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Bitd Dagger Isles Playbooks v5b

The document outlines various character playbooks and abilities in a role-playing game set in the Dagger Isles. Each playbook features unique special abilities, backgrounds, and traits that influence gameplay, such as combat skills and emotional states. Additionally, it includes mechanics for teamwork, planning, and gaining experience points through actions and interactions during sessions.

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Matt Brown
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
731 views9 pages

Bitd Dagger Isles Playbooks v5b

The document outlines various character playbooks and abilities in a role-playing game set in the Dagger Isles. Each playbook features unique special abilities, backgrounds, and traits that influence gameplay, such as combat skills and emotional states. Additionally, it includes mechanics for teamwork, planning, and gaining experience points through actions and interactions during sessions.

Uploaded by

Matt Brown
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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stash          

blades in the dark

DAGGER ISLES INKFIST


relentless warrior coin          
THE driven by their   
emotions   
SPECIAL ABILITIES PLAYBOOK
vortex:
z When you Wreck or Skirmish in an enraged state, gain
+1d but take -1d to resist consequences from those actions. INSIGHT
father's
z laughter: Gain potency when interacting with a   hunt
name alias study
known emotional state in battle. Take this ability again to choose  
an additional known state. enraged—hurt—ebullient—wary   survey
look   tinker
fangs
z of saintly beasts: When you push yourself you may
PROWESS
also choose to imbue your fists with one of these aspects:
 Liquid-Child-of-Dead-Suns: Your fists become metal. Your hands   finesse
heritage:   akoros—dagger isles (diaspora) biringan, lhan lhaban, melamati, xisra,   prowl
iruvia—severos—skovlan—tycheros skyless are considered fine wrecking tools.
  skirmish
 Collector-of-Last-Breaths: Your fists give off ghostly green   wreck
flames. Gain potency in combat with spirits and when wrecking
RESOLVE
background: blooded—chained­—erudite—trade—wanderer—war supernatural wards.
 The-Dark-Between-Waves: Your fists frost over, freezing what you   attune
  command
touch. You may temporarily freeze something in place.
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
  consort
frozen ink & fire: You bear a protection glyph on your skin. You
z   sway
STRESS TRAUMA cold—haunted—obsessed—paranoid may expend your special armor to resist consequences of extreme
BONUS DIE
reckless—soft—unstable—vicious temperature and alchemicals or to push yourself in combat.
push yourself (take
HARM HEALING merely a god: Make a 4-clock: “Supernatural Attention.” When you
z + 2 stress) -or- accept a
need project clock command a dayaw to provide a service, you get +1d and tick the clock. devil's bargain.
3 help
ARMOR USES temporary ink: Once per score, you may grant another character
z LOAD & ITEMS
2 -1d armor  use of your action rating in Skirmish or Wreck.  3 light  5 normal  6 heavy
less heavy  grass cutter: When you use the environment itself against your
z  Chain of Fine Bone Beads
1 effect enemies, roll Wreck as if it was Skirmish and gain +1d.
special   Fine Fighting Wraps
notes just breathe: Twice per score, you may trace a tattoo in the ghost field
z  Book of Emotional Truths
of your mind to allow you or an ally to ignore harm penalties for an action.  Radiant Ink Bottle
veteran: Gain a special ability from another source. This may be
z  Trance powder
taken multiple times.
 A Blade or Two
STRANGE FRIENDS
 Throwing Knives
  Uncle Somsak, crocodilian   Basilio, physicker  A Pistol  A 2nd Pistol
avatar of a god   Surena, inkfist  A Large Weapon
  Crooked Laughter, restless   Rests-Among-Jasmines,  An Unusual Weapon
ghost priest  Armor  +Heavy
 Burglary Gear
XP
 Climbing Gear
TEAMWORK PLANNING & LOAD GATHER INFORMATION  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
Choose a plan, provide the detail. Choose your load  Who’s the odd one out? At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
Assist a teammate limit for the operation (light, medium, or heavy).  Who - or what - do they love? an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
Lead a group action Assault: Point of attack Occult: Arcane power  Who - or what - do they hate?  You addressed a challenge through a deliberate channeling of the storm of
 How will they respond when I [X]?
 Demolition Tools
emotions within you.  Tinkering Tools
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 You expressed your beliefs, drives, heritage, or background.  Spiritbane Charm
 What are they not saying?
Set up a teammate Stealth: Entry point Transport: Route  What’s really going on here?  You struggled with issues from your vice or traumas during the session.  Lantern
stash          
blades in the dark

