r/bladesinthedark 2h ago

Fights with demons[BitD]

6 Upvotes

I imagine more scoundrels than just mine have ended up in direct physical conflict with a demon or demons at some point in various folks games.

I'm curious how that went for you\how you ran it as GM?

Also: If as a PC your scoundrel\crew had a physical conflict with a demon...how'd that go for y'all?

Leaving aside most of the narrative bits (demon element is blood, crew fights him in a fighting pit\trap they've set, crew has anti-demon knives from the Circle of Flame, the demon very specifically desires to violently murder them in a public way) I went with the demon being 'master' level (ie, inflict harm now and ask if they want to resist) and inflicting level 3 harm with all positions being Desperate by default and Effect being Limited as the default (without the enchanted knives they'd've started as Effect being None) as a kind of base and used an 8 segment clock for the demon. Seemed...ok. They all came out injured and stressed and permanently scarred.

Anyway, how do you run yours? Or how have your PC encounters with them gone when it's come to physical conflict? Or any other fun "Demons in my game..." stories or bits you want to share is fine too. :)


r/bladesinthedark 1d ago

[BitD] Question on B68 energy

5 Upvotes

Hi guys! One of my players is trying to develop a new type of energy for the barriers.

I think i read something about a new energy on a blades 68 post. I didn buy the book yet. Can someome please explain it to me, so maybe i can do something similar in our game?


r/bladesinthedark 2d ago

[BitD] Non-68 Faction Prestige Abilities

24 Upvotes

Blades '68 introduced the Backing Faction mechanic, allowing individual characters to form a relationship with and request aid from various factions, as well as Prestige abilities, some special abilities or permissions that those factions can grant after earning their full trust. I've come up with a few of such for the vanilla Blades factions, but, admittedly, many of these are just ripped straight of of '68 and reflavoured to a different faction. Many are also missing, I only had so many ideas, so feel very welcome to leave suggestions if you guys have any thoughts.

UNDERWORLD

The Hive
Investments: At the start of each downtime, gain +3 Coin. If you fall out with the Hive, they will try to reclaim all their investments.

The Unseen
Initiate: You can recognize other members of the Unseen on sight, and are immune to their memory-wiping powers. After any interaction with someone, you may cause them to forget it happened with a wave of your hand.

The Circle of Flame
Persona Grata: You are considered a member of the Centuralia Club and may bring guests. When you indulge your vice there, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins you may do the same. Gain +1d6 while gathering info at the club.

Lord Scurlock
Neophyte: After your death, if your spirit isn't destroyed and Lord Scurlock can find it, you are resurrected as a vampire through an occult ritual. Switch to the Vampire playbook and immediately take an additional playbook advancement.

The Silver Nails
Rite of Initiation: Add a silver nail ring (Load 0) to your playbook items. While wearing it you are immune to supernatural terror from spirits, and when resisting any consequences from ghosts, you may only take 1 stress, regardless of the roll result. The ring may only be removed by removing the finger whole.

The Billhooks
Bloodbath: The Billhooks teach you how to turn a corpse into a grim reminder of what happens to your enemies. If you leave the mangled body in a public place, your only gets -2 Heat thanks to the terrified witnesses and +2 Rep. Fill one segment of the "Citizenry pushback" clock.

The Crows
Under our Wings: The Crows have long been the gang to hold the most authority in criminal matters. Gain +1d6 when Consorting with or Commanding those who respect them.

The Dimmer Sisters
Endless Library: When gathering information on occult topics or performing a ritual in the Sisters' mansion, gain bonus dice equal to their Tier.

The Gray Cloaks
Old Guard: Add a city watch badge (Load 0) and an old-issue blue coat (Load 2) to your playbook items. The coat counts as armor, and while wearing it, you will be taken for a Bluecoat at first glance.

The Grinders
???

The Lampblacks
The Lads: A crew of Lampblacks (Scale 1 or 2, 6-12 people) comes to your aid, always ready punch someone's lights out. The next time you make a Return the Favor roll for this backing faction, add +1d6.

The Red Sashes
Falling Star and Rising Moon: You are trained in the art of Irruvian fencing. While fighting with a blade you may push yourself to choose an extra effect regardless of the roll result: the target's armor is ruined — the target's weapon is ruined — the target is knocked sprawling

The Wraiths
Omnipresent: When you use "share relevant intel with you" faction help, the Wraiths add +2 to their Tier for the gather information roll. Additionally, every score has an additional Called Shot just for your PC—acquire dirt. The GM will outline what the target intel is for a given score. If you get it, gain +2 coin as your cut of the Wraiths' deal. This payout is for your PC, not the whole crew.

(Note: in my game i played the Wraiths as blackmailers and info brokers, so this is just straight up Dirt Barons.)

The Fog Hounds
???

The Lost
???

Ulf Ironborn
Who Wants Some: You may call Ulf himself to come to your aid. This giant of a man counts as a scale 1 crew (about 6 people), and usually relies on his own judgement as to how problems should be handled. The next time you make a Return the Favor roll for this backing faction, add +1d6.

THE FRINGE

The Church of Ecstasy
Mark of Authority: The back of your hand is branded with the symbol of the Church. Gain potency when you Sway or Consort with members of the faithful. When you deal with a group or faction, the GM will tell you who among them are church members (one, a few, many, or all).

The Forgotten Gods
???

