish anything without ◆ Worse position: The action carries you into a more
Zero extra effort or a critical success. 0 dangerous position.
Effect represents reward (page 24) ◆ Harm: Long-lasting debility (or death). Record the
specific injury and level of harm.
What will this action accomplish? Default effect is
Standard. Increase to Great if the PC can accomplish more
Resistance (page 32)
When a player resists, the GM chooses which attribute Harm Examples
than expected. Decrease to Limited if the PC's ability to act
is compromised or Zero if their action will be ineffective applies. Resistance always works, but the GM decides ◆ Fatal (4): Electrocuted, Drowned, Stabbed in the Heart.
without extra effort. whether the consequence is reduced in severity or ◆ Severe (3): Impaled, Broken Leg, Shot in Chest, Badly
avoided completely. Burned, Terrified.
Adjust effect when there are differences in these factors: ◆ Moderate (2): Exhausted, Deep Cut to Arm,
◆ Potency: considers particular weaknesses, taking extra Insight Prowess Resolve Concussion, Panicked, Seduced.
time or a bigger risk, or the influence of arcane powers. Consequences Consequences of Consequences ◆ Lesser (1): Battered, Drained, Distracted, Scared,
◆ Quality/Tier: represents the effectiveness of tools, weap- of deception physical strain of mental strain Confused.
ons, or other resources, usually summarized by Tier. Fine or confusion or injury or willpower
items count as +1 bonus in quality, stacking with Tier. Inflicted Consequences
Hunt Finesse Attune
◆ Scale: represents the number of opponents, size of an ◆ If an NPC is skilled, you can tell the players what the
Study Prowl Command
area covered, scope of influence, etc. NPC is about to accomplish (the consequence that will
Survey Skirmish Consort
happen if they don't deal with it), then ask them what
Clarify what the action will achieve before the roll. Tinker Wreck Sway
they do.
◆ If an NPC is a master, you can tell the players what the
Devil's Bargains (page 21) Flashbacks (page 132) NPC has already done, then ask if they want to resist
A player can call for a flashback at any time to establish it. The PC suffers a consequence before any action roll.
Common Devil's Bargains include: preparation in the past. The GM sets a stress cost and can
◆ Collateral damage or unintended harm. call for an action roll.
◆ Sacrifice coin or an item. Progress Clocks (page 15)
◆ Betray a friend or loved one. An ordinary action for which you had easy A progress clock is a circle divided
0 stress opportunity.
◆ Offend or anger a faction. into segments, used to track
◆ Start or tick a troublesome clock. 1 stress A complex action or unlikely opportunity. ongoing effort or impending
◆ Add heat to the crew from evidence or witnesses. trouble. Fill in segments of the clock to
An elaborate action that involved special show progression. Complex = 4 segments, Complicated =
◆ Suffer harm. 2+ stress opportunities or contingencies.
6 segments, Daunting = 8 segments.

—2—
BLADES IN THE DARK Actions, Info, Fortune Rolls, & Engagement
Actions (page 169) Fortune Rolls (page 34)
◆ Attune to spirits and the ghost field; ◆ Study a person, document, or item with When the GM wants to disclaim decision making, use a fortune roll. Use when the
channel electroplasmic energy;perceive close scrutiny to gather information outcome is uncertain or when NPCs are taking independent action. Position and effect
and communicate with ghosts;under- and apply knowledge; gain a deeper do not apply—the roll is only to determine “how much” something manifests.
stand spectrology. understanding; do research.
◆ Command obedience with your force of ◆ Survey a location or situation to under- Fortune Roll
personality; intimidate or threaten; lead stand what's going on; sense trouble 1d for each trait rating. Critical: Exceptional result / Great, extreme effect / 5 ticks.
an action with one of the crew's gangs. before it happens; gather information +1d for each major 6: Good result / standard, full effect/ 3 ticks.
◆ Consort with connections from your about opportunities or exploits. advantage. 4/5: Mixed result / limited, partial effect / 2 ticks.
heritage, background, friends, or rivals ◆ Sway someone with charm, logic, -1d for each major 1-3: Bad result / poor, little effect/ 1 tick.
to gain access to resources, information, deception, disguise, or bluff; change disadvantage.
people, or places. attitudes or behavior with manipulation
◆ Finesse an item from someone's pocket;
employ subtle misdirection or sleight-
or seduction.
◆ Tinker with mechanisms to create,
Engagement Roll (page 127)
of-hand; handle a vehicle or a mount. modify, disable, or repair; disable a When you begin a score, use an engagement roll instead of playing out detailed planning.