DAGGER ISLES BARUNG


sharp-eyed hunter coin          
THE haunted by their   
oath   
SPECIAL ABILITIES PLAYBOOK
fireflower: When you push yourself while wielding your bow,
z
you may also choose one of the following extra effects: attack everyone INSIGHT
in a small group at once­—make an attack at extreme range—shift the   hunt
name alias study
arrow in and out of the ghost field to pierce any cover.  
within the sun's shadow: You may push yourself to call on
z
  survey
look   tinker
a dayaw for aid. Roll a fortune die and note the result. 1-3: The demon
requires something from you. 4-5: The demon assists and asks a favor PROWESS
later. 6: It does not make a request this time.   finesse
heritage:   akoros—dagger isles (diaspora) biringan, lhan lhaban, melamati, xisra,   prowl
iruvia—severos—skovlan—tycheros skyless wanderer: The act of sundering your bond with your Banyan upon
z
accepting a gisi gives you strength. You get +1 stress box. Strangers   skirmish
will often provide you with basic necessities, but may ask for your   wreck
aid in return. RESOLVE
background: blooded—chained­—erudite—trade—wanderer—war
stoneboned: You have nothing to lose and everything to gain.
z   attune
You may expend your special armor to resist consequences of mental   command
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird harm or being surprised or to push yourself to intimidate.   consort
heavensplit: While directly pursuing your gisi, your actions are
z
  sway
STRESS TRAUMA cold—haunted—obsessed—paranoid not impeded by harm penalties. BONUS DIE
reckless—soft—unstable—vicious
the higher calling: The Toyol spirits who attend you as a
z push yourself (take
HARM HEALING + 2 stress) -or- accept a
cohort lose their flaw (Unreliable) and gain potency against those devil's bargain.
need project clock
3 help who stand in the way of the path of your gisi.
ARMOR USES cut cleanly: You gain an additional xp trigger: You dealt with
z LOAD & ITEMS
2 -1d armor  a situation or someone with brutal effect. If your crew helped you in  3 light  5 normal  6 heavy
less heavy  this, also mark crew xp.  Fine Sparkcraft Bow
1 effect special  footprints: You can expend your special armor to avoid
z  Quiver & Arrows
notes discovery while you’re in hiding or stalking your prey or to push  Toyol Spirits
yourself to while tracking or attacking your prey.  Fine Soul Compass
veteran: Gain a special ability from another source. This may be
z  The Eyes of Bantugan
taken multiple times.
 A Blade or Two
DEADLY FRIENDS
 Throwing Knives
  Miranda, widow   Riel Graystone, Imperial  A Pistol  A 2nd Pistol
  Aunt Phirun, boatman conscript  A Large Weapon
  Ishmael, ex-lover   Singing-in-Storm-Clouds,  An Unusual Weapon
freshly minted family god  Armor  +Heavy
 Burglary Gear
XP
 Climbing Gear
TEAMWORK PLANNING & LOAD GATHER INFORMATION  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
Choose a plan, provide the detail. Choose your load  Who - or what - scares them the most? At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
Assist a teammate limit for the operation (light, medium, or heavy).  Who’s most dangerous here?
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
Lead a group action Assault: Point of attack Occult: Arcane power  What is their greatest sin?
 How can I hurt them?  You addressed a challenge through systematic violence or displays of prowess.  Demolition Tools
 Where are they vulnerable?
 Tinkering Tools
Protect a teammate Deception: Method Social: Connection  You expressed your beliefs, drives, heritage, or background.
 What’s the biggest lie they’ve told me?  Spiritbane Charm
Set up a teammate Stealth: Entry point Transport: Route  What’s really going on here?  You struggled with issues from your vice or traumas during the session.  Lantern
stash          
blades in the dark

DAGGER ISLES
coin          
THE
BONEWALKER a mediator between
the living and dead   
  
