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* SinglePhlebotinumLimit: Everything on the Shattered Isles, from industrial machinery through alchemy to vampires, demons, and ghosts is powered by electroplasm in one form or another.

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* SinglePhlebotinumLimit: Everything on Every single fantastic element of the Shattered Isles, setting, from trains, industrial machinery through machinery, and alchemy to vampires, demons, and ghosts ghosts, is powered by electroplasm in one form or another.
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* SinglePhlebotinumLimit: Everything on the Shattered Isles, from industrial machinery through alchemy to vampires, demons, and ghosts is powered by electroplasm in one form or another.
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* ConstructedWorld: The rulebook puts extreme focus on Duskwall, but technically, it is just one city of the Akoros nation, situated on the eponymous island, one of the few Shattered Isles left floating in the ink-black oceans after the cataclysm. "Shattered Isles" seems to be the overall (out-of-universe) name of the setting.
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-->''"You're in a haunted Victorian-era city trapped inside a wall of lightning powered by demon blood."''

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-->''"You're ->''"You're in a haunted Victorian-era city trapped inside a wall of lightning powered by demon blood."''

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-->''"You're in a haunted Victorian-era city trapped inside a wall of lightning powered by demon blood."''



* CataclysmBackstory: About a thousand years ago, the old world was shattered by an unspecified cataclysm that made it impossible for spirits of the deceased to pass on to the afterlife, creating a staggering number of ghosts. It had also caused continent-shattering earthquakes across Akoros, turned the ocean water into black ink, released colossal leviathans into the seas, and, most importantly, almost extinguished the sun, plunging the the world into a [[AlwaysNight permanent darkness]].

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* CataclysmBackstory: About a thousand 850 years ago, the old world was shattered by an unspecified cataclysm that made it impossible for spirits of the deceased to pass on to the afterlife, creating a staggering number of ghosts. It had also caused continent-shattering earthquakes across Akoros, turned the ocean water into black ink, released colossal leviathans into the seas, and, most importantly, almost extinguished the sun, plunging the the world into a [[AlwaysNight permanent darkness]].



* FictionalDocument: The rulebook includes a couple of in-universe documents, such as the erratic missive from a retired leviathan hunter on page 160 or the academic article "Energy of Duskwall", which provide stylized explanations of the game world's more magical aspects.



* GodEmperor: The Akoros Empire is ruled by the Immortal Emperor, who, as far as anyone is concerned, is the same individual who [[BenevolentMageRuler used his sorceries]] after the great cataclysm a thousand years ago to prevent humanity's extinction. It's unclear whether some of his subjects actually worship him as divine, though.
* GreatOffscreenWar: The Unity War, which broke out about 150 years ago when Skovlan rebelled against the Immortal Emperor in a unsuccessful bid for independence. A lot of Skovlander refugees ended up in Duskwall, feeding the social tensions in the city.

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* GodEmperor: The Akoros Empire is ruled by the Immortal Emperor, who, as far as anyone is concerned, is the same individual who [[BenevolentMageRuler used his sorceries]] after the great cataclysm a thousand years eight centuries ago to prevent humanity's extinction. It's unclear whether some of his subjects actually worship him as divine, though.
* {{Golem}}: The Hulls are artificial magic-powered bodies inhabited by a deceased spirit. Most of them are employed by the rich as bodyguards, but there is also a playbook for you to play as one.
* GreatOffscreenWar: The Unity War, which broke out about 150 40 years ago before present when Skovlan rebelled against the Immortal Emperor in a unsuccessful bid for independence.independence and ended in its defeat 2 years ago. A lot of Skovlander refugees ended up in Duskwall, feeding the social tensions in the city.