◆ Hunt a target; gather information about trap, pick a lock, or crack a safe. Use Choose a plan, provide the detail, and jump ahead to the first serious obstacle. Go back
its location and movements; attack with the ubiquitous clockwork and electro- to establish preparation via flashbacks, if needed. If in your hunting grounds, take
precision shooting from a distance. plasmic devices around the city to your +1 downtime activity to prepare and +1d on gather information rolls.
◆ Prowl about unseen and traverse advantage Also choose your loadout: light (3), medium (5) or heavy (6).
obstacles; climb, swim, run, jump, and ◆ Wreck a place, item, or obstacle with
tumble. Ambush with close violence—a savage force or carefully applied sabo- Assault Do violence to a target. Detail: The point of attack.
backstab, throat cutting, black-jack, etc. tage; breach defenses with force; create Deception Lure, trick, or manipulate. Detail: The method of deception.
◆ Skirmish with an opponent in close distractions and chaos.
Stealth Trespass unseen. Detail: The point of infiltration.
combat; assault or hold a position;
brawl and wrestle. Occult Engage a supernatural power. Detail: The arcane method.
Social Negotiate, bargain, or persuade. Detail: The social connection.
Gathering Information (page 36) Transport Carry cargo or people through danger. Detail: The route and means.
When PCs want information that is not freely available, the GM can choose one of these:
◆ Action roll: If gathering information will be dangerous or troublesome, make a regular Engagement Roll
action roll. The effect level determines the quality and detail of information acquired. ◆ Start with 1d. Critical: You’ve already
◆ Fortune roll: If gathering information is not dangerous or troublesome but the ◆ Is this operation particularly bold or daring? Take +1d. overcome the first obstacle
outcome is uncertain, make a fortune roll. The better the roll, the more useful and ◆ Is this operation overly complex or contingent on and you’re in a controlled
detailed the information you get. many factors? Take -1d. Does the plan’s detail expose position.
◆ Investigation: If gathering information will take significant time (such as complex a vulnerability of the target or hit them where they’re 6: You begin the score in a
research or surveillance), establish a long term project to work on during downtime. weakest? Take +1d. controlled position.
When completed, the information is acquired at great effect. ◆ Is the target strongest against this approach, or do they 4/5: You begin the score in
have particular defenses or special preparations? Take a risky position.
-1d. Can any of your friends or contacts provide aid or 1-3: You begin the score in
insight for this operation? Take +1d. Are any enemies a desperate position.
or rivals interfering in the operation? Take -1d.
◆ Are there any other elements that you want to consider
(Tier, location, etc.)?

—3—
BLADES IN THE DARK Resolve in this order: payoff, heat, entanglements, downtime activities Downtime
1. Payoff (page 146) 2. Heat (page 147)
The crew earns 2 rep per score by default. If the target of the score is higher Tier, take +1 rep per Tier higher. If the After a score or conflict, the crew takes heat. Add + heat for a high-
target of the score is lower Tier, you get -1 rep per Tier lower (minimum zero). (If you keep the job completely quiet profile or well-connected target­; + heat if the situation happened on
you earn zero rep instead).
hostile turf;  heat if you're at war; + heat if killing was involved.
You also earn coin based on the nature of the operation.
◆  heat: Smooth & quiet; low ◆  heat: Loud & chaotic; high
◆  coin: Minor job; several full purses. ◆  coin: Big score; serious loot. exposure. exposure.
◆  coin: Small job; a strongbox. ◆ + coin: Major score; impressive loot. ◆  heat: Contained; standard ◆  heat: Wild; devastating exposure.
◆  coin: Standard score; decent loot. exposure.
Subtract coin equal to your Tier+1 if you pay a tithe to a ward boss or larger organization. Plus any additional heat from complications or devil's bargains.

3. Entanglements (page 150) 4. Downtime Activities (page 153)


Roll dice equal to your wanted level and read the result according to your current heat. During downtime, you can pursue two downtime activities. You also
recover all of your armor uses. During downtime, you can perform
Heat 0–3 Heat 4/5 Heat 6+
additional activities by spending  coin or  rep for each.
1-3 Gang Trouble or Usual Suspects Gang Trouble or Questioning Flipped or Interrogation
For any downtime roll, add +1d to the roll if you get help from a friend or
4/5 Rivals or Unquiet Dead Reprisals or Unquiet Dead Demonic Notice or Show of Force contact. After the roll, you can increase the result level by one for each coin
6+ Cooperation Show of Force Arrest spent, by hiring assistance, paying a bribe, etc. (so, a - result becomes a /,
/ becomes , 6 becomes Critical.