SPECIAL ABILITIES PLAYBOOK
puppet
z of bone: Your skeletal pet familiar gains potency when
fighting or tracking the supernatural, and has an arcane aspect: corpse INSIGHT
rider, mind-link, or arrow-swift. Take this ability again to gain an   hunt
name alias additional arcane aspect for your pet. study
 
faces of the moon: You may push yourself to invoke one of the
z   survey
look
powers of the moon (with magnitude equal to your Attune rating):   tinker
 Moontide: Control nearby water. Cause it to rain, make a river flow PROWESS
backwards, or direct a powerful jet as a weapon or tool.
 Ghost Moon: Peer into the local ghost field and cause your nearby   finesse
heritage:   akoros—dagger isles (diaspora) biringan, lhan lhaban, melamati, xisra,   prowl
iruvia—severos—skovlan—tycheros skyless surroundings there to manifest in the material world until the
next moonrise.   skirmish
skinless: You may expend your special armor to pass as a spirit
z   wreck
or demon among their kind (until the next moonrise) or to push RESOLVE
background: blooded—chained­—erudite—trade—wanderer—war yourself when engaging with supernatural beings.   attune
chattering bones: All of creation speaks and you listen. You
z   command
can comprehend the language of all creatures as if they were human.   consort
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird iron will: When you make a resistance roll with Resolve, take
z   sway
STRESS TRAUMA cold—haunted—obsessed—paranoid +1d. You are immune to the terror that some supernatural entities
inflict on sight. BONUS DIE
reckless—soft—unstable—vicious
in both worlds: You can Consort with supernatural beings to
z push yourself (take
HARM HEALING conduct an occult ritual (or create a new one). You begin with one + 2 stress) -or- accept a
need project clock devil's bargain.
3 help
ritual already learned.
ARMOR USES stamped soul: While in the presence of a spirit, you may attempt
z LOAD & ITEMS
2 -1d armor  to Attune its essence to your soul stamp seal, forcing it to perform a  3 light  5 normal  6 heavy
future service for you. Once the service is performed, or the seal is
less heavy  broken, the commitment ends. Each of your seals can bind one spirit.  Skeletal Pet Familiar
1 effect special  clay doll: Use a downtime activity to prepare a clay doll spirit
z  Soul Stamp Seal
notes
vessel in the likeness of a person and create a 4-clock. If the person  Soul Stamp Seal
would suffer fatal harm, instead roll 1d and mark that many ticks.  Essence Key
When the clock fills the doll breaks and may not be re-made in that
likeness again.  Demonbane Charm
veteran: Gain a special ability from another source. This may be
z
 A Blade or Two
taken multiple times.
 Throwing Knives
SACRED FRIENDS  A Pistol  A 2nd Pistol
  The Viridian Fingers, a   Krenshaw, leviathan hunter  A Large Weapon
birthing tree  An Unusual Weapon
  Bright-Eyes-By-Sunset, child
 Armor  +Heavy
GATHER INFORMATION   Dew-Shrouded-Petals, at the crossroads conscript
 Burglary Gear
professional mourner   Ashen Hands, a gatekeeper
What is arcane or spiritual here?  Climbing Gear
TEAMWORK PLANNING & LOAD Where are the spirits the loudest? XP  Arcane Implements
Choose a plan, provide the detail. Choose your load Who - or what - haunts them?  Documents
Assist a teammate limit for the operation (light, medium, or heavy).  Every time you roll a desperate action, mark xp in that action's attribute.
What do the spirits, gods, or  Subterfuge Supplies
demons want out of this? At the end of each session, for each item below, mark 1 xp (in your playbook or
Lead a group action Assault: Point of attack Occult: Arcane power an attribute) or 2 xp if that item occurred multiple times.  Demolition Tools
 When they [X], how does the
ghost field react?
 You addressed a challenge with mystical knowledge or lead toward divine truths.  Tinkering Tools
Protect a teammate Deception: Method Social: Connection
 You expressed your beliefs, drives, heritage, or background.  Spiritbane Charm
 What - or who - are they hiding?
Set up a teammate Stealth: Entry point Transport: Route  What’s really going on here?  You struggled with issues from your vice or traumas during the session.  Lantern
stash          
blades in the dark

