alt_iruvian_playbooks_20171121.pdf
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Pobierz
iruvian
2017-11-21
Alternate playbooks for Blades in the Dark.
New text and art by Johnstone Metzger.
Text from the game and layout by John Harper.
Feel free to suggest changes or improvements.
johnstone.metzger@gmail.com
A fearsome warlord, a sultan of the streets.
In the hotbed of intrigue that is al-’Adhirah—called Bright Harbour by the
Imperials of al-’Akurusiyyah—to stand alone is so often to die alone, betrayed
by those who have the strength of numbers. To be a leader of those numbers,
a faris, is a goal that many aspire to but few really achieve. To be a leader over
other furusiyyah is an even rarer feat.
When you play a Faris, you earn xp when you address a challenge with a show
of force or leadership.
Employing force is always easier when you’ve got a gang
at your back, so get on that. You’re no mere thug or killer, you’re a commander.
Rustle up some ghazis of your own and don’t let anyone push you around on
your home turf.
Why are you a leader? Is this the only way you know how to get out of the gutter,
or do you have a specific goal (or target) in mind? What kind of leader do you
aspire to be?
starting actions
powerful friends, rivals
skirmish
command
starting builds
Bilal Maat,
a corrupt lawyer.
Perhaps
the attorney who saved your ass, or
a prosecutor who locked up your
friends?
If you want some guidance when you
Imran Pasha,
a gang boss.
Perhaps
a
smuggler you used to work with, or a
assign your four starting action dots and
special ability, use one of these templates.
thug whose turf you’re eying?
Ghazi.
Hunt +2, Skirmish +1,
Lenora Drakewell,
an Imperial
Wreck +1.
Leader.
diplomat.
What sort of use does she
have for street gangs?
Paragon.
Consort +2, Finesse +1,
Nurul Fallash,
a leviathan captain.
Skirmish +1.
The Tiger’s Fury.
Perhaps a former captain of yours, or
Padrone.
Survey +1, Study +1,
the officer who kicked you out of the
Sway +2.
Ambitious.
navy?
Spearpoint.
Attune +1, Prowl +2,
Sordat Khan,
a sheikh.
Perhaps
an
Survey +1.
Expertise.
older relative, or an open critic of
your ambitions?
Alternate playbooks for Blades in the Dark.
New text and art by Johnstone Metzger.
Text from the game and layout by John Harper.
Feel free to suggest changes or improvements.
johnstone.metzger@gmail.com
3
playbook
:
faris
faris
faris special abilities
leader
When you
Command
a
cohort
in combat, they continue to fight when they
would otherwise
break
(they’re not taken out when they suffer level 3 harm).
They gain
+1 effect
and
1 armor.
This ability makes your cohorts more effective in battle and also allows them
to resist harm by using armor. While you lead your cohorts, they won’t stop
fighting until they take fatal harm (level 4) or you order them to cease. What do
you do to inspire such bravery in battle? For details about cohorts, see page 96.
You gain an additional
xp trigger:
You defended your turf or tried to expand it.
If your crew followed your lead, also mark crew xp.
ambitious
battleborn
You may expend your
special armor
to reduce harm from an attack in combat
or to
push yourself
during a fight.
When you use this ability, tick the special armor box on your playbook sheet.
If you “reduce harm” that means the level of harm you’re facing right now
is reduced by one. If you use this ability to push yourself, you get one of the
benefits (+1d, +1 effect, act despite severe harm) but you don’t take 2 stress.
Your special armor is restored at the beginning of downtime.
expertise
Choose one of your action ratings. When you lead a group action using that
action, you can suffer only 1 stress at most, regardless of the number of failed rolls.
This special ability is good for covering for your team. If they’re all terrible
at your favored action, you don’t have to worry about suffering a lot of stress
when you lead their group action.
ghost legion
Your entourage has occult experience. They gain
potency
when fighting the
supernatural or defending you from it, and an arcane ability:
they can capture
ghosts, they can survive in the deathlands,
or
you can possess their bodies from afar.
Take this ability again to choose an additional arcane ability for your entourage.
Your entourage functions as a cohort (Gang: Thugs). This ability gives them
potency against supernatural targets and an arcane ability of your choice. If
they can capture ghosts, they can grapple with them or trap them in spirit
bottles. If they can survive in the deathlands, they know secret routes and
can forage for food. If you can possess them, you can share their senses and
thoughts telepathically, and take control of their actions. For more details
about cohorts, see page 96.
4
You can
push yourself
to do one of the following:
move to any location on the
field of battle that you can see—push violently against your enemies, knocking them
back, down, or over.
When you push yourself to activate this ability, you still get one of the normal
benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.
If you move to a new location, you might do so with superhuman speed or
power, or with stealth and cunning, but you can’t be interrupted.
If you push your enemies around, you decide where they land, and what kind
of opportunity it opens up for yourself or your allies.
vigorous
You recover from harm faster. Permanently fill in one of your healing clock
segments. Take
+1d
to healing treatment rolls.
Your healing clock becomes a 3-clock, and you get a bonus die when you recover.
faris items
Fine heavy weapon:
A finely crafted two-handed melee weapon of your choice.
A warhammer, a greatsword, a military pike, a battleaxe, etc. A heavy weapon
has more reach and hits harder than a standard weapon. This might give you
potency when the power or reach of the weapon is a factor.
[2
load]
Fine pair of pistols:
A matched pair of handguns, made for greater accuracy,
with double barrels that allow for two shots before reloading.
Were your pistols
made by Shakufa’s Steelworks, Sheikh al-Hassani, the Imperial Forge, or some
other gunsmith? How do they stand out from the average handgun?
[1
load]
Fine uniform:
A suit of clothes that marks you as either a soldier of rank, or
as the undisputed leader of a gang, with all the appropriate badges, medals,
and chains of office. [0
load]
If you’re carrying this item as a second outfit to
change into, it counts as
2 load.
Cane-sword:
A slim sword and its sheath, disguised as a noble’s cane.
The
disguise will fool a cursory inspection.
[1
load]
Entourage:
Up to half a dozen bodyguards, hangers-on, and retainers who
are loyal only to you. They function as a cohort (Gang: Thugs), but do not
increase in scale.
5
playbook
:
faris
the tiger’s fury
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