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roleplaying:bitd:deep_cuts_cheat_sheet [2025/03/31 18:56] – created curufearoleplaying:bitd:deep_cuts_cheat_sheet [2025/03/31 19:37] (current) – [Vice] curufea
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 ====== Deep Cuts Cheat Sheet ====== ====== Deep Cuts Cheat Sheet ======
 ^ Go back to [[roleplaying:bitd:start|Blades in the Dark]] ^ ^ 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.
 +
 +
 +
 +
  
roleplaying/bitd/deep_cuts_cheat_sheet.1743472562.txt.gz · Last modified: by curufea