DAGGER ISLES VIDYAD a tireless innovator coin          


THE
preaching enlightenment   
  
SPECIAL ABILITIES PLAYBOOK
grave
z blessed: You gain a 6-clock: “Overgrowth” to represent
a ritual to create and control plant life. Tick the clock to produce INSIGHT
one of these effects: provide sustenance for a small group for 1 day—   hunt
name alias study
create plant growth that can entangle or conceal a small group—grow  
alchemical plants, refilling 3 uses of your alchemical stock.   survey
look Spend a downtime activity to renew the ritual and clear all the ticks.   tinker
salving grace: At the start of a score, you and your crew gain
z PROWESS
access to a shared pool of bonus dice equal to your Tinker rating that   finesse
heritage:   akoros—dagger isles (diaspora) biringan, lhan lhaban, melamati, xisra, may be used for any resistance rolls vs. physical harm.   prowl
iruvia—severos—skovlan—tycheros skyless skirmish
spores: By using a downtime activity, you cultivate two batches of
z  
special spores to aid you. When inventing or crafting a design, you   wreck
may expend a batch to gain +1 result level to your roll (a 1-3 becomes RESOLVE
background: blooded—chained­—erudite—trade—wanderer—war a 4/5 etc.). You begin with one design already known.   attune
thick bark: Your skin in battle becomes tough like the bark of
z   command
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
a tree. You may expend your special armor to resist physical harm   consort
or to push yourself when working with toxins or dangerous flora.   sway
STRESS TRAUMA cold—haunted—obsessed—paranoid miasmic perfume: You secrete pheromones with limited effect on
z
BONUS DIE
reckless—soft—unstable—vicious supernatural beings in a small area around you — either attracting or
push yourself (take
HARM HEALING repelling them (your choice, moment to moment). You may increase + 2 stress) -or- accept a
need project clock the effect level of this ability by taking 1 stress per extra level. devil's bargain.
3 help pruning hands: Reduce the size of any long term clock involved
z
LOAD & ITEMS
ARMOR USES
2 -1d in inventing or creating a formula using alchemicals by 2 ticks.
armor   3 light  5 normal  6 heavy
cooling waters: You know potent healing methods. When you
z
less heavy  use your fine medical pouch choose one: a patient ignores harm  Alchemical Garden (3)
1 effect special  penalties for a day—a dying person is stabilized.  Alchemical Garden (3)
notes over GARDEN from his bones: When you scrounge in the environment, you
z  Blowgun & Darts, Syringes
growth
stock  gain 2 zero-load boxes as items which you may count as any of the  Fine Medical Pouch
GATHER INFORMATION stock  following items: electroplasm wires, radiant flora for glue, petrified  Fine Tinkering Tools
wood as a pry bar or rusted/decaying metal.  
 Who - or what - made this?  Adarna’s Blood
veteran: Gain a special ability from another source. This may be
z  A Blade or Two
 What - or who - is broken  Cat’s Cradle
taken multiple times.  Throwing Knives
here?
 Diwata’s Kiss  A Pistol  A 2nd Pistol
 What can I tinker with here? DEADLY FRIENDS
 Gayuma  A Large Weapon
 What might happen if I [X]?   Valis Silencio, disgraced   Razor-Grin-Within-Lily-
 Fishlung  An Unusual Weapon
 How did they do [X]? Imperial scholar Pads, homeless temple  Armor  +Heavy
 How can I reveal [X]?  Ibarra’s Ashes
  Manusya, pearl diver guardian  Burglary Gear
 What’s really going on here?  Jasmine Shroud   Six Paws, ghost cat  Eren, apothecary  Climbing Gear
TEAMWORK PLANNING & LOAD  Juan Tamad  Arcane Implements
XP
Choose a plan, provide the detail. Choose your load limit for  Documents
Assist a teammate the operation (light, medium, or heavy).  Kapre Brains  Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or  Subterfuge Supplies
Lead a group action Assault: Point of attack Occult: Arcane power
 Naga Scales an attribute) or 2 xp if that item occurred multiple times.  Demolition Tools
 Penanngal’s Spit  You addressed a challenge with with innovativeness, resourcefulness and creativity.  Tinkering Tools
Protect a teammate Deception: Method Social: Connection
 Pangako  You expressed your beliefs, drives, heritage, or background.  Spiritbane Charm
Set up a teammate Stealth: Entry point Transport: Route  Santelmos  You struggled with issues from your vice or traumas during the session.  Lantern
stash          
blades in the dark