* OurGhostsAreDifferent: Because the deceased spirits in this setting haven't been able to pass on to the afterlife for a thousand years, it is a pretty safe bet that the ghosts outnumber the living by now. Ghosts are basically the electroplasm of a living person that detaches itself from their corpse three days after their death to continue existing as undead (unless the body is destroyed by the Spirit Wardens before that). Some ghosts just mindlessly continue on their daily routines, some yearn for revenge, some begin possessing the living, and there are rumors of a few benevolent ghosts. There is a playbook that allows you to play a ghost, in case your original character croaks.

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* OurGhostsAreDifferent: Because the deceased spirits in this setting haven't been able to pass on to the afterlife for a thousand years, over eight centuries, it is a pretty safe bet that the ghosts outnumber the living by now. Ghosts are basically the electroplasm of a living person that detaches itself from their corpse three days after their death to continue existing as undead (unless the body is destroyed by the Spirit Wardens before that). Some ghosts just mindlessly continue on their daily routines, some yearn for revenge, some begin possessing the living, and there are rumors of a few benevolent ghosts. There is even a playbook that allows you to play a ghost, in case your original character croaks.
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* OneManArmy: Lord Scurlock is considered a Tier III faction (equivalent of 20 highly-skilled operatives) ''on his own''. There is also the small fact that he has both the Spirit Wardens and ''the Immortal freaking Emperor'' listed as his official enemies.

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* OneManArmy: Lord Scurlock is considered a Tier III faction (equivalent of 20 highly-skilled operatives) ''on his own''. There is also the small fact that he ''by himself'' and has both the Spirit Wardens and ''the Immortal freaking Emperor'' listed as his official enemies.



* UnholyGround: Not so much the ground, as the world itself that keeps the ghosts trapped inside it after their physical bodies perish and slowly going mad. If it weren't for Spirit Wardens, the world would be long overrun by ghosts.

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* UnholyGround: Not so much the ground, as the world itself that keeps the ghosts trapped inside it after their physical bodies perish and slowly going mad. If it weren't for the Spirit Wardens, the world would be long overrun by ghosts.
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* CastSpeciation: Subverted. Although the game's use of playbooks is reminiscent of games TabletopGame/PoweredByTheApocalypse (which strictly enforce the "only one copy of any playbook per campaign" rule), ''Blades'' explicitly allows two players to play the same playbook, as long as their ''characterizations'' are sufficiently differentiated. The fact that there are only seven playbooks (instead of ''[=PbtA=]'' usual 10-12) may have something to do with it.

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* CastSpeciation: Subverted. Although the game's use of playbooks is reminiscent of games TabletopGame/PoweredByTheApocalypse (which strictly enforce the "only one copy of any playbook per campaign" rule), ''Blades'' explicitly allows two players to play instances of the same playbook, as long as their ''characterizations'' are sufficiently differentiated. The fact that there are only seven playbooks (instead of the ''[=PbtA=]'' usual norm of 10-12) may have something to do with it.
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* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with urban crime sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to the gung-ho ''VideoGame/PaydayTheHeist'' approach.

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* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, GaslampFantasy and post-apocalyptic cues from ''Anime/FinalFantasyTheSpiritsWithin'', while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with urban crime sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to the gung-ho ''VideoGame/PaydayTheHeist'' approach.
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* TakingTheBullet: The system explicitly supports this kind of action. As long as your character is in position to take the harm intended for another scoundrel, you don't even have to roll for it (although you may want to roll to mitigate it),
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* CastSpeciation: Subverted. Although the game's use of playbooks is reminiscent of games TabletopGame/PoweredByTheApocalypse (which strictly enforce the "only one copy of any playbook per campaign" rule), ''Blades'' explicitly allows two players to play the same playbook, as long as their ''characterizations'' are sufficiently differentiated. The fact that there are only seven playbooks (instead of ''[=PbtA=]'' usual 10-12) may have something to do with it.
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* DoWellButNotPerfect: Generally speaking, you want to complete Scores generating at little Heat as possible... except that if you come out with exactly ''zero'' Heat, you don't get any Rep (needed to level up your gang), either--because you were so good, nobody even realized it was you.