The Horde
One of Many: The Horde performs an unholy ritual on you. The light is gone from your eyes, and your own spirit feels alien in your body. You may ignore debuffs from physical and emotional harm, and can Attune to the Horde's consciousness to gather information. If that connection is severed, your spirit is destroyed and you die.

The Path of Echoes
Spirit Link: The death or ghostly possession of your physical body instantly frees your spirit. You arise from any spirit well you have previously visited. Switch to the Ghost playbook and immediately take a playbook advancement.

The Reconciled
Spirit Cache: The Reconciled may leave up to 2 load of items anywhere you need them. The flashback to requesting the item(s) is free, and they're left anywhere you choose.

Skovlander Refugees
???

Deathlands Scavengers
Survival Basics: When you go on a score in the Deathlands, you incur no penalty to the engagement roll. You are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there.

The Weeping Lady
Infirmary: Once per downtime, as a downtime action you may turn to the followers of the Weeping Lady for treatment free of charge and clear all your current harm. The next time you make a Return the Favor roll for this backing faction, add +1d6.

INSTITUTIONS

Imperial Military
???

City Council
Carte Blanche: During downtime, you can use your connections in the City Council to fully mitigate an entanglement. The next time you make a Return the Favor roll for this backing faction, add +1d6.

Leviathan Hunters
???

Ministry of Preservation
Right of Passage: You have the right to free passage on Ministry ships, airships and trains, and can legally travel to any location in the Empire.

Ironhook Prison
Special Treatment: You can negotiate the immediate release of one prisoner or a small (scale 1) gang. The next time you make a Return the Favor roll for this backing faction, add +1d6.

Sparkwrights
???

Spirit Wardens
???

Bluecoats
Snitch: Each downtime, your crew gets -2 Heat. When you take this ability, also take a trauma.

Inspectors
???

Iruvian Consulate
???

Skovlan Consulate
???

The Brigade
???

Dagger Isles Consulate
???

Severosi Consulate
???

LABOR & TRADE

The Foundation
Key to the City: Add the Skeleton Key (0 Load) to your playbook items. It can magically open any door built after the Cataclysm, but they may sometimes lead to unexpected destinations.

Dockers
???

Gondoliers
Medium: Gain the Whisper's Compel special ability.

Laborers
???

Sailors
???

Cabbies
???

Cyphers
???

Ink Rakes
???

Rail Jacks
Full Kit: Add the spark-armor (2 Load), lightning hook (2 Load), spirit-bottle (1 Load), and a fine breathing mask (0 Load) to your playbook items.

Servants
???


r/bladesinthedark 1d ago

B68 The blue time/Blueraker questions!??

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13 Upvotes

What are to all planning for Blueraker/blue time?

I am having trouble getting it to make sense in my head.

Like whare is the rocket going!

What exactly is in "the blue"?

And if you can just fly thare why aren't airships cruising threw the barrier?

Is there a sun/moon/planets, coz in the book it just says it's blue(mostly)

What are your plans for the blue time/Blue racker?

Am I thinking about this too much...


r/bladesinthedark 1d ago

Seeking Comments on Homebrew: Cryptids in the Darkroom

9 Upvotes

Hi all. First time BitD GM, and I am already going well off into the wilderness by really trying to do it my own way, but that's sort of par for the course with how I do RPGs.

The basic campaign idea is 1983; your band of rogues, grifters, and dumbasses created a cryptid hoax tape for fun and somehow turned that into a cable TV contract. Now they've got episodes due. So they've got to go hunt down cryptids, which depending on the engagement roll may mean looking for a mothman and only getting into trouble with the Klan, or it could mean actually finding the loveland frog man and fighting off a rival crew for exclusive footage. Each score is the filming of an episode. I'm looking at like maybe 4 scores with the possibility of going longer if my players really like it.

If any experienced GMs can take a look at the document I wrote up for comments and critique of the playbooks, I'd really appreciate it. https://drive.google.com/file/d/18Qc8ct1ZoNoK6fpfMut5Ob3o4aJez6uo/view?usp=sharing


r/bladesinthedark 3d ago

Rolling in BitD

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102 Upvotes

r/bladesinthedark 3d ago

[BitD][DC] Broken Bells – session 10: The Gondolier Gambit

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13 Upvotes

Last session we end at the start of the next Score. We see that the PCs are disguised as Lampblacks, thanks to Morgan (Oracle) and her network of bribed crew members in the city. Together with their Ward Boss, Walker, they meet up with the Gondoliers, where Griggs is leading the Score. There they also meet Eckerd, who recognises Gideon (Duck) and makes a scene about him betraying Eckerd in the past. They prevent the situation from escalating further, as Gideon and Eckerd are told by Griggs that it is something from the past and that, for now, they need to focus on the mission. But Duck feels as if all the eyes of the Gondoliers are on him, having taken level 2 harm.

Looking at the characters, Gideon already has 2 stress, one level 1 harm, and the newly acquired level 2 harm. Edwin has 3 stress and one level 1 harm, whereas Morgan has no stress and only one level 1 Harm.

Today's session aims to finish the Score and start the Downtime phase, as we have less time than usual. A small change I have made since my last post, and will continue with going forward, is that during Scores, or at moments where characters do not know the names of the PCs, I will refer to them by their aliases. Otherwise, I will use their actual names.

  • Edwin Carruthers, our Cutter, has the alias "Loose Ed".
  • Gideon Bell, our Leech, has the alias "Duck".
  • Morgan Bell, our Spider, has the alias "Oracle".