DAGGER ISLES WAYFARER


a wind-walking, coin          
THE thrill-seeking   
trailblazer   
SPECIAL ABILITIES PLAYBOOK
moon
z rider: You can push yourself to traverse immediately to
any spot you can see that you have marked with lunar chalk -or- to INSIGHT
perceive that location as if you were there.   hunt
name alias study
 
mere reflections: When you mark a small area within a circle
z
  survey
look
of lunar chalk, you can push yourself to shift everything in it into the   tinker
ghost field until the next moonrise. Take 1 stress for each additional PROWESS
feature: a large area—warded against spirits—exclude persons or objects.
  finesse
heritage:   akoros—dagger isles (diaspora) biringan, lhan lhaban, melamati, xisra, take
z the gamble: Once per score, after a roll, you may choose   prowl
iruvia—severos—skovlan—tycheros skyless skirmish
to suffer 1d stress to turn a bad outcome into a partial success, or a  
partial success into a full success.   wreck
RESOLVE
background: blooded—chained­—erudite—trade—wanderer—war connected
z crowns: You always know where you are in
orientation to those you deem as family or those who harmed you,   attune
and can never be considered lost, even in the ghost field.   command
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
  consort
just
z the wind: You may expend your special armor to   sway
STRESS TRAUMA cold—haunted—obsessed—paranoid automatically bypass a security measure or avoid notice.
BONUS DIE
reckless—soft—unstable—vicious
knock
z knock: You know the paths of both the material world push yourself (take
HARM HEALING and ghost field. You may choose to suffer level 1 harm (Drained) to + 2 stress) -or- accept a
need project clock devil's bargain.
3 help cause a temporary door of secrecy or escape to appear before you.
ARMOR USES LOAD & ITEMS
2 -1d entrapments: When you Hunt a target to lure them into a trap
z
armor   3 light  5 normal  6 heavy
you’ve prepared, take +1d.
less heavy   Fine Lunar Chalk
1 effect lodestone:
z You are entwined with the magnetic fields of the
special   Magnetic Paste
notes Shattered Isles. Take 1 stress to: find purchase on any surface, no
 Fine Lockpicks
matter how sheer—cause nearby small objects to move from a distance.
 Small Gadgets
veteran: Gain a special ability from another source. This may be
z  Lunar Caches
taken multiple times.
 A Blade or Two
DEADLY FRIENDS
 Throwing Knives
  Lorenz Rivera, boat maker   Vinebeard, old river spirit  A Pistol  A 2nd Pistol
 A Large Weapon
  Smooth Palms, smuggler   Rulya Waters, treasure  An Unusual Weapon
  Briones, hermit hunter  Armor  +Heavy
 Burglary Gear
GATHER INFORMATION XP
 Climbing Gear
TEAMWORK PLANNING & LOAD  What should I look out for?  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
Choose a plan, provide the detail. Choose your load  What’s the most intriguing At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
Assist a teammate limit for the operation (light, medium, or heavy). thing I know about this place?
 What’s the best way in? an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
Lead a group action Assault: Point of attack Occult: Arcane power  Demolition Tools
 If I [X], what changes?  You addressed a challenge through tracking and exploration or stealth and evasion.
 Where did [X] go?  Tinkering Tools
Protect a teammate Deception: Method Social: Connection  You expressed your beliefs, drives, heritage, or background.
 What is hidden or lost here?  Spiritbane Charm
Set up a teammate Stealth: Entry point Transport: Route  What’s really going on here?  You struggled with issues from your vice or traumas during the session.  Lantern
stash          
blades in the dark

