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Blades in the Dark

Parameters

  • 328 pages
  • 12 hours of reading

More about the book

Blades in the Dark is a tabletop role-playing game where a crew of daring scoundrels navigates the haunted streets of an industrial-fantasy city in pursuit of fortune. Engage in heists, chases, occult mysteries, and dangerous bargains, all while facing the threats of rival gangs, powerful nobles, vengeful ghosts, and the city watch. The game challenges you to rise in the criminal underworld, asking what you're willing to sacrifice for power. In this stand-alone game, you’ll find rules for creating your scoundrel from archetypes such as Cutter, Hound, Leech, Lurk, Slide, Spider, or Whisper. You can also form your crew from types like Assassins, Bravos, Cults, Hawkers, Shadows, or Smugglers. The core mechanic prioritizes the narrative, emphasizing the character’s position (desperate, risky, or controlled) alongside their abilities. Additionally, a streamlined mechanic allows for quick planning of criminal operations, avoiding the usual delays at the game table. Explore rules for alchemical experiments, gadget tinkering, and the use of weird occult powers, including playing as Ghosts and other strange beings. The setting guide offers everything needed to run an exciting sandbox game in the haunted city of Doskvol, complete with maps, factions, NPCs, schemes, and opportunities.

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Blades in the Dark, John Harper

Language
Released
2016
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Title
Blades in the Dark
Language
English
Publisher
One Seven
Released
2016
Pages
328
ISBN10
1613171323
ISBN13
9781613171325
Series
Description
Blades in the Dark is a tabletop role-playing game where a crew of daring scoundrels navigates the haunted streets of an industrial-fantasy city in pursuit of fortune. Engage in heists, chases, occult mysteries, and dangerous bargains, all while facing the threats of rival gangs, powerful nobles, vengeful ghosts, and the city watch. The game challenges you to rise in the criminal underworld, asking what you're willing to sacrifice for power. In this stand-alone game, you’ll find rules for creating your scoundrel from archetypes such as Cutter, Hound, Leech, Lurk, Slide, Spider, or Whisper. You can also form your crew from types like Assassins, Bravos, Cults, Hawkers, Shadows, or Smugglers. The core mechanic prioritizes the narrative, emphasizing the character’s position (desperate, risky, or controlled) alongside their abilities. Additionally, a streamlined mechanic allows for quick planning of criminal operations, avoiding the usual delays at the game table. Explore rules for alchemical experiments, gadget tinkering, and the use of weird occult powers, including playing as Ghosts and other strange beings. The setting guide offers everything needed to run an exciting sandbox game in the haunted city of Doskvol, complete with maps, factions, NPCs, schemes, and opportunities.