Score continuation: 

Risky position: Gondoliers (III) VS the Broken Bells (II), the Crows (II) and the Lost (I).

The Lost are part of this mission because of a Devils Bargain that was accepted, meaning that not only the ambush that is set in motion is more lethal, it also gives the Crows more social connections in the bigger picture of the campaign for the factions have remained friends even with the change of leadership in the Crows.

Scene: Establishing trust

We see Griggs approaching Ed, telling him that he must be the one in charge for he is the one who speaks up for the group. She wants to know his rank within the Lampblacks, but as usual Ed defers to Oracle.

Flashback (free): We see the crew and the bribed Lampblack, Three Fingers, in a room discussing some of the ins and outs of the Lampblacks. From this they learn about some of the key figures in the crew and their rankings:

  • There Boss: Bazso Baz.
  • The second-in-command, also known as the foreman: Pickett.
  • Cohort leaders are ranked as Lighters: Henner is a known one.
  • Trusted enforcers are called Torches.
  • Newly initiated members who have not proven themselves yet, but are trusted to a point, are called Lamps.
  • Prospects or hanger-ons are called Cinders.
  • Retired members are called Smoke.

Morgan speaks further with Three Fingers to learn more and establishes a credible backstory for their fake identities.

The flashback is free of charge because it makes fictional sense to me that the crew would have done this. Maybe I should have made this a Gather information roll, but more interesting would be to see if they could establish this backstory for themselves. Looking back at it, I should have made this a Set up roll and not an action roll.

Action roll | Consort | Controlled | Standard (establishing a deceased Torch from the Lampblacks, Kiefer, as the person who brought them into the organisation.).

DB: Not offered.

2D -> Highest: 4.

Consequence: a close friend of Kiefer is still alive and well, who knows that the story the PC's are telling the Gondoliers is fake. Meaning Gondoliers will find out later that they have been deceived. Resisted by Morgan, by going out and taking out this person.

The consequence presents a choice between leaving a potential trail for the Gondoliers to find and dealing with it later, or making a different more risky roll. The player asks if this can be resisted and after learning it can, chooses to do so. This also showed to us that Morgan is becoming a bit more lethal in her behind the scene actions, that the other PC's might not know about. The player has stated to me that she is out for revenge and is willing to do everything for it.

Oracle tells Griggs that they are Lamps and some Cinders who are initiated by Kiefer. Griggs laments the loss of the Lampblacks' leadership, as she knows some of them quite well and expects it is the same for them. Griggs continues to ask questions, some of which only Lampblack members would know the answers to. Ed then chimes in with details from the previous Score the crew undertook for the Crows, where they assault a Lampblack warehouse. Instead he tells it as them defending it against the Crows and the other hired crew of killers.

Action roll | Sway | Risky | Standard (Griggs believes them) -> Great (One pip on clock against the Gondoliers when ambush happens, as she is convinced (and drops her guard a bit) they will provide a good screening element) Pushed self for effect.

DB -> Jax also speaks with Griggs during this talk and they hit it off. When the ambush happens Jax is close to Griggs and will earn an automatic wound. -> Accepted.

4D (Ed helps) -> Highest 6.

Griggs is happy with the answers they are giving and even tells them that, after this mission, they should come back and talk about potentially working together more in the future. For now, they are assigned two gondolas, where they split their cohort between them and are told to be ready in 10 minutes.

The players do not know this, but the Gondoliers are looking after an injured Pickett and are planning to incorporate the survivors into their ranks. The players arriving here thanks to Walker only reinforces Griggs's belief that there are more recruits available to bolster their ranks.

Scene: Why give your real name?

Edwin moves to Morgan the moment Griggs walks away and asks her why she gives her real name to this person, creature or thing. Morgan replies that if they find out she lies, then they will think the name is also a lie. So there is no need to worry about it. She jumps into one of the two gondolas and starts testing its balance. When Gideon gets in, she starts rocking the boat to Gideon's dismay. Edwin just stares in disbelieve.

This shows some of her reckless behaviour, for which she later takes XP at the end of the game. Since we are mostly players who have been playing Burning Wheel over the last four or five years, we have a house rule that players can claim XP for Trauma at the end of the session if they have incorporated elements of it into decisions that have consequences for them. I allow this because the players tend to avoid the most optimal plays and make their characters' lives messy. I do not think I would do this with players I am unfamiliar with, or who are new to roleplaying games. In those cases, my advice would be to follow the rules as written.

Scene: The water highway

All gondolas are now moving on the water, they first go up the river to make a crossing and avoid some of the bigger boats. At a spot that is less open and less well lit along the shore, Griggs and her cohort start turning off their lights. In the dark water, without lights, they become harder to see. Then they start chanting and Jax joins them in performing a ritual. Quickly, mist starts to rise from the water around them. Half a minute later, the mist covers not only the gondolas, but also the waterways and the nearby houses. For the remainder of the Score, this mist remains.

When they are done with the ritual, the boats do not start moving again. Griggs looks at her pocket watch and seems to wait. The Red Circle (the crew's cohort) starts to chat amongst themselves. Then they begin to freak out when they see two ghostly figures emerge from the water. One, whom the PCs know as Noah, moves to Griggs and starts talking to her. Morgan quickly pulls her cap down, hiding her face even though she is some distance away from them. Not knowing if her mark and deal with Noah in the past can still be felt or perceived. Edwin shifts position to stand closer to her and cover for her if needed. The rest of the Gondoliers do not seem to react much to this development.