Arrest. An Inspector presents a case file of evidence to Questioning. The Bluecoats grab an NPC member of Acquire temporary use of an asset. Roll the crew's Tier to
a magistrate, to begin prosecution of your crew. The your crew or one of the crew’s contacts, to question them Acquire
determine the quality of the asset (-: Tier -1, /: Tier, Tier +1,
Bluecoats send a detail to arrest you. Pay them off with about your crimes. Who do the Bluecoats think is most asset
Crit: Tier +2). You can spend 2 coin per level to increase Tier.
coin (Wanted Level +3), hand someone over for arrest vulnerable? Make a fortune roll to see how much they
(this clears your heat), or try to evade capture. talk (–: +2 heat, /: +1 heat), or pay the Bluecoats Long Term Work on a Long Term Project. Roll a trait and mark 1 segment on
Cooperation. A +3 status faction asks you for a favor. off with 2 coin. Project the project clock per level (-: one, /: two, : three, Crit: five.
Agree to do it or forfeit  rep per Tier of the friendly Reprisals. An enemy faction makes a move against you Get treatment to tick your healing clock (like a long-term project).
Recover When the clock fills, each harm is reduced by one level.
faction or lose 1 status with them. If you don't have a +3 (or a friend, contact, or vice purveyor). Pay them ( rep
faction status, you avoid entanglements right now. and  coin) per Tier of the enemy as an apology, allow Say how you reduce heat on the crew and roll your action.
them to mess with you or yours, or fight back and show Reduce
Demonic Notice. A demon approaches the crew with Reduce heat according to the result level (-: one, /: two, :
a dark offer. Accept, hide until it loses interest (forfeit them who's boss. Heat three, Crit: five).
 rep), or deal with it another way. Rivals. A neutral faction throws their weight around. Mark 1 xp for an attribute or your playbook (+1 xp if you have
Flipped. One of your contacts, patrons, clients, or a group They threaten you, a friend or contact, or one of your vice Train the appropriate crew training upgrade). You can train a given xp
of your customers switches allegiances due to the heat on purveyors. Forfeit ( rep or  coin) per Tier of the rival, track only once per downtime.
you. They're loyal to another faction now. or stand up to them and lose  status with them.
Visit a purveyor of your vice and roll dice equal to your lowest
Gang Trouble. One of your gangs (or other cohorts) Show of Force. A faction with whom you have a negative attribute. Clear stress equal to your highest die result. If you clear
causes trouble due to their flaw(s). Lose face (forfeit rep status makes a play against your holdings. Give them Indulge
more stress than you had marked, you overindulge (see below).
equal to your Tier+), make an example of one of the  claim or go to war (drop to -3 status). If you have no Vice If you do not or cannot indulge your vice during downtime, you
gang members, or face reprisals from the wronged party. claims, lose 1 hold instead. take stress equal to your trauma.
If you lack a gang or other cohort with a flaw, there's no Unquiet Dead. A rogue spirit is drawn to you (perhaps
entanglement. it's a past victim?). Acquire the services of a Whisper or Overindulge. You make a bad call because of your vice—in acquiring it or
Interrogation. The Bluecoats round up one of the PCs Rail Jack to attempt to destroy or banish it, or deal with while under its influence. What did yo do?
for questioning about the crew’s crimes. How did they it yourself. ◆ Attract Trouble: Select or roll an ◆ Lost: Play a different character until
manage to capture you? Pay them off with 3 coin, or they The Usual Suspects. The Bluecoats grab someone in the additional entanglement. this one returns from their bender.
beat you up (level 2 harm) and you tell them what they periphery of your crew. One player volunteers a friend or ◆ Brag about your exploits. + ◆ Tapped. Your current purveyor cuts
want to know (+3 heat). You can resist each of those vice purveyor as the person most likely to be taken. Make heat. you off. Find a new source,
consequences separately. a fortune roll to find out if they resist questioning (-: +2
heat, /: level 2 harm), or pay the Bluecoats off with 1 coin.
—4—
BLADES IN THE DARK Cohorts, Tiers, Factions, & Incarceration
Gang Scale by Tier (not the total number for a faction) Faction Status Levels (page 45)
Tier 0 1 or 2 people. This faction will help you even if it’s not in their best interest to do so.
+3 Allies
Tier I Small gang, 3–6 people
They expect you to do the same for theme.
This faction will help you if it doesn’t create serious problems for them. They
Tier II Medium gang, about 12 people +2 Friendly expect you to do the same.
