====== Deep Cuts Cheat Sheet ====== ^ Go back to [[roleplaying:bitd:start|Blades in the Dark]] ^ ===== Threat roll ===== When you face a negative consequence from a dangerous opponent or challenging situation, make a Threat Roll to see if you can avoid it. * The GM must clearly state the threat before the roll * The failure of an action is also a Threat ==== Standard roll ==== The default check is risky, and the effect is standard. Make an **Action** roll or an **Attribute** roll: * 6 6 **Triumph**: You avoid the threat * And gain **Edge** * 6 **Success**: You avoid the threat * 4/5 **Peril**: suffer a reduced consequence * Or push yourself to prevent the effects entirely * 1-3 **Threat**: You suffer the consequence * Or push yourself to reduce the consequence ==== Controlled position ==== * No roll needed. * If you want to achieve more-ask for Devil's Bargain. ==== Desperate position ==== * 6: Success: You avoid the threat. * 1-5 Threat: You suffer the consequence. * Or push yourself to reduce the consequence * Mark XP ==== Additional Threats ==== The GM can add additional threats depending on the situation: * Add +1d for every additional Threat * Assign roll result for every Threat ===== Push yourself ===== When you suffer a consequence, you can choose to push yourself to avoid or reduce it * Make a roll using the related Attribute to * improve result of Threat roll * increase effect of the action you take * activate certain abilities * Mark stress according to the result of the roll: * 6 6: 0 stress * 6: 1 stress * 4/5: 2 stresses * 1-3: 3 stresses ===== Edge ===== Edge can be gained on a Threat Roll when you roll more than one 6. * Edge can be: * Spent immediately to increase the effect of an action. * Carry forward to add +1d to future roll. * While assisting teammate you can spend an Edge on their roll. * Edges can be accumulated. * Any remaining Edge you have is lost when Downtime begins. ===== Effects & Consequences ===== Effects and Consequences are categorized by levels of impact: * Limited 1 (ticks, heat, harm, etc.) * Standard 2 (ticks, heat, harm, etc.) * Great 3 (ticks, heat, harm, etc.) * Extreme 4 (ticks, heat, harm, etc.) ===== Devil's Bargain ===== The way to achieve something for a cost or **facing the threat**. * **Pay the cost** (from minor to major) * Mark stress (or ask to push) * Tick a clock * Spend coin * Suffer harm * Lose item * Take heat * Lose rep * Lose faction status * **Face the threat** * Or to try a different approach * If is **already facing a threat** and making a roll, player can ask for a Devil's Bargain to add **+1d** and an **additional threat** ===== Teamwork ===== For a teamwork characters need to be in fictional position to do so or take Devil's Bargain to get into position. ==== Assist ==== * Benefits when help or protect teammate, or set up they action: * Add +1d to roll * Reduce the severity of a consequence * Improve effect or position * More details or questions when they gather info * While Assisting teammate you can spend an Edge on their roll ==== Cover ==== * An action you take so your teammate doesn't have to face a particular threat. GM tells you what need to be done: * You just accomplish it * You need to do to get into position first * You need to take a Devil's Bargain to do it ==== Coordinate ==== When the team coordinates, designate a leader - they can push themselves on behalf of any other character who's acting with the team (in addition to the Scoundrel pushing themselves). * **Group action** * Everyone faces the same threat * Each player rolls individually * A benefit from a group action can be an increase in scale * **Divide & Conquer** * Team faces a variety of threats * Each tackles a threat with their own action ===== Harm ===== ==== Harm Levels ==== If you suffer Harm at a level that has all instances filled, the Harm advances to the next highest level of severity. * 1. **Temporary Condition** (unlimited number) * Temporary negative conditions that can impede your character * If you suffer the same condition twice, bump it up to level 2 but no further if all 2 level instances are filled * Go away with time and doesn't require treatment for recovery * Some conditions might require an action to remove * Some conditions are removed when it makes sense in the fiction, or invoked couple of times * Remove all conditions when Downtime starts * 2. **Lasting Harm** (2 slots) * Serious injuries, ailments, or impairments * 3. **Severe Harm** (1 slot) * Major wounds which can incapacitate a character * Wound what may become fatal if not treated * 4. **Fatal Harm** * A mortal wound or instant death, depending on the situation * If not instantly lethal, you may survive if someone can treat the wound and stabilize you within a few minutes * Remains and must be dealt with during a recovery activity * Record a Scar: a permanent injury, it may be invoked like Harm ==== Invoking Harm ==== The GM may invoke harm to impede the character, creating a problem or limitation for them * Invoke Harm to * Introduce a bad outcome or new problem for the character * Reduce an Action and/or Attribute rating for a roll * Reduce the character's position or effect * Mark XP when Harm is invoked * Tough it Out * take 1 Stress per level of the Harm and draw a line through it. ===== Trauma ===== When you need