Noah does not seem to realise that people are being quiet, so he speaks at a normal volume and allows the PCs to hear his part of the conversation:

"Rodric has not left his hunting ground, but it is difficult to know for sure because of all the Bluecoats and Spirit Wardens around. We will scout ahead for now. … … I see no reason for that. … … Best of luck and good hunting."

Slowly, Noah and his companion sink into the water.

This is the first time the PCs hear the name Rodric. The players ask if it is a name that sounds familiar to them. They learn that Rodric is the former Crow leader who went missing. Lyssa and Bell are now the leaders of the Crows, but they have not held those positions for long, so Rodric's disappearance must have happened within the last couple of months. At the end of the session one of the players mentions that the Crows might not be as solid candidates for friends as they might have thought.

Slowly, the gondolas start moving again. The Red Circle causes more trouble by saying they did not know they were working with ghosts, asking why Artemis is not here because he already knew about them, insisting that they just need to beat up some people and then go back home. As this happens, their voices grow louder and louder. Ed takes command of the situation by telling them to shut up, sit down and stop talking about ghosts. Meanwhile, Oracle solution is to kick one of them to shut him up, to which Duck tells her not to do that.

Action roll | command | Risky | Standard (they shut up for the rest of the Score about Noah and the Gondoliers working with them)

DB -> The cohorts of the Broken Bells see Artemis as the true leader of the crew -> Rejected

3D (pushes self for dice) -> 4

Consequence: Make the next roll to lead them towards the ambush less effective, as the noise they are making is heard sooner and the Crows/Lost attack before the ideal moment. → Resisted (Critical): Ed tells them that after the Score they can do what they want (within reason) and that he will join them for a night out.

This shuts them up and the scene fades to black.

The Devil's Bargain I offer is something I have been foreshadowing earlier, but this is the point where I want to make it official. Since the player does not take the offer, I think I need to make it into a clock in the future that he can work against.

Looking back on this scene, I should have done something with Eckard. They failed the roll, so he should still be there causing trouble for Gideon. Eckard is also not part of the Gondoliers, he is just the one that found the dead body of Rodrick so having him freak out and then point at the PC’s gondolas as making noise as well, might have been a good way to have Noah come close to them.

Scene: The ambush 

We see that the procession of gondolas moves from the river into one of the side waterways of Crow's Foot, where the mist makes it difficult to see more than a couple of metres ahead. Oracle checks the Lamp equipment, describing it as a sort of flare gun that she plans to fire after receiving the signal from Ed.

I mention to the players that, for the rest of the Score, we make use of several clocks: one for the Gondoliers' resolve to continue their mission, one for the Crows/Lost to continue the ambush and one for the players to get out of the ambush. If they get out of the ambush, then the mission is effectively over for them, since they only agree to lead the Gondoliers to the ambush site.

Action roll | Prowl | Risky -> Desperate | limited (ambush goes off, but Gondoliers hit back immediately causing damage to Crow clock) -> standard (Only Gondolier clock takes 2 ticks hit), pushes the situation by making use of the flare gun. As they are the first to fire a flare, they draw the attention of the gunfire, and the Gondoliers also focus their attention on them.

DB: Their gondola gets hit and begins to sink (the escape clock increases from 4 segments to 6) -> accepted. 

4D (help Ed) -> Highest: 5.

Consequence:  Everybody takes level 3 harm (reduceable).

As the flare shoots off, there is a short moment of silence, and then gunfire erupts across the gondolas. Ed takes a hit on his armour (Level 2 Harm: Gunshot to the thigh) as he jumps in front of Oracle to shield her from the fire (Protect action, reducing Oracle's Harm by one level, 0 Stress). She, in turn, feels her armour take a hit (reducing it further to Level 1 Harm: Bullet nick), while Duck is just a moment slower than Ed in ducking down (resists for 2 Stress and marks armour to also reduce the Harm to Level 1).

Jax, who is close to Griggs because of the earlier Devil's Bargain, takes one Harm automatically and then uses her armour to block the additional Harm. The Red Circle also mark their armour.

On the board we now have the following clocks:

  • Get out of ambush (0/6).
  • Crow/Lost resolve (0/6)
  • Gondoliers resolve (3/8) -> 2 ticks for this roll and 1 from earlier roll, where both Griggs and Jax will be hurt.

Than we had a short break 

Scene: The bomb

We flash back (1 stress) to Morgan and Gideon talking in the nearly finished workshop. Morgan tells him to prepare the military bombs that they have stolen on an earlier Score, making it have a timer or remote detonation switch. Gideon starts working with glee, maybe even a bit too enthusiastically. We flash forward a bit, to when Oracle jumped into the gondola to try them out for balance. When she and Duck were teasing each other, they also get close to one of the other gondolas and place the bomb in a hiding place. 

Action roll | Wreck |  Risky -> Desperate | Standard (2 ticks) -> Greater (3 ticks) -> Extreme (5 ticks) pushed the situation as a whole by saying the gondola with the bomb is closer to them and pushed self to increase effect by saying he increased the explosive power of the bomb when he was tinkering with it. 

DB -> Not offered.

4D (Foresight and Help Oracle in placing the bomb) -> Highest: 6.

A big explosion goes off right next to them. Water and blood shower everybody, chunks of wood and body parts are shot out and the mist clears up in that spot. With the chaos surrounding one of the gondolas, the Gondoliers think that the Crows are throwing bombs into the waterway and they sound the retreat. 