DAGGER ISLES SARONG sweet-voiced keeper of coin          


THE
truth and lies   
  
SPECIAL ABILITIES PLAYBOOK
words
z like honey: You have learned what to say and what not
to say in any social situation. Take +1d to Sway or Consort with INSIGHT
those you know but a -1d to resist consequences of those actions.   hunt
name alias study
 
the
z blood and guts sing: When you perform for someone,   survey
look
you can push yourself to hold their attention on you alone for as   tinker
long as you perform. PROWESS
drying ink: When writing or creating contracts and forgeries using
z   finesse
heritage:   akoros—dagger isles (diaspora) biringan, lhan lhaban, melamati, xisra, your soul stamp, gain +1 result level to your roll (a 1-3 becomes a   prowl
iruvia—severos—skovlan—tycheros skyless skirmish
4/5, etc). You begin with one special stamp already known.  
  wreck
takes one to know one:
z At the start of the score, gain a pool
RESOLVE
background: blooded—chained­—erudite—trade—wanderer—war of bonus dice equal to your Resolve rating. You may use 1d from this
pool to grant +1d to a Consort, Command, or Sway roll made by a   attune
  command
teammate (max of +1d per roll).
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
  consort
skin of the teeth: Take 2 stress to roll again — you take the final
z   sway
STRESS TRAUMA cold—haunted—obsessed—paranoid roll result as well as any consequences that come with it. BONUS DIE
reckless—soft—unstable—vicious
refracted truth: You may expend your special armor to avoid
z push yourself (take
HARM HEALING consequences of being found out or revealed, or to push yourself + 2 stress) -or- accept a
need project clock devil's bargain.
3 help when orating or performing.
ARMOR USES LOAD & ITEMS
2 -1d first speakers: When you Consort to gather information from
z
armor   3 light  5 normal  6 heavy
spirits or demons, you are immune to the terror they cause. Gain +1
less heavy  effect level if the information regards truths they were involved in.  Fine Soul Stamp
1 effect special   Fine Rose Water Mister
notes royalties:
z Once during a score or downtime, reduce the cost of
 Mancala
a payment by 1 Coin.
 Thought Essence Vial
veteran: Gain a special ability from another source. This may be
z
 Fine Cover Identity
taken multiple times.
 A Blade or Two
HISTORICAL FRIENDS
 Throwing Knives
  Julyen Celeste, Imperial   The Happy Crow, wayfarer  A Pistol  A 2nd Pistol
archivist  A Large Weapon
  Zafira, weaver  An Unusual Weapon
  Flame’s-Dying-Whisper, ex-
revolutionary hunter   Lady Giselle Berlitz, socialite  Armor  +Heavy
 Burglary Gear
XP
 Climbing Gear
TEAMWORK PLANNING & LOAD GATHER INFORMATION  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
Choose a plan, provide the detail. Choose your load  Who’s the loudest voice in the room? At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
Assist a teammate limit for the operation (light, medium, or heavy).  Where are they from?
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
Lead a group action Assault: Point of attack Occult: Arcane power  How can I blend in here?
 What do they want the most?  You addressed a challenge with deception, influence, or sheer charisma.  Demolition Tools
 What might happen if I say [X]?
 Tinkering Tools
Protect a teammate Deception: Method Social: Connection  You expressed your beliefs, drives, heritage, or background.
 What does their story leave out?  Spiritbane Charm
Set up a teammate Stealth: Entry point Transport: Route  What’s really going on here?  You struggled with issues from your vice or traumas during the session.  Lantern
stash          
blades in the dark