to mark Stress, but all your boxes are marked, gain a Trauma condition for your character * Mark one of your Trauma boxes * Remove all your Stress * Describe your character's Trauma reaction ==== Invoking Trauma ==== Each of your characters Trauma conditions can be invoked once per session to create a problem or complication for them * **Mark XP** when Trauma is invoked * This replaces the end-of-session xp award for trauma * Only the player may invoke their character's trauma ==== Retirement & Recover ==== * When you mark your fourth Trauma box, your character retires * Before that, you may be able to recover from Trauma * Work with the GM to create a long-term project ===== Load ===== Before the score choose your character's load style: * **Conspicuous** * 6 item boxes * Choose and **mark heavy items before** the score * **Discreet** * 6 item boxes * You may not bring any heavy items If you pick something up during a score, count it as a marked load box * if you mark a **5th box**, your character becomes conspicuous * If you mark a **7th box**, your character becomes encumbered * can no longer climb, run, or swim unless they drop enough * You can't carry more than **9 boxes** worth of load ===== Gathering information ===== * Tell obvious information, including * what they know * what they intuit * what they suspect might be true * Base information on the appropriate aspect of a character * playbook * background * heritage * special items * special abilities If there's more to discover, ask them what they do to find out. Based on their action choose one: * Offer a **Devil's Bargain** * a cost: Coin, Heat, Stress, or ticking a clock * a threat * Give them a **lead** * They know person, place or thing what gives them opportunity to get the information * Ask to start a long-term project to investigate the information ===== Advancement Clocks ===== Draw four 6-segment advancement clocks for character playbook and crew playbook. Whenever you would mark xp, tick a clock instead. * If all clocks filled, extra xp isn't lost. Just make an additional clock Cost of advancement in clocks: * 2 New special ability from your playbook or crew sheet * 3 Veteran special ability * 1 Crew Upgrade (per box) * If using Downtime module only Cohorts cost XP advances * 1-4 Action or Attribute dot * Depends on filled dots in Attribute or Skill rating ===== Downtime: Crew Phase ===== * First, each **cohort** heals one level of Harm. * Then resolve * Fallout * Payoff * Entanglements * Development * Heat & Hold. ==== Fallout ==== The GM assesses the fallout from the score in the form of faction Status changes and the amount of Heat gained. * Adjust the crew's Status with factions affected by the score * +1 if the score significantly helped the faction. * +2 if the score was a major boon for the faction. * -1 if the score hurt the faction. * -2 if the score was a major problem for the faction. * -3 Set Status to -3 if the crew initiated war with a faction. * Assess base Heat, plus any additional Heat from the score * **Base 0** for a smooth, low exposure operation. * **Base 2** for a standard criminal operation. * +1 Heat per crew Tier. * +2 for a high profile or well-connected target. * +2 for open combat, destruction, or mayhem. * +2 if you're at war with another faction. * +4 if death occurred in connection to the score. * +2 if there are witnesses that can be questioned * +4 if specific crew members were identified. ==== Payoff ==== Determine the payoff from the score, rep gained, and any additional Coin from seized assets. * **Payoff** * 1 Coin per PC, plus Coin equal to the target's Tier x3 * **Rep** * 1 Rep for every 2 Heat generated by the score. ­ +1 Rep per Tier of the target above the crew's Tier * **Seized Assets** * Take +4 Coin if you seize a load of cash. * Very valuable stolen items can be fenced for 2-8 Coin (but you take 1 Heat for every 4 Coin of value). * **Tithe** * If you're Tier 2 or lower, pay a tithe to your ward boss * **Tithe**: 1 Coin for every 4 Coin you earned from the score * As GM to go for debt, favor or trouble instead ==== Vaults and Banks ==== * In addition to the crew's vaults and the Scoundrel's stashes, you may deposit Coin in a bank. When your crew has wanted levels, you lose access to all funds in the bank until you remove all your wanted levels (or devise a way to gain illicit access). Some legitimate business transactions (like a legal purchase of a property deed) may require funds in a bank to complete ==== Entanglements ==== Play entanglement if Heat is 6+ or when the fiction demands * When gains a Wanted level, **mark crew xp** and pick **Bluecoats** * **Bluecoats**: assail crew with a severity of your Wanted Level (adjusted down by your positive faction Status with the Bluecoats). * 4: Lethal force, arrests, loss of lair and all assets. * 3: Severe Beatings (Harm 3), an arrest, destruction of assets. * 2: Serious Beatings (Harm 2), interrogation, seizure of assets. * 1: Beatings (Harm 1), demands, observation/tailing. * 0: Questioning, harassment, threats, observation/tailing. * They can be bought off for Coin equal to your Wanted level +4. * **Devilry**: A spirit or other supernatural entity is drawn to the crew * **Favour**: A +2 or +3 Status faction asks you to do a job for them. * Agree to do it or lose 1 Status with