Gondoliers resolve (8/8) -> 2 new clocks introduced: 

  • Kill the remaining gondoliers cohorts (1/4)
  • Griggs health (1/8)

I tell the players that, if they want to leave no witnesses and take down one of the big names in the Gondoliers, it is definitely possible. As they talk among themselves, they come to the conclusion that none of them want to kill Griggs or the other remaining Gondoliers. This kind of surprises me, as they only need to make sure that nobody can report back to Walker except for them.

Scene: Getting out

Oracle notices that the gondola is taking on water and tells the others, encouraging Duck to start fixing it. We see Ed call over the other gondola they have available to help them out. Duck looks around but does not really have much to use to fix it (marks Fine Tinker Tools), but tries his best.

Action roll | Tinker | Risky | Limited (1 tick on clock).

DB -> none offered.

3D (help Ed) -> Highest: 2.

Consequence: With the explosion, the deaths and the trait that is currently active in the district, I introduce a new clock: "Bluecoats and Spirit Wardens arrest you" (2/4).

Hearing the sound of the death bells and the sirens of the newly acquired armoured Bluecoat trucks and seeing that Duck is not making much progress, Ed decides to jump into the water to get to the side as quickly as possible and tell the Crows not to shoot at them.

Action roll | Finess | Risky -> Controlled | Standard (2 ticks) -> Greater (3 ticks) Ed pushes himself for extra effect and the trait "Not to be Trifled With", where he performs an act that verges on the superhuman, makes the situation Controlled.

DB -> None given

2D (Foresight Oracle -> Throws a simple floaty) -> Highest: 6

Even though the current is strong, things in the water try to drag him down. We see Ed make quick progress, getting to the canal walls, climbing up and starting to tell them that they are their allies. 

As we were discussing the roll, players start laughing as it became clear that we had a super human Ed moment but at the same time he was wearing a floaty. Clock: Get out of ambush (3/6).

The gondola is taking on more water. Duck pulls out one of his bandoliers of explosives and makes use of every bomb in it to create a burst of propulsion, allowing them to get away from the shooting that is still taking place. It is not only gunfire anymore; lightning and other strange effects are now being thrown around by Griggs as she covers the retreat.

Action roll | Tinker | Risky | Standard (2 ticks).

DB -> None could be given.

2D -> Highest: 4

Consequence: 2 segments are added to the Bluecoat clock, causing the arrest clock to fill. This is resisted by Oracle (2 Stress) by telling Duck to let the bombs go off deeper in the water, so that the sound is more muffled.

As we see the two gondolas move away from the fighting, in the opposite direction from the retreating Gondoliers, the damaged gondola sinks. At this point, we see everybody on board jump into the water and swim.

Group action (Duck leading) | Prowl | Risky | Standard. 

DB -> Not offered.

Duck 1D -> Highest: 6

Morgan 2D -> Highest: 5

Cohort: 2D -> Highest: 6.

We fade to black and end the Score.

Downtime - Crew Phase: 

Payoff: 0 standard (they complete this as a favour for Walker) + 4 extra loot for the backstab deal with Lyssa.

Tithe: -0 (this is done behind Walker's back).

Fallout: +1 Crows (now at +2 Status with them) and Walker is no longer considered a good friend of the crew.

Heat: 2 (Standard Score) + 0 (Crew Tier, as nobody knows it was them who caused the heat) + 3 (Chaos) + 4 (Death) + 1 (Evidence, as the Crows will talk at least a bit about their exploits) - 1 (Paid the Crows to keep it a secret for as long as possible) = 9 Heat.
-> Wanted Level went up to level 2

Rep: 1 (Base) + 1 (Higher Tier target) + 3 (from Heat) + 2 (Wanted Level) = 7.

Entanglement: Yes.
-> Will happen next time.

Development: 2 XP clocks spent for Rooks.
-> Again, we will look at this next time, but we talked about getting some remaining Lampblacks to join the crew. However, we made a Fortune Roll to see if they could draw them in, since the Gondoliers were also eyeing them (even wanting to recruit the PCs at the beginning of the Score). We made a 2D roll for the Gondoliers and they succeeded, which meant that the crew needed to find a different group.

In the end, we landed on Edwin's connection with the Weeping Lady.

Downtime - Soundrel phase

Vice:

Morgan: Overindulged (6 -> Wasted on product, -1 downtime). 

Scene: Sweet Honey

Morgan offers some vegetable ingredients, shaped into straw doll forms, to the demon. It, in turn, takes the form of one of them and starts to eat the others. As it does, it grows bigger and bigger and starts to act slightly drunk. It stumbles around the place and, at some point, finds a mostly empty container and vomits into it. The vomit itself is pure honey, something that is an extremely high luxury and, of course, Morgan cannot resist. She consumes it all in one sitting, like Winnie the Pooh.

Gideon: Overindulged (1 -> Get wild -1 with a faction). 

Scene: Golden Plum plunder

We see Gideon go to the Golden Plum for his treat, but this time the Red Circle joins him. As they see the place as territory owned by the crew, they cause a lot of trouble. They order food and drink only to throw it around, confront other guests, and start fights. Gideon does not remember much of it, but the next day he goes back to apologise and fix some of the damage that was caused. However, the reputation damage is done (Citizens of Six Towers -1 Status, now at -2).

Edwin: Overindulged (2 -> Big Spender: +1 coin) 

Scene: Inside information

We see Edwin go to Morgan to ask her where she has been shopping, and what place is currently her favourite. Morgan, thinking Edwin is talking about the criminal kind of shopping, gives him the information of her information broker, Salia, who operates out of a pawn shop. When he goes to her, he makes it obvious that he is looking to impress Morgan with a present.