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* WantedMeter: Your crew has a Heat score, which determines how much notoriety it garnered in the underworld--and, subsequently, how close an eye the Bluecoats keep on you. When the Heat maxes out, you go up a Wanted level, which has pretty serious consequences to any member who gets arrested.
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* DealWithTheDevil: The Devil's Bargain mechanic allows this trope to happen both literally and metaphorically: the players can get a free die on any roll if they accept an additional long-term complication that will result from their action regardless of its immediate outcome. This complication can range from a literal deal with a devil ("devil" being the setting's term for any powerful supernatural nasty) to something mundane, like owing a favor to a rival mobster.
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* UniqueProtagonistAsset: The ability to take Stress is what sets the scoundrels (including {{player character}}s) apart from NormalPeople living in Duskwall. In gameplay terms, it is the main resource pool which players has to manage in order for their characters to come out on top of overwhelming odds.

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* UniqueProtagonistAsset: The ability to take Stress is what sets the scoundrels (including {{player character}}s) apart from NormalPeople living in Duskwall. In gameplay terms, it is the main resource pool which players has have to manage in order for their characters to come out on top of overwhelming odds.
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* GreenRocks: The electroplasm (sublimated life energy that can somehow be used to produce electricity) power both the technology and the magic o the setting.

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* GreenRocks: The electroplasm (sublimated life energy that can somehow be used to produce electricity) power powers both the technology and the magic o the setting.
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Added DiffLines:

* UniqueProtagonistAsset: The ability to take Stress is what sets the scoundrels (including {{player character}}s) apart from NormalPeople living in Duskwall. In gameplay terms, it is the main resource pool which players has to manage in order for their characters to come out on top of overwhelming odds.
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* AllianceMeter: Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to the Imperial Military station in the city. Doing scores almost inevitably sours your relationship with one or more of them, but

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* AllianceMeter: Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to the Imperial Military station stationed in the city. Doing scores almost inevitably sours your relationship with one or more of them, but if you're smart about it, it may also improve your standing with others.
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* UpToEleven: The game's TierSystem for Duskwall factions goes from Tier 0 (basically, three-four thugs in a hideout--which is how your crew starts out) to Tier V (hundreds of agents on all levels of society), with most factions falling neatly on the spectrum. And then there is the Imperial Military, whose official Tier is ''VI''.

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* UpToEleven: The game's TierSystem for Duskwall factions goes from Tier 0 (basically, three-four three-to-four thugs in a hideout--which is how your crew starts out) to Tier V (hundreds of agents on all levels of society), with most factions falling neatly on the spectrum. And then there is the Imperial Military, whose official Tier is ''VI''.
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* AllianceMeter: Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to the Imperial Military station in the city. Doing scores almost inevitably sours your relationship with one or more of them, but


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* MobWar: When your AllianceMeter with another faction drops to −3, you are considered at war with them, putting additional pressure on your crew until the conflict is resolved one way or another.
* OneManArmy: Lord Scurlock is considered a Tier III faction (equivalent of 20 highly-skilled operatives) ''on his own''. There is also the small fact that he has both the Spirit Wardens and ''the Immortal freaking Emperor'' listed as his official enemies.


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* UpToEleven: The game's TierSystem for Duskwall factions goes from Tier 0 (basically, three-four thugs in a hideout--which is how your crew starts out) to Tier V (hundreds of agents on all levels of society), with most factions falling neatly on the spectrum. And then there is the Imperial Military, whose official Tier is ''VI''.
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* ProceduralGeneration: The book has tables for randomly generating entire city parts, missions, NPCs, and even simple word on the street from a couple dice rolls. The official usage instruction of these tables simply says "Roll some dice and use the results and these tables however you see fit."

