roleplaying:bitd:deep_cuts_cheat_sheet
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roleplaying:bitd:deep_cuts_cheat_sheet [2025/03/31 18:56] – created curufea | roleplaying: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: | ^ Go back to [[roleplaying: | ||
+ | |||
+ | ===== 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**: | ||
+ | * And gain **Edge** | ||
+ | * 6 **Success**: | ||
+ | * 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' | ||
+ | |||
+ | ==== 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, | ||
+ | * 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' | ||
+ | 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' | ||
+ | |||
+ | ===== Teamwork ===== | ||
+ | For a teamwork characters need to be in fictional position to do so or take Devil' | ||
+ | ==== 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' | ||
+ | * You just accomplish it | ||
+ | * You need to do to get into position first | ||
+ | * You need to take a Devil' | ||
+ | ==== Coordinate ==== | ||
+ | When the team coordinates, | ||
+ | * **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' | ||
+ | * 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' | ||
+ | * 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' | ||
+ | ==== 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' | ||
+ | ==== 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' | ||
+ | * **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, | ||
+ | * 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' | ||
+ | * Offer a **Devil' | ||
+ | * 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, | ||
+ | * +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' | ||
+ | * **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' | ||
+ | ==== Entanglements ==== | ||
+ | Play entanglement if Heat is 6+ or when the fiction demands | ||
+ | * When gains a Wanted level, **mark crew xp** and pick **Bluecoats** | ||
+ | * **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, | ||
+ | * 1: Beatings (Harm 1), demands, observation/ | ||
+ | * 0: Questioning, | ||
+ | * They can be bought off for Coin equal to your Wanted level +4. | ||
+ | * **Devilry**: | ||
+ | * **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**: | ||
+ | * Remove them as an ally until you get that worked out. | ||
+ | * **Rascals**: | ||
+ | * 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, | ||
+ | * **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' | ||
+ | * 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, | ||
+ | ==== 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, | ||
+ | ==== 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' | ||
+ | * **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