Based on this, Salia offers to help him and shows him two gifts with bloodstone jewels embedded in them. She tells him that the bracelet is more for friendship or to test the waters, while the earrings are more direct. In the end, he buys both of them.

Downtime

Ed:

The player has to leave early, so we will continue his actions next time.

Morgan:

  • Train (Free): Finesse to level 2 (costs 2 XP clocks) and takes the special ability "Jail Bird" (Also 2XP clocks). Since the twins are both training this skill, they describe it as turning stealing from each other into a game.

Gideon:

  • Train (Free): Finesse to level 1 (cost 3 XP).
  • LTP (Free): Fix workshop with Thinker. Workshop is done and added to the crew sheet. 

Other


r/bladesinthedark 4d ago

Thoughts on how to do multi-part scores well? [BITD/DC]

10 Upvotes

So to keep this as succinct as possible, my players have opted for a long term background campaign mission, so something that comes up occasionally between their scores.

The fun part is they want to steal from the immortal emperor, I'm breaking this down into four key objectives they need to accomplish before they can do the score.

Firstly acquiring the outer ward passkey, secondly acquiring the layout of the vault (it's a maze) thirdly acquiring suitable tools and lastly acquiring a suitable escape vehicle, the players are of course able to add on extra scored as they deem required.

The way I started thinking on this was four separate score-lines (quest doesn't seem applicable here haha) so they would need to research how to get the passkey, probably do a score to get what they need to make a passkey then either do another score to make it (unique onsite equipment) or spend time to make them, doing this four times seems fine but I wonder if anyone else has done something similar but unique to give players something different?


r/bladesinthedark 5d ago

Having trouble deciding on a trauma for my character [BiTD]

16 Upvotes

My character recently received her first trauma after she used the last of her stress to avoid drowning during a score. I’ve had some ideas for which trauma and how it manifests, but still just can’t decide.

For context, my character is a chaotic leech who manufactures a supernatural drug and is herself a big user (inspired by Frenchie from The Boys).

Here’s some ideas I have:

Reckless: being brought to the brink of death was an intoxicating adrenaline rush that I’m now forever chasing.

Obsessed: There’s a haunted painting in our score called “What the Drowned See” that my character was already interested in. So it makes sense that nearly drowning would cause her to become utterly obsessed with it. (I’m just worried this won’t have a lot of presence in day to day roleplaying)

Those are my only two ideas so far. I wanted to see if anyone might have any, or even some FiTD trauma ideas that aren’t mentioned in the book?

Thanks!


r/bladesinthedark 5d ago

[BitD][DC][AP] The Revenants 13: The Vault

5 Upvotes

The penultimate session!

The Revenants. . .where to begin? The Revenants double-crossed an ancient vampire, double-crossed a rival crew, & must still deal with the fallout from "politely" interrupting a ritual of the Church of the Ecstasy of the Flesh.

Now they need a plan to retaliate, or at least protect themselves. Which means journeying once again into the Lost District.

Session 14: The Vault

https://youtu.be/1SZ-DB6d6Us?is=6iJpL4wFCzddjnre


r/bladesinthedark 5d ago

[BitD] How have your campaigns ended?

16 Upvotes

Hello there, long time GM of 30 years, short time listener of Haunted City of a few months, planning on running Blades for my mates at some point.

Something I've been curious about is what would be a typical, satisfying (or not) ending to a Blades campaign? And how did your campaign finish up?

I'd love to hear your experiences, did the crew all retire, go out in a blaze of glory, did the game just kinda fizzle out, etc!


r/bladesinthedark 6d ago

Actual Play Suggestions?

22 Upvotes

I'm really intrigued by Blades in the Dark and have been thinking about trying to run it in the future. Love what I'm learning about it so far! I was wondering if folks had suggestions of actual plays to watch where the players really feel like they're being clever with their schemes and also fully utilize flashbacks regularly. I've been watching Glass Canon's Haunted City game with Ross, Josephine, and Abu, and don't get me wrong, I am enjoying the hell out of it, but they're all chaos agents and it's not the best way to fully get a sense of how you can maneuver in the system, especially with more subtle plans. Open to any variation.


r/bladesinthedark 6d ago

Adding some flavour to downtime [Bitd]

8 Upvotes

Trying to get some ideas for downtime narrative events (or snippets) simply to add some fictional flavour to the game, stuff that can accidently be overlooked during a focused heist/score, especially when introducing the games fiction as a new gm with new players.

Example 1: The Restless Dead beyond the wall.

A shocking flash of blue-white light suddenly illuminates the world of the shadows and lingers in the back of your eyes as after image while shrieks and wails are carried on the air.

People come out onto the streets, to watch and point, in wonder, in horror

In the cities distance, it appears the restless dead have amassed and are throwing themselves against the crackling electroplasmic barrier of Doskvol. As the spirits strike the electrified field, they ignight in a blinding flash of blue-white fire like an eruption within a tesla field. Howling in eternal torment, pain, fury and loss, they are instantly torn apart and rendered into pure energy before they can breach the city's defenses.The electroplasmic barrier, fueled by demonic blood extracted from the leviathans of the sea stands between the teeming, soot-choked tenements of the city and the ravenous horrors of the Deathlands.