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* ProceduralGeneration: The book has tables for randomly generating entire city parts, missions, NPCs, [=NPCs=], and even simple word on the street from a couple dice rolls. The official usage instruction of these tables simply says "Roll some dice and use the results and these tables however you see fit."
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''Blades in the Dark'' is a GenreBlending narrative TabletopRPG designed and published in early 2017 by [[Website/TheForge John Harper]] of one.seven design (creator of ''TabletopGame/LadyBlackbird'') after a successful Website/{{Kickstarter}} campaign back in 2015. In it, you play as a gang of scoundrels trying to eke out a living in the WretchedHive of Duskwall and to rise to the top of the criminal food chain by any means necessary.

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''Blades in the Dark'' is a GenreBlending narrative TabletopRPG designed and published in early 2017 by [[Website/TheForge John Harper]] of one.seven design Harper (creator of ''TabletopGame/LadyBlackbird'') after of [[Website/TheForge one.seven design]], following a successful Website/{{Kickstarter}} campaign back in 2015. In it, you play as a gang of scoundrels trying to eke out a living in the WretchedHive of Duskwall and to rise to the top of the criminal food chain by any means necessary.



* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with crime city sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to the gung-ho ''VideoGame/PaydayTheHeist'' approach.

to:

* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with urban crime city sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to the gung-ho ''VideoGame/PaydayTheHeist'' approach.
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* AlienSea: Immediately following the cataclysm, all of the oceans have turned ink-dark with occasional hints of star patterns ''somehow'' shining through from the depths (nobody yet understands how and what it means).


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* ProceduralGeneration: The book has tables for randomly generating entire city parts, missions, NPCs, and even simple word on the street from a couple dice rolls. The official usage instruction of these tables simply says "Roll some dice and use the results and these tables however you see fit."
Is there an issue? Send a MessageReason:
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* ThreeStatSystem: Insight, Prowess, and Resolve, roughly corresponding to intellectual, physical, and social capacities of a PlayerCharacter. In an interesting twist, these basic stats are never used for active Actions (instead, their subordinate Action ratings are taken), but only for reaction rolls to resist negative effects.

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* ThreeStatSystem: The basic stats are Insight, Prowess, and Resolve, roughly corresponding to intellectual, physical, and social capacities of a PlayerCharacter. In an interesting twist, these basic stats are never used for active Actions (instead, their subordinate Action ratings are taken), but only for reaction rolls to resist negative effects.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThreeStatSystem: Insight, Prowess, and Resolve, roughly corresponding to intellectual, physical, and social capacities of a PlayerCharacter. In an interesting twist, these basic stats are never used for active Actions (instead, their subordinate Action ratings are taken), but only for reaction rolls to resist negative effects.
Is there an issue? Send a MessageReason:
None


* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with crime city sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to to the gung-ho ''VideoGame/PaydayTheHeist'' approach.

to:

* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with crime city sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to to the gung-ho ''VideoGame/PaydayTheHeist'' approach.
Is there an issue? Send a MessageReason:
None


* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with crime city sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to to the gung-ho ''VideoGame/{{Payday}}'' approach.

to:

* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with crime city sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to to the gung-ho ''VideoGame/{{Payday}}'' ''VideoGame/PaydayTheHeist'' approach.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GenreBlending: The game's setting blends Victorian GothicHorror with GaslampFantasy, while the mechanics combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with crime city sandboxing of ''Franchise/GrandTheftAuto'' and TheCrimeJob thriller plots, inspired by everything from the cerebral ''Film/OceansEleven'' to to the gung-ho ''VideoGame/{{Payday}}'' approach.
Is there an issue? Send a MessageReason:
None


''Blades in the Dark'' is a GenreBlending narrative TabletopRPG design and published in early 2017 by [[Website/TheForge John Harper]] of one.seven design (creator of ''TabletopGame/LadyBlackbird'') after a successful Website/{{Kickstarter}} campaign back in 2015. In it, you play as a gang of scoundrels trying to eke out a living in the WretchedHive of Duskwall and to rise to the top of the criminal food chain by any means necessary.

to:

''Blades in the Dark'' is a GenreBlending narrative TabletopRPG design designed and published in early 2017 by [[Website/TheForge John Harper]] of one.seven design (creator of ''TabletopGame/LadyBlackbird'') after a successful Website/{{Kickstarter}} campaign back in 2015. In it, you play as a gang of scoundrels trying to eke out a living in the WretchedHive of Duskwall and to rise to the top of the criminal food chain by any means necessary.

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Changed: 1633

Is there an issue? Send a MessageReason:
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''Blades in the Dark'' is a GenreBlending narrative TabletopRPG design and published in early 2017 by [[Website/TheForge John Harper]] of one.seven design (creator of ''TabletopGame/LadyBlackbird'') after a successful Website/{{Kickstarter}} campaign back in 2015. In it, you play as a gang of scoundrels trying to eke out a living in the WretchedHive of Duskwall and rise to the top of the criminal food chain by any means possible.

to:

''Blades in the Dark'' is a GenreBlending narrative TabletopRPG design and published in early 2017 by [[Website/TheForge John Harper]] of one.seven design (creator of ''TabletopGame/LadyBlackbird'') after a successful Website/{{Kickstarter}} campaign back in 2015. In it, you play as a gang of scoundrels trying to eke out a living in the WretchedHive of Duskwall and to rise to the top of the criminal food chain by any means possible.necessary.



* CataclysmBackstory: About a thousand years ago, the old world was shattered by an unspecified cataclysm that made it impossible for spirits of the deceased to pass on to the afterlife, causing a staggering number of ghosts to be created. It also caused continent-shattering earthquakes across Akoros, turned the ocean water into black ink, released colossal leviathans into it, and, most importantly, almost extinguished the sun, plunging the the world into a [[TheNightThatNeverEnds permanent darkness]].
* {{Flashback}}: A cornerstone of the Score gameplay: at any time, but particularly when the party faces insurmountable odds, one of the players can take Stress to "reveal" how their character had [[CrazyPrepared prepared for just such an occasion]], retroactively introducing a way to overcome the current obstacle.
* GodEmperor: The Akoros Empire is ruled by the Immortal Emperor, who, as far as anyone is concerned, is the same individual who used his sorceries after the great cataclysm a thousand years ago to prevent humanity's extinction.

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* AlwaysNight: As a result of the cataclysm, the sun ''almost'' went out, illuminating the world only briefly at dawn and dusk and leaving the rest of the day mostly dark. Interestingly, the moon still shines as brightly as before the cataclysm.
* CataclysmBackstory: About a thousand years ago, the old world was shattered by an unspecified cataclysm that made it impossible for spirits of the deceased to pass on to the afterlife, causing creating a staggering number of ghosts to be created. ghosts. It had also caused continent-shattering earthquakes across Akoros, turned the ocean water into black ink, released colossal leviathans into it, the seas, and, most importantly, almost extinguished the sun, plunging the the world into a [[TheNightThatNeverEnds [[AlwaysNight permanent darkness]].
* CorruptChurch: The Church of the Ecstasy of the Flesh is the closest the Akoros Empire has to a state religion, although it's pretty much an open secret that it's basically just an AncientConspiracy that is too big to jail.
*
{{Flashback}}: A The Flashback mechanic is a cornerstone of the Score gameplay: at any time, but particularly when the party faces insurmountable odds, one of the players can take Stress to "reveal" how their character had [[CrazyPrepared prepared for just such an occasion]], retroactively introducing a way to overcome the current obstacle.
* GodEmperor: The Akoros Empire is ruled by the Immortal Emperor, who, as far as anyone is concerned, is the same individual who [[BenevolentMageRuler used his sorceries sorceries]] after the great cataclysm a thousand years ago to prevent humanity's extinction.extinction. It's unclear whether some of his subjects actually worship him as divine, though.



* TheGreatWall: The lightning towers surrounding all major cities, including Duskwall, keep the ravenous ghosts of the Deadlands from running them over.
* GreenRocks: The electroplasm (sublimated life energy that can somehow be used to produce electricity) power both the technology and the magic o the setting.



* InMediasRes: The Cut To The Action technique is used to get the PlayerParty directly into the thick of TheCaper or some other score, bypassing most of the contingency planning that precedes such events in traditional [=RPGs=].
* KrakenAndLeviathan: The otherworldly leviathans roam the oceans to the north of Duskwall and are being hunted by entire Imperial fleets for their blood, rich in the electroplasm that powers the entire setting.

to:

* InMediasRes: The Cut To The Action technique is used to get the PlayerParty directly into the thick of TheCaper or some other score, Score, bypassing most of the contingency planning that precedes such events in traditional [=RPGs=].
* KrakenAndLeviathan: The otherworldly leviathans roam the oceans to the north of Duskwall and are being hunted by entire the Imperial fleets for their blood, rich in the electroplasm that powers the entire setting.setting.
* OurGhostsAreDifferent: Because the deceased spirits in this setting haven't been able to pass on to the afterlife for a thousand years, it is a pretty safe bet that the ghosts outnumber the living by now. Ghosts are basically the electroplasm of a living person that detaches itself from their corpse three days after their death to continue existing as undead (unless the body is destroyed by the Spirit Wardens before that). Some ghosts just mindlessly continue on their daily routines, some yearn for revenge, some begin possessing the living, and there are rumors of a few benevolent ghosts. There is a playbook that allows you to play a ghost, in case your original character croaks.
* OurVampiresAreDifferent: Vampires in the setting are immortal undead, who are basically ghosts permanently possessing a dead body and constantly needing life force of others to sustain themselves. The upsides of being a vampire in the setting easily outweigh the downsides, and thousands of people chose to become vampires after the cataclysm, living in the open, until the Empire and the Spirit Wardens cracked down on them and hunted the vampires into near-extinction. There is a playbook that allows you to play a vampire, though.



* UnholyGround: Not so much the ground, as the world itself that keeps the ghosts trapped inside after their physical bodies perish and slowly going mad. If it weren't for Spirit Wardens, the world would be long overrun by ghosts.

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* UnholyGround: Not so much the ground, as the world itself that keeps the ghosts trapped inside it after their physical bodies perish and slowly going mad. If it weren't for Spirit Wardens, the world would be long overrun by ghosts.

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Removed: 110

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* AWizardDidIt: To quote the last page of the book: "This was once a storybook fantasy world of magic and wonders, which was
destroyed and an industrial civilization was built on top of the ruins. Don't expect scientific realism here."

to:

* AWizardDidIt: To quote the last page of the book: "This was once a storybook fantasy world of magic and wonders, which was
was destroyed and an industrial civilization was built on top of the ruins. Don't expect scientific realism here."
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Blades in the Dark'' is a GenreBlending narrative TabletopRPG design and published in early 2017 by [[Website/TheForge John Harper]] of one.seven design (creator of ''TabletopGame/LadyBlackbird'') after a successful Website/{{Kickstarter}} campaign back in 2015. In it, you play as a gang of scoundrels trying to eke out a living in the WretchedHive of Duskwall and rise to the top of the criminal food chain by any means possible.
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!!The game and its setting contain examples of following tropes:

* CataclysmBackstory: About a thousand years ago, the old world was shattered by an unspecified cataclysm that made it impossible for spirits of the deceased to pass on to the afterlife, causing a staggering number of ghosts to be created. It also caused continent-shattering earthquakes across Akoros, turned the ocean water into black ink, released colossal leviathans into it, and, most importantly, almost extinguished the sun, plunging the the world into a [[TheNightThatNeverEnds permanent darkness]].
* {{Flashback}}: A cornerstone of the Score gameplay: at any time, but particularly when the party faces insurmountable odds, one of the players can take Stress to "reveal" how their character had [[CrazyPrepared prepared for just such an occasion]], retroactively introducing a way to overcome the current obstacle.
* GodEmperor: The Akoros Empