roleplaying:bitd:start
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[[Old Campaign]] - for version 6 (current version is 8 ) | [[Old Campaign]] - for version 6 (current version is 8 ) | ||
+ | ===== Introduction ===== | ||
+ | The game takes place in the cold, foggy city of Doskvol (aka Duskwall or “the Dusk”). It’s an industrial city reminiscent of our world during the second industrial revolution of the 1870s—there are trains, steamboats, printing presses, simple electrical technology, carriages, and the black smog of chimney smoke everywhere. Doskvol is a mix of Venice, London, and Prague, crowded with row-houses, twisting streets, and crisscrossed with hundreds of narrow waterways and bridges. | ||
+ | |||
+ | The city is also steeped in fantasy. The world lies in perpetual darkness, haunted by ghosts—a consequence of the cataclysm that shattered the sun and broke the Gates of Death a thousand years ago. Each city in the empire is encircled by crackling lightning towers to keep out vengeful spirits and the twisted horrors of the deathlands. To power these massive barriers, titanic metal ships from the leviathan hunters set out from Doskvol to extract electroplasmic blood from the demonic leviathans that dwell in the ink-dark Void Sea. | ||
+ | |||
+ | You’re in a haunted, Victorian-era city trapped within a wall of lightning powered by demon blood. | ||
+ | ===== Inspirations ===== | ||
+ | * Computer Games | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * Music | ||
+ | * [[https:// | ||
+ | * Despite this recommendation in the rulebook I will personally be leaning heavily in to the soundtracks for the [[https:// | ||
+ | * Television | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * Movies | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * Books | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | ===== Session Structure ===== | ||
+ | Other than Session 0, sessions usually consist of a score/job started In Media Res, then Downtime afterwards followed by discovering/ | ||
+ | ===== Core Mechanics ===== | ||
+ | As a fiction first game, players have more narrative control than traditional RPGs. This means that players will often know things their characters should not and will make story relevant choices that may not be in their character' | ||
+ | **Deep Cuts** simplifies the main Action roll of the base game to a [[Threat Roll]] which combines several rolls into one. \\ | ||
+ | Other changes include: | ||
+ | * **Harm** level now no longer automatically effects the character. | ||
+ | * The player chooses when to invoke **Trauma** and gets XP for it. Once per session per Trauma. You may also use long term projects to recover Trauma. | ||
+ | * **Load** is changed to conspicuous and discreet and is based on carrying heavy or bulky items. | ||
+ | * **Advancement** is now handled with clocks, you cash in filled clocks to improve different parts of your playbook or crew sheet at different costs (from 1 to 4 filled clocks). | ||
+ | * **Downtime** actions now are diceless. | ||
+ | * The **Devil' | ||
+ | * **Gathering Information** is no longer a separate mechanic. | ||
+ | * **Teamwork** has been expanded. | ||
+ | ===== Cheat Sheet ===== | ||
+ | * {{ : | ||
+ | |||
+ | ===== Character Sheets ===== | ||
+ | * {{ : | ||
+ | |||
===== Playbooks ===== | ===== Playbooks ===== | ||
What type of character are you? | What type of character are you? | ||
- | ++++ Official (7) | | + | ++++ Deep Cuts (11) | |
+ | |||
+ | ^ Name ^ Description ^ Blurb ^ XP ^ Notes ^ | ||
+ | | **Cutter** | A dangerous and intimidating fighter | In the underworld of the Dusk, there are scoundrels who take what they want at the bloody edge of a blade or with a threatening presence that can stop a man cold. They are the enforcers, the debt collectors, the killers, the leg-breakers, | ||
+ | | **Hound** | A deadly sharpshooter and tracker | There’s always a need for scoundrels who can find what others want to keep hidden. Whether that’s a deadbeat gambler trying to skip out on their debts, a treacherous informant or witness who’s going to squeal to the Bluecoats, or the trail to a treasure squirreled away in a secret vault—it’s the Hounds that ferret them out. Why have a fair fight, when you can stalk and ambush your prey on your terms? The underworld is your hunting ground. | When you play a Hound, you earn xp when you address a challenge with tracking or violence. Take the initiative to hunt down opportunities and targets for a score and be willing to hurt whoever stands in your way. | //Do you see the whole world as potential prey, or do you still care about people? Which target in the past gave you the most trouble? Why?// | | ||
+ | | **Leech** | A saboteur and technician | The world is built on industry, and the underworld is no different. Leeches are the scoundrels who distill the drugs, refine the arcane essences, build the bombs, bandage the wounds, and forge the tools of the criminal trades—and knowing how to make things also means knowing how to break them. | When you play a Leech, you earn xp when you address a challenge with technical skill or mayhem. Duskwall is a city full of industrial machinery, spark-crafts, | ||