them * **Flipped**: one of contacts switch allegiances * Remove them as an ally until you get that worked out. * **Rascals**: A cohort or contact causes problems for the crew. * Make amends or lose Status with aggrieved faction * **Show of Force**: A negative Status faction moves against you. * Make them an offer (Coin or a Claim) to back off or go to war. * **Under Their Thumb**: An authority forces you to do their dirty work * Or Bluecoats entanglement, as if your Wanted Level 1 higher * **The Usual Suspects**: The Bluecoats questions your connections. * Make a Fortune Roll based on their resilience and loyalty * The crew suffers 3 Heat minus the highest die. ==== Development ==== These crew upgrades cost Coin instead of crew advances: * 6 coins * Camouflage, Rigging, or Underground Maps & Passkeys. * 8 coins * Composed, Hardened, Ordained, or Steady (per box) Ironhook Contacts, Ritual Sanctum. * 10 coins * Barge, Lair Upgrade, Quality, or Training Mastery (per box) \\ Upgrade a Cohort to Elite quality. ==== Heat & Hold ==== * Reduce Heat * For each +2 Status with a Tier 3+ faction, reduce Heat by 1. * Reduce Heat by 1 for each Coin or Rep they expend * Ask the GM if there's anything else you can do to reduce Heat * Assess Hold * Hold on their Tier is measured by your number of turf claims * Strong hold: number of turf claims greater or equal your Tier * Weak hold: number of turf claims is lower than your Tier ===== Downtime: Scoundrel Phase ===== * Restore your **Armour** and **Special Armour** * Remove all **level 1 Harm**. * Add 1 tick to your **Healing clock** if you have a safe place to rest. * The rest of the downtime consists of **Vice** and **Activities**. * Each player can do these in any order * Each pursuit includes a question or two to prompt roleplaying and future game play possibilities. ==== Vice ==== When indulging vice, spend **1 Coin** and clear all of your Stress * If your stress level was 6 or more, you **overindulge**: * 1 **Get Wild**: Damage property; terrify citizens. \\ Take **-1 Status** with the appropriate faction or citizenry * 2 **Big Spender**: You indulge lavishly; spend +1 Coin * 3 **Brag** about your exploits: +1 Heat * 4 **Attract Trouble**: Face entanglement * 5 **Tapped**: Your purveyor cuts you off. Find a new one * 6 **Wasted**: Your Vice costs a downtime activity * Instead of overindulgence, you can choose to be **lost to your vice**. Play a different character until this one returns. ==== Debt ==== You may go into debt with a provider if they agree. * Note the initial Coin you owe * Make a 4-segmented clock and tick it every Downtime * If the clock fills, the provider takes steps to get their money back * To remove a tick: * pay Coin equal to **half the initial amount** (round up) * or do a favor * Resolve your debt: pay the initial amount and have no ticks ==== Supply Clocks ==== Clock to track acquired supplies or other acquisitions: * Example applications: * Product stockpiles * Blackmail secrets * Promised favors * Provision in the deathlands * For a significant expenditure, tick the clock multiple times. ==== Activities ==== Each Scoundrel may pursue **two free activities** during downtime. * Additional activities cost 1 Coin or 1 Rep each. * If you have level 3 Harm or survived a mortal wound, you must use at least one of your downtime activities to Recover. === Acquire === Gain temporary items, services, vehicles, or cohorts for the crew. * Make a 4-segmented supply clock for the acquisition * tick each time it's used in a consequential way * **Pay 1 Coin** for every level of Quality higher than the crew's Tier. * **Pay +1 Coin** for a special feature * If the acquisition is very rare, restricted, or prohibited, ask the GM: * how much extra Coin and/or Heat is required to get it * or if you'll need to acquire it with a score * **Acquire a personal item** in the same manner, comparing its Quality to your Lifestyle rating. === Recover === * When you **recover in a safe location**: * gain ticks on your healing clock equal to your crew's Tier+1. * When your **healing clock fills** * reduce each instance of Harm you have by one level. * when you remove all Harm, clear your healing clock. * **With services of a Physicker**: * remove an instance of Harm with a level equal to or less than their Quality * Physickers on the playbooks (like Sawtooth) are Quality 2 * For each Coin you pay, increase the Physicker's Quality by one * **Stay in a private hospital**: * remove all of your Harm * then choose: Take **1 Heat** and pay **2 Coin** -or- **pay 3 Coin** * there are no public hospitals in Doskvol === Train === Use this activity to spend xp to get an advance for your character. (You don't advance instantly as in standard Blades) * **Acquire an instructor** if you don't already have one * **Act as an instructor** in an area of your expertise * When you're an instructor, you may spend **xp** to advance. === Work === * Accomplish a **simple project** * Quick **side job** * earn 1 Coin * ask the GM if you can charge more for your work * Work on **long term project** * make an **8-segment clock** * When you spend an activity working on it, mark a number of ticks equal to your Action rating * Add +1 tick if you have a workshop or special advantages * Elaborate projects require multiple clocks to complete.