DAGGER ISLES SUNEATER the smiling shadow coin          


THE
beneath a king   
  
SPECIAL ABILITIES PLAYBOOK
poised
z portrait: When you enter a scene, ask the GM how
your family’s reputation precedes you. If it does in a positive way, INSIGHT
gain potency to Command and Consort when you leverage it. If it   hunt
name alias study
does in an especially negative way, mark xp.  
  survey
altered reflection: You may push yourself to alter one minor
z
tinker
look  
detail in someone’s recent memory. You may take additional stress
to do one of the following: modify a major detail instead—modify PROWESS
the memories of a small group—modify something further in the past.   finesse
heritage:   akoros—dagger isles (diaspora) biringan, lhan lhaban, melamati, xisra,   prowl
iruvia—severos—skovlan—tycheros skyless gullible
z affair: When you indulge your vice with another
  skirmish
teammate, if either of you roll a 6, one of you gains an extra downtime
  wreck
activity.
RESOLVE
background: blooded—chained­—erudite—trade—wanderer—war threads
z that hold us together: Twice per score, when
you protect someone or perform a setup action, take +1d to the roll.   attune
  command
behold
z the sun: You can access claims, turf, and downtime   consort
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird activities as normal even when at war. Expend your special armor   sway
STRESS TRAUMA cold—haunted—obsessed—paranoid for an enemy faction to treat you as neutral until the next downtime.
BONUS DIE
reckless—soft—unstable—vicious silk
z glove, gold hand: Gain +1d when you Consort with push yourself (take
HARM HEALING someone to seal a contract (verbal or written) or when you Command + 2 stress) -or- accept a
need project clock them to honor the terms of a past agreement. devil's bargain.
3 help
ARMOR USES muddied waters: When socializing, you may resist a consequence
z LOAD & ITEMS
2 -1d armor  for 1 stress by shifting the blame elsewhere, but you take -1 status  3 light  5 normal  6 heavy
less heavy  with the associated individual or faction as a result.  Fine Gloves
1 effect special  stained hands: You always seem to have more leverage than the
z  Blackmail Letters
notes rest of your crew. During downtime you can automatically reduce  Fine Set of Clothes
heat by 2 without using an activity.
 Concealed Thimble Needle
veteran: Gain a special ability from another source. This may be
z  Vial of Sight Potion
taken multiple times.
 A Blade or Two
CUNNING FRIENDS
 Throwing Knives
  Uncle Xrys, beggar king   Miguel Candelaria, Imperial  A Pistol  A 2nd Pistol
  Esme Gondoles , scion of a tax collector  A Large Weapon
datu line   Colonel Tidus Gree, platoon  An Unusual Weapon
  Brittle Bones, gang leader commander  Armor  +Heavy
 Burglary Gear
XP
 Climbing Gear
TEAMWORK PLANNING & LOAD GATHER INFORMATION  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
Choose a plan, provide the detail. Choose your load  Who are they connected to? At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
Assist a teammate limit for the operation (light, medium, or heavy).  What might break if I [X]?
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
Lead a group action Assault: Point of attack Occult: Arcane power  How can I discover [X]?
 Where’s the leverage here?  You addressed a challenge with deception, influence, or sheer charisma.  Demolition Tools
 What - or who - can’t they bear to lose?
 Tinkering Tools
Protect a teammate Deception: Method Social: Connection  You expressed your beliefs, drives, heritage, or background.
 What are they really asking for?  Spiritbane Charm
Set up a teammate Stealth: Entry point Transport: Route  What’s really going on here?  You struggled with issues from your vice or traumas during the session.  Lantern
blades in the dark COHORT armor

DAGGER ISLES NIGHTRIDERS


weak impaired broken
THE

SPECIAL ABILITIES
understar passage: From supernatural contract or occult ritual,
z
your boat gains access to the void passages that run underneath and
through the archipelago. COHORT armor
crew name reputation weak impaired broken
fireflies: You gain the ability to see clearly in total darkness. While
z
you hold your breath, you may glow as brightly as a small lantern.
lair
saddle:
z Each PC may add +1 action rating to Attune, Prowl, or
REP TURF HOLD WEAK STRONG TIER Finesse (up to a max rating of 3).
thick hide: Your crew is particularly resistant to having contraband
z
found, gain +1d to resist discovery during searches or raids. COHORT armor
weak impaired broken
ANCIENT PIRATE HIDDEN ANCIENT passing
z shadow: Many don’t remember you, news relating to
APOTHECARY
SHARD BELLS PATHS GATE your actions seem to mellow over time. Gain +1d when you roll to
reduce Heat.
the soul of a diwata: You’ve given a shard of your soul to them,
z

