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Player Resources/References.

Posted by StorytellerFor group 0
Storyteller
GM, 5 posts
Arbiter of Fun
okay, not really
Wed 29 Apr 2020
at 22:55
  • msg #1

Player Resources/References

Everything you need to play in this game can be found on the main website in the free Player's Kit pdf. Check out https://bladesinthedark.com/.

Position and Effect Table
  Position    Effect 
Controlled Great
Risky Standard
Desperate Limited


Note: Two effect not listed are Zero Effect and No Effect. Zero Effect simple means that you need to either push for greater effect or utilize a better tool to increase your effectiveness. No Effect means you can not do anything to achieve your desired outcome. It is possible to go beyond (Plue Ultra) Great effect through the use of proper tools, assistance or pushing yourself.

You may always trade your position for effect once per roll. This means lowering your current position one step to increase your effect by one step. This will mean worse consequences, so keep that in mind.

Downtime Activities References:
-Aquire Asset: Gain temporary use of a particular asset (tool, specialist, etc.). Roll Tier to determine Quality of asset. You can spend 2 coin per level to bump up the quality an asset.
-Long Term Project: Roll appropriate trait and tick the project clock accordingly. (1-3, 1 tick; 4-5, 2 ticks; 6, 3 tisks; Crit, 5 ticks)
-Recover: Get treatment to tick your personal healing clock. If you don't have access to a Physician of some sort, you may roll 0D.
-Reduce Heat: Describe how and roll your action to reduce heat.
-Train: Mark 1xp for an attribute or playbook clock (+1 if you have access to the appropriate crew upgrade). You can only use this once per track per downtime phase.
-Indulge Vice: Roll your weakest attribute and recover that amount of Stress. If your clear more stress than you had, you overindulge. If you do not indulge your vice during each downtime phase, you take 1 stress per trauma level you have.

Overindulge: You select one of the following if you overindulge your vice
-Attract Trouble: Roll an additional time on entanglements
-Brag about your exploits: Gain +2 Heat
-Lost on a bender: Your character is unavailable for one score
-Tapped: Your current vice provider cuts you off. Find a new source or make it up to your provider

Engagement Roll Modifiers/Questions:
+1d for sheer luck
-Is the Operation Bold or Daring: +1d
-Is the Plan Overly Complex/Contingent on a lot of factors: -1d
-Does the Plan Exploit a Vulnerability: +1d
-Does the Plan hit them where they are strong: -1d
-Do they have help from a friend/ally: +1d
-Is a rival interfering: -1d
-Other factors known/unknown: +/-1d

At the beginning of each Score, quickly vote on your approach and provide me the detail needed.
-Assault: The point of Attack
-Deception: The method of deception
-Stealth: The point of infiltration
-Occult: The arcane method
-Social: The social connection
-Transport: The route and means of travel
This message was last edited by the GM at 20:23, Sun 03 May 2020.
Storyteller
GM, 6 posts
Arbiter of Fun
okay, not really
Wed 29 Apr 2020
at 23:06
  • msg #2

Player Resources/References

Character Sheet:

Playbook Type:
Name/Alias:
Look:
Heritage:
Background:
Vice:
Stress: 0/9    Traumas: 0/4, (Descriptors)
Harms:        Healing Clock: 0/4
Level 3: 0/1 (Need Help)
Level 2: 0/2 (-1D)
Level 1: 0/2 (Less Effect)
Armor: (If Applicable)
Coin: 0/4; Stash
Special Abilities:
-Name: Description

Playbook XP Clock: 0/8

Insight: XP Clock 0/6  Resist: 0/4
-Hunt    (( ))( )( )( )
-Study   (( ))( )( )( )
-Survey  (( ))( )( )( )
-Tinker  (( ))( )( )( )
Prowess: XP Clock 0/6  Resist: 0/4
-Finesse (( ))( )( )( )
-Prowl   (( ))( )( )( )
-Skirmish(( ))( )( )( )
-Wreck   (( ))( )( )( )
Resolve: XP Clock 0/6  Resist: 0/4
-Attune  (( ))( )( )( )
-Command (( ))( )( )( )
-Consort (( ))( )( )( )
-Sway    (( ))( )( )( )

Friend:
Rival:

Special Notes:

This message was last edited by the GM at 03:25, Fri 01 May 2020.
Storyteller
GM, 127 posts
Arbiter of Fun
okay, not really
Wed 3 Jun 2020
at 05:07
  • msg #3

Player Resources/References

Teamwork. It's very important in this game. So much so that I felt it necessary to write an entire new part to this thread with details on each Teamwork Action.

-Assist: The simplest action. Take 1 stress and give the player you are assisting +1d. Only one character can assist another with a given roll. If everyone is onboard for a specific action, you might want to look at the Group Action or Set Up action instead.

-Lead a Group Action: If everyone is going to preform the same task, you can do so with a single Group Action. One player will Lead this Action. They take all the risk for this. They describe the action which the entire party will perform and also declare the Action they will be rolling. Then every person involved in the group action rolls the selected. Only the single highest result is counted from the entire team. However, for each member of this action that rolls a 1-3, the leader takes 1 stress. The group action cover everyone who rolled.

-Protect: You can choose to take the consequences suffered by a teammate instead of them. You are treated as suffering it instead of them and can resist the consequences as normal.

-Set Up: A Set Up action is any action taken to improve another character's Position or Effect level. A good example would be distracting a Bluecoat by talking to them in order to improve your allies chance of sneaking by. For this example, if a player rolls Sway to try to swindle or seduces the Bluecoats while their partner rolls Prowl and sneaks by. This is more dangerous than assisting, just due to the fact that you will still suffer consequences normally, but this is one of the way you can raise the effect level for another player, leading to more powerful actions.

Please remember, these are not required to be used at all, but keep them in your toolbox of tricks, and they just might help you out in a pinch. Especially when you or another player is getting a little bit too high on the stress track or are picking up too many harm levels.
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