Blades in the Dark: Action Roll Guide
Blades in the Dark: Action Roll Guide
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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.
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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.)?
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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.
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