QUIET
now you wield an aspect of their power. Mark 1 stress to manifest
FLEET TURF LAIR TURF
WATCHER an aspect of your Diwata. COHORT armor
weak impaired broken
blood
z dragon: Due to hard-earned experience or deals with a
deity, your crew gains the ability to cast rituals for 2 stress less than
normally required (minimum 1).
SIDE FIERCE veteran: Gain a special ability from another source. This may be
z
TURF WAREHOUSES TURF
BUSINESS ALLIES
taken multiple times.
CONTACTS CREW UPGRADES
HEAT WANTED COIN VAULTS LAIR QUALITY
 Idrak, a harbormaster of Mata Batu  Voidal Seal
(Lhan Lhaban)  Carriage  Documents
 Stargazer
 Yaalisandra, a Frangipani Spear   Boat  Gear
(Melamati)  Nightrider Rigging
hunting grounds: acquisition — delivery — exploration — sanctification  Hidden
 Cloud-Catching-Lark, a dancer from  Underbelly Maps &  Implements
notes the Bells That Chime (Talim Kotaraya) Passkeys  Quarters
 Somsak, a Keeyew Rider (Xisra) tax  Supplies
 Camouflage  Secure
collector
 Vault  Tools
 Gideon Sta. Maria, a warehouse owner
in the Lightning Station (Biringan)  Workshop  Weapons
 Fleeting-Light-Along-the-Bends,
ailing god of mangroves TRAINING COHORTS
 Insight New Cohort: 2
CREW XP
Add Type: 2
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp  Prowess
if that item occurred multiple times).
 Execute a successful transport, expedition, exorcism, ritual, or recovery operation.  Resolve
 Contend with challenges above your current station.
 Personal
 Bolster your crew’s reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.  Mastery
blades in the dark COHORT armor

DAGGER ISLES LIBERATORS


weak impaired broken
THE
gang: rooks
SPECIAL ABILITIES
starcatchers:
z Each PC may add +1d action rating to Prowl,
Skirmish, or Wreck (up to a max rating of 3).
COHORT armor
crew name reputation political pawns: When you gather information on officials gain
z
weak impaired broken
+1d. When you use that information to set up a score, an engagement
roll of 1-3 results in a risky position, not desperate.
lair
the
z blood of the land: Your cohorts have abandoned their
REP TURF HOLD WEAK STRONG TIER reason to devote themselves to the cause. They will undertake any
service, no matter how reckless. They gain +1d to rolls against
enemies of the cause. COHORT armor
REALM weak impaired broken
TRAINING LOCAL PROTECT survivors
z of justice: You’ve learned how to survive under
INFORMANTS KEEPING
ROOMS GRAFT THE INNOCENT the so-called justice of the Imperium all your life. You gain +1d to
OUTPOST
resistance rolls versus arrest or being discovered when fleeing.
clouded reflection: Through ritual or supernatural contract,
z

LOCAL you know the secrets to leave no trace in the ghost field.
A FRIENDLY
WATERING TURF LAIR TURF
BARANGAY welded
z by fate: Once per score, each crew member can push COHORT armor
HOLE themselves for 1 stress. weak impaired broken

familia:
z If you have +3 status with any civilian factions, reduce
Heat by 2 when you go into downtime.
INTERROGATION COVER COVER
TURF
CHAMBER
TURF veteran: Gain a special ability from another source. This may be
z
OPERATION IDENTITIES
taken multiple times.
CONTACTS CREW UPGRADES
HEAT WANTED COIN VAULTS
 Firash, butler to noble blood in Old  Toughened (Each LAIR QUALITY
Biringan (Biringan) PC gets +1 Trauma box)  Carriage  Documents
 Kechick, merchant from the Eight  Kota Contacts   Boat  Gear
hunting grounds: acquisition — delivery — exploration — sanctification Cords Trading Concern (Lhan  Liberators Rigging  Hidden
Lhaban)  Implements
notes  Elite Rooks  Quarters
 Thrice-Called-Star, liaison from the  Supplies
Rooster’s Claw (Melamati)  Elite Thugs  Secure
 Santino, a Gun Child (Talim  Vault  Tools
Kotaraya)
 Workshop  Weapons
 Gamon, a Chan Defector (Xisra)
 Manifold-Sorrows-Untold, Sarong TRAINING COHORTS
 Insight New Cohort: 2
CREW XP
Add Type: 2
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp  Prowess
if that item occurred multiple times).
 Execute a successful sabotage, rabble rousing, riot, or sedition operation.  Resolve
 Contend with challenges above your current station.
 Personal
 Bolster your crew’s reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.  Mastery

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