Tier III Large gang, about 20 people This faction will help you if it causes no problems or significant cost for them.
+1 Helpful They expect the same from you.
Tier IV Huge gang, about 40 people
Tier V Massive gang, about 80 people 0 Neutral This faction is disinterested.
This faction will look for opportunities to cause trouble for you (or profit from
Cohorts (page 96) -1 Interfering your misfortune) as long as it causes no problems or significant cost for them.
They expect the same from you.
The quality of PC cohorts is equal to the crew's tier for gangs and tier +1 for experts. Use This faction will look for opportunities to hurt you as long as it doesn’t
quality when rolling for cohorts. If the action is outside the cohort's type, quality = 0. -2 Hostile create serious problems for them. They expect you to do the same, and take
◆ If the PC is ordering the cohort: Roll Command as a group action with the cohort. precautions against you
◆ If the PC is participating in the action: roll the PC's action rating as a group action This faction will go out of its way to hurt you even if it’s not in their best interest
with the cohort. to do so. They expect you to do the same, and take precautions against you.
◆ The GM can make a fortune roll for cohorts acting on their own. When you’re at war with any number of factions, your crew suffers +1 heat
-3 War from scores, temporarily loses 1 hold, and PCs get only one downtime action
◆ Cohorts have 1 or 2 edges and an equal number of flaws. rather than two. You can end a war by eliminating your enemy or by negotiating
Edges Flaws a mutual agreement to establish a new status rating.
◆ Fearsome: The cohort is terrifying in aspect ◆ Principled: The cohort has an ethic or values If your crew has weak hold when you go to war, the temporary loss of hold causes you to
and reputation. that it won’t betray.
lose one Tier. When the war is over, restore your crew’s Tier goes back to its prewar level.
◆ Independent: The cohort can be trusted to ◆ Savage: The cohort is excessively violent and
make good decisions and act on their own cruel.
initiative in the absence of direct orders. ◆ Unreliable: The cohort isn’t always available, Incarceration (page 148)
◆ Loyal: The cohort can’t be bribed or turned due to other obligations, stupefaction from
against you. their vices, etc. Arrest
◆ Tenacious: The cohort won’t be deterred ◆ Wild: The cohort is drunken, debauched, ◆ Bluecoat investigation (see Entanglements) or crew member voluntarily takes a fall.
from a task. and loud-mouthed.
◆ -1 wanted level, clear heat, suffer prison sentence, make incarceration roll.
Cohort Harm
◆ Weakened (1): -1 effect. ◆ Destroyed (4): The cohort no longer Incarceration Roll
◆ Impaired (2): -1d. exists. You can replace a destroyed cohort 1d per Tier. Critical: Make a name for yourself inside. +3 rep, +1 prison claim,
◆ Broken (3): Ineffective. by spending half the number of upgrades +1 status with a faction you assisted while in prison.
required to acquire the cohort originally.
6: You do your time well. +1 prison claim, +1 status with a faction you
Claims, Hold, & Tier (page 44) assisted while in prison
4/5: You keep your head down and do your time without incident.
To seize a claim, conduct a successful score with that goal. You can also lose a claim (or 1-3: It's horrific. Suffer a level of trauma
your lair) due to enemy action.
Each turf held reduces the number of rep required to fill the rep tracker by 1. When the ◆ Wanted level 4: Life or execution. ◆ Wanted level 1: A month or two.
◆ Wanted level 3: A year or two. ◆ Wanted level 0: A few weeks or a beating
crew fills their rep tracker: from the Bluecoats (irresistible level 3 harm).
◆ Wanted level 2: Several months.
◆ If hold is weak, it becomes strong. Clear the rep tracker.
◆ If hold is strong, you can pay coin equal to the new tier × 8 to advance to the next
higher tier. Clear the rep tracker.
—5—
BLADES IN THE DARK Reference Sheet Credits
Blades in the Dark: John Harper and Evil Hat Productions.
Reference sheet design and layout: David Rourke
◆ Email: smallcoolgames@[Link]
◆ X/Twitter: [Link]/SmallCoolGames1
◆ Storefront: [Link]
Typefaces: Kristy by Larabie Fonts and Minion Pro by Robert Slimbach.
Version 1.0.3
This work is based on Blades in the Dark (found at [Link] product of One Seven Design,
developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0
Unported license ([Link]
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark Logo is © One Seven Design, and
is used with permission.
You are free to copy and distribute this non-commercial fan resource however you'd like. You may not charge
for it or remove the credits.

—6—

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