+ | | **Lurk** | A stealthy infiltrator and burglar | There is no longer any sunlight—the world is plunged into eternal night. There are scoundrels who live in the darkness, who prowl the underworld unseen, trespassing where they will. They are the burglars, the spies, the infiltrators, | ||
+ | | **Slide** | A subtle manipulator and spy | It’s said that the primal substance of the world is not mere matter or strange plasms, it’s lies. Everything we do, everything we care about, everything we value—all lies we tell each other and ourselves. The world is a fabrication, | ||
+ | | **Spider** | A devious mastermind | The underworld may appear on the surface to be a chaotic array of warring factions and bloody deeds, but it has a beautiful order to those who are able to see it. This pattern is the web of connections, | ||
+ | | **Whisper** | An arcane adept and channeler | Duskwall is a haunted place—plagued by rogue spirits consumed by vengeance, by cunning demons manipulating humans for their own inscrutable purposes, and by even stranger horrors lurking in the space just beyond sight and reason. To go into this shadowy world without knowledge of the arcane and the occult is to walk unarmed into the lair of the enemy. The Whispers are the sentinels who watch the greater darkness—staring into the void so others don’t have to. | When you play a Whisper, you earn xp when you address a challenge with knowledge or arcane power. Seek out the strange and dark forces and bend them to your will. By being willing to face the trauma from the stress-intensive abilities of the arcane, you’ll slowly remove parts of yourself, and replace them with power. | //Why did you pursue the path of the Whisper? How did you develop your abilities? Are you a natural, did you study and practice on your own, or did you have a mentor?// | | ||
+ | | **Stranger** | Curiosity & secrecy | You have traveled through a fracture: an unstable portal from another world. | || | ||
+ | ^ Supernatural | ||
+ | | **Ghost** | A disembodied spirit, craving vengeance | A rogue spirit is a scourge upon Duskwall, hunted by Spirit Wardens and sought out as a servant by Whispers and cultists. But your righteous vengeance burns so bright and pure—you must not allow yourself to be thwarted by anyone. | When you play a Ghost, you earn xp when you exact vengeance upon those you deem deserving, when you express your outrage or anger, and when you settle scores from your heritage or background. Playing the Ghost means payback for anyone who wronged you in life. It’s up to you to decide who has earned your ghostly ire, but don’t let anyone off the hook! | //Who shall be the first to suffer your wrath? Are there any living beings who deserve mercy, or shall they all eventually be found guilty in your eyes?// | | ||
+ | | **Hull** | A spirit animating a spark-craft frame | You have become a pale echo of your living self, trapped in a metal body, forced into servitude. Is this all that remains of you? | When you play a Hull, you earn xp when you fulfill your functions despite difficulty or danger, and when you suppress or ignore your former human qualities. | When you transfer to the Hull playbook, add all of your current action ratings to the ratings on the Hull playbook. You may not have an action rating greater than 4. You keep any ghost special abilities from your former playbook. | ||
+ | | **Vampire** | A spirit animating an undead body The apex of human existence is the vampire—the sublime, immortal union of spirit and flesh. Mortals are merely flawed reflections of this perfection, suitable only for recruitment into the ranks of the eternal, or fed upon as chattel. | When you play a Vampire, you earn xp when you display your dominance or slay without mercy. You transcend the mortal world. Your concerns and needs eclipse all others. | //To which worthy enterprise shall you commit your immortal effort?// | | ||
+ | |||
+ | ++++ | ||
+ | |||
+ | ++++ Official (10) | | ||
^ Name ^ Description ^ Blurb ^ XP ^ Notes ^ | ^ Name ^ Description ^ Blurb ^ XP ^ Notes ^ | ||
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| **Spider** | A devious mastermind | The underworld may appear on the surface to be a chaotic array of warring factions and bloody deeds, but it has a beautiful order to those who are able to see it. This pattern is the web of connections, | | **Spider** | A devious mastermind | The underworld may appear on the surface to be a chaotic array of warring factions and bloody deeds, but it has a beautiful order to those who are able to see it. This pattern is the web of connections, | ||