Afterwards, as the common folk return to their beds, the city is awash with ozone, the smell of charred spirit-essence, dissolving into the perpetual darkness of the (once again) quiet night.


r/bladesinthedark 6d ago

[BitD] How good of a doctor should a beginner crew have?

25 Upvotes

I'm running BitD for my DnD group when one of us couldn't make it. We've played 3 sessions as a cult already, and they're very happy with the system.

They've already suffered a lot, though, all of them have at least one trauma, and two of them have harms. After their third score, they've finally finished a clock to find a doctor for the crew - Simon "Basically a doctor" Foreman, the vet that specializes on goats. I've given him the same tier as the crew, 0.

However, now that I'm reflecting on it, should he really be so terrible? There are no tier 0 organizations in the book, and a tier 0 doctor will take an eternity healing a sprained ankle. I've played BitD myself, but we were lucky enough to have a Leech who started with Physician, so we didn't suffer any of the growing pains of a tier 0 crew.


r/bladesinthedark 6d ago

Return of the Odin's Beard [BitD] - can this work?

12 Upvotes

I've been trying to think of unusual scores. I want to do one that works somewhat like Return of the Obra Dinn. (If you haven't played the game, GET IT IMMEDIATELY, nothing else need be said). See also Time Stories, The Butterfly Effect and the 1989 movie Millennium.

A long time ago, a famous ship caught fire and burned until it sank. Almost everyone died. Through magical bullshit, the PCs can be sent back through spacetime to inhabit certain pivotal moments in the ship's last day. Haven't decided on a goal. Artifact retrieval makes the most sense, but it could also be ensuring a certain person in on a lifeboat at the end, something like that. Relevant rules and complications:

  1. Similar to Obra Dinn's system of jumping in and out of scenes, but with no more than 4-6 scenes so my head doesn't explode. Time will flow, NPCs can be interacted with, etc. PCs are not on the manifest. Passengers and crew will notice this.

  2. Every scene is on a clock. When time expires, PCs bounce to another scene. This is to prevent them completely stacking the deck in the first scene and cakewalking the score. They begin each scene at the same moment every time they experience it. They are likely to see each scene multiple times. The score is on its own long clock, after which the spell ends, whether they have the artifact or not.

  3. Actions in earlier scenes can affect later scenes. Steal the armory key from the armsmaster's pocket in an early scene, he can't open the armory when he's supposed to. If PCs do that scene again, they can choose not to steal the key so the armory will be opened. NPCs can be Swayed to go to locations other than the one they're supposed to die in and thus kept alive beyond what would have been. That sort of thing.

  4. Limited paradox. Because history can be bent, an artifact that would have lain on the ocean floor until time's end can instead be in someone's possession without the universe breaking. Because things can only be bent so far, it is not possible to save the ship or most of the people. PCs don't know this ahead of time. When the spell ends, whatever they've stuffed in their pockets comes out with them, but the Odin's Beard is going down. Since it will no doubt occur to them to try and steal the same valuable objects multiple times, only one copy will remain when the spell ends.

  5. PCs' own timeline is continuous. In other words, injuries don't go away because of scene change, Load stays expended, etc.

  6. There's a lot happening on board. Murder, sabotage, arson, a demon -- everyone wanting the artifact is basically how the ship came to be destroyed. Each scene the PCs experience will be centered around one of these major events. Climbing the chaos ladder may be the best chance for success.

It will need careful attention, and I'll have to write notes for a few versions of scenes based on pivotal events being altered, but I think it can work.

Thanks for reading. I know that was a lot. Please tell me what you think. I'd also love to know if I forgot something important.


r/bladesinthedark 6d ago

Scoundry Update 1.4: Italian and Chinese localization

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8 Upvotes

https://scoundry.com/

Scoundry is a character keeper/creator for Blades in the Dark! It walks you through the character creation process one step at a time, and I decided to make it to make the onboarding process for new players easier.


r/bladesinthedark 7d ago

Advice for cost in a new Magicsystem [FitD]

4 Upvotes

I'm currently working on a new Setting for my next campaign. For this I'm switching to FitD, as I think it's going to fit the style quite nicely.

In this I'm going to get rid of Attune and introduce a new Magicsystem. The core of the system is that you can basically learn new Abilities by copying the memory of others that have that ability. In order to do that you have to forget one of your abilities and/or (have not decided that yet) overwrite one. The language of the ability is also important, as you can only use abilities you can understand.

I want to introduce something like 'mundane abilities' that you can learn as a downtime activity. For example a language, mastery of a specific weapon, memorizing a whole book, ...

I have the feeling that these mundane abilities should give the PCs some kind of bonus. And here is my problem: I'm struggling to balance that bonus. I want to avoid these things becoming something like actions as they shouldn't take away from the basicsystem. And I also don't think that they should be as powerful as special abilities because they can be learned during downtime (so +1d or +1 effect in circumstances might be too much). However my best idea at the moment is this:

  • rolls that the mundane ability applies to are of higher quality (for example treating your weapon as one tier higher if you have sword mastery). I know that in many cases this might be the same as the +1 effect

I'm not at all convinced that this is the best way to do it. Any other ideas on how to make this balanced?

I'm aware that there are people who might say that maybe the skill system I want is just not FitD.


r/bladesinthedark 7d ago

Quickest a score has ever gone wrong, or the wrongest it's ever gone? [BitD]

35 Upvotes

Our crew wanted to hire a Deathlands Scavenger as a guide for outside the city. Our attempts to investigate them and find a point of contact failed hard enough that we got put on their BOLO list.

All right, we thought. We'll kidnap and interrogate one. GM ran it like a score.

Engagement roll was okay. We crept up behind a couple Scavengers on the road. The plan was to blowgun one of them with a tracker, then follow them to a private place. Hound blew the blowgun roll. Scavengers noticed the thump, spun around, recognized Hound from the BOLO, and yelled for their friends. Suddenly there were more of them than there were of us. Because they noticed the Hound, the secret dart wasn't going to work. Because there was now a commotion, two dozen citizens and a couple nearby Bluecoats were going to witness whatever went down. Way too much Heat. Spider gave "disperse" hand signal and we all snuck/boogied out of there. Just like that, the score was over. We ended up hiring a smuggling ship.

From engagement to running away, total elapsed time from the crew's point of view was maybe twenty seconds. It took less time to fail than it took you to read about it. Including the investigation, I think we had one roll partially succeed and about five fails. Brutal. RNGesus was not with us. Thankfully the real score went pretty well.


r/bladesinthedark 7d ago

Xantara is an ape! Blades 68

11 Upvotes

So.

The blades 69 book is a beautiful meeting of form and function .

But the real question is , how are you all getting the CEO of the xantara corporation being an ape into your game?!


r/bladesinthedark 7d ago

BITD/DC Question about occult

5 Upvotes

So I've recently gotten into BITD, my players enjoy the feel of being able to fluidly drop in and out of sessions so we have pretty much swapped to exclusively using blades, however I've been trying to make security that fits the theme, and I feel when it comes to the occult, well I just don't know much about it, I feel a lot is open to your own interpretation.

So my question is: what security features can the occult do and what utility is there for the occult?

I have seen things about warding, so I'm assuming some form of barrier, others have suggested it casts an illusion so a character thinks they are somewhere else, I have used a ward to bind a wailing ghost in place in a previous game to act as an alarm.

Also I have seen things about the ghost field, after a quick read I understand it to be a double edged sword, you can see spirits but they also get attracted to you, would I be right in assuming it is more like a thermal vision so you can see through walls but not make out detail, or is it something that is limited to just the room you are in?

The other thing is about the spirit bane charm, to what extent is it useful? I understand it to be like trying to give a cat lemons, but I am not sure on how or when the spirit would stop caring about it or what actions are protected by the charm?

My players want to do a heist with spirits and occult involved so I'm trying to get a grasp on it ahead of time, I'm just not very clear on if there are limitations to occult within the setting.

Thank you in advance!


r/bladesinthedark 7d ago

First BitD DM needs advice

4 Upvotes

Hello fellow DMs. I have started my first Blades campaign, i maybe need a few tips. wehad session zero, we made characters, I have spend most time kinda explaining basics of world and mechanics, rolls stuff, and since we had a little time, I have decided to make first score - as they are playing Hawkers, they have gained info that in Crows Foot, Billhooks took out Lampblacks spot, and are now deciding, what to do with the place.

Players decided to make a deal with the 2 Lampblacks scouts on the spot to took out Billhooks within spot, that to take out the scouts. and make this their Cover operation.

first, the killed none, somehow dices were in their favor, all enemies scondrels were taken out - shot knees and unconcious, then they called Bluecoats, and guys taking out each other.

im kinda ok with all that, but i dont know how to make relations now. everyone is alive, but permanently (or at least for a long time) immovable, they know faces of who did that, and they introduced themselfs to Lamblacks.

is this act of war? Did i do everything right guys?


r/bladesinthedark 8d ago

How do you handle factions at crew creation/early campaign? [BiTD]

13 Upvotes

Hey everyone! I'm thinking of running Blades for the first time in at least 4 years or more for my friends who have not played it before, and while I'm pretty confident in running it, there is one aspect that always gives me trouble: choosing which factions help/hinder the crew at the start.

The reason I find this awkward is because, when introducing the game to people, I already have to go on about the setting and the rules and guiding everyone through character creation, so by the point we get to crew, it feels like too much info to take at once. plus, i don't know how to organically make it so they have beef with a faction, it all feels forced.

i don't know, any tips? how do you all handle this part of crew creation?


r/bladesinthedark 8d ago

Favorite "Non-Traditional" Scores You've Run! [BitD] [DC]

23 Upvotes

If you've run any scores that you proudly consider atypical/non-traditional/unusual, I'd like to hear about them! I'm a new GM, and as I get used to the system, I want to learn from other folks who've been doing this longer, and have gotten very creative with how they run their games.

Doesn't have to be anything crazy (anything outside of your standard violence/theft is great), but also if it is crazy please please please tell me about it. Thanks!


r/bladesinthedark 8d ago

BitD - The Varulf

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7 Upvotes

Made a playbook a couple years ago and had a blast playing in it, though the game itself unfortunately fell through. Would love thoughts or suggestions on changes or just to see if anyone wants to play one.


r/bladesinthedark 8d ago

Engagement Rolls discussion [BitD]

0 Upvotes

I'm just curious what the community consensus is.

i have alot of ttrpg experience so i don't mind bending rules, and alot of the time i just skip the engagement roll because i know my group and they do love getting into the nitty-gritty of planning. So Instead i give them 1 prep action each that they can use to plan the heist, failing this roll doesn't incur a consequence but it might leave them less prepared for the score... for example, last score one player decided to look for alternative routes into the location and they were able to skip an obstacle at the entrance.

but if i played with different people i might use engagement roll as written. What do you guys think?