| **Whisper** | An arcane adept and channeler | Duskwall is a haunted place—plagued by rogue spirits consumed by vengeance, by cunning demons manipulating humans for their own inscrutable purposes, and by even stranger horrors lurking in the space just beyond sight and reason. To go into this shadowy world without knowledge of the arcane and the occult is to walk unarmed into the lair of the enemy. The Whispers are the sentinels who watch the greater darkness—staring into the void so others don’t have to. | When you play a Whisper, you earn xp when you address a challenge with knowledge or arcane power. Seek out the strange and dark forces and bend them to your will. By being willing to face the trauma from the stress-intensive abilities of the arcane, you’ll slowly remove parts of yourself, and replace them with power. | //Why did you pursue the path of the Whisper? How did you develop your abilities? Are you a natural, did you study and practice on your own, or did you have a mentor?// | | | **Whisper** | An arcane adept and channeler | Duskwall is a haunted place—plagued by rogue spirits consumed by vengeance, by cunning demons manipulating humans for their own inscrutable purposes, and by even stranger horrors lurking in the space just beyond sight and reason. To go into this shadowy world without knowledge of the arcane and the occult is to walk unarmed into the lair of the enemy. The Whispers are the sentinels who watch the greater darkness—staring into the void so others don’t have to. | When you play a Whisper, you earn xp when you address a challenge with knowledge or arcane power. Seek out the strange and dark forces and bend them to your will. By being willing to face the trauma from the stress-intensive abilities of the arcane, you’ll slowly remove parts of yourself, and replace them with power. | //Why did you pursue the path of the Whisper? How did you develop your abilities? Are you a natural, did you study and practice on your own, or did you have a mentor?// | | ||
+ | ^ Supernatural | ||
+ | | **Ghost** | A disembodied spirit, craving vengeance | A rogue spirit is a scourge upon Duskwall, hunted by Spirit Wardens and sought out as a servant by Whispers and cultists. But your righteous vengeance burns so bright and pure—you must not allow yourself to be thwarted by anyone. | When you play a Ghost, you earn xp when you exact vengeance upon those you deem deserving, when you express your outrage or anger, and when you settle scores from your heritage or background. Playing the Ghost means payback for anyone who wronged you in life. It’s up to you to decide who has earned your ghostly ire, but don’t let anyone off the hook! | //Who shall be the first to suffer your wrath? Are there any living beings who deserve mercy, or shall they all eventually be found guilty in your eyes?// | | ||
+ | | **Hull** | A spirit animating a spark-craft frame | You have become a pale echo of your living self, trapped in a metal body, forced into servitude. Is this all that remains of you? | When you play a Hull, you earn xp when you fulfill your functions despite difficulty or danger, and when you suppress or ignore your former human qualities. | When you transfer to the Hull playbook, add all of your current action ratings to the ratings on the Hull playbook. You may not have an action rating greater than 4. You keep any ghost special abilities from your former playbook. | ||
+ | | **Vampire** | A spirit animating an undead body The apex of human existence is the vampire—the sublime, immortal union of spirit and flesh. Mortals are merely flawed reflections of this perfection, suitable only for recruitment into the ranks of the eternal, or fed upon as chattel. | When you play a Vampire, you earn xp when you display your dominance or slay without mercy. You transcend the mortal world. Your concerns and needs eclipse all others. | //To which worthy enterprise shall you commit your immortal effort?// | | ||
++++ | ++++ | ||
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++++ | ++++ | ||
+ | |||
===== Crews ===== | ===== Crews ===== | ||
Who do you work with? | Who do you work with? | ||
- | ++++ Official (6) | | + | ++++ Official |
^ Name ^ Description ^ Blurb ^ XP ^ Notes ^ | ^ Name ^ Description ^ Blurb ^ XP ^ Notes ^ | ||
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++++ | ++++ | ||
+ | ===== Factions ===== | ||
+ | There are many faction in and around the city. When choosing your crew you also collectively choose which factions you have interactions with. The majority of factions will be unlikely to appear in a campaign unless you undertake specific plot actions to interact with them. **Deep Cuts** adds more factions including many relevant to the additional ongoing plot. Some faction descriptions include spoilers and should be avoided. | ||
+ | |||
+ | Your Crew is regarded as a Tier 0 faction with a strong hold on your territory (ie not likely to get worse in Tier) | ||
+ | |||
+ | Factions are grouped by their member types | ||
+ | * Underworld (17) from Tier I to IV | ||
+ | * Institutions (18) from Tier I to VI | ||
+ | * Labour and Trade (12) from Tier II to IV | ||
+ | * The Fringe (12) from Tier 0 to IV | ||
+ | * Citizenry (6) from Tier II to V | ||
+ |
roleplaying/bitd/start.1743122835.txt.gz · Last modified: 2025/03/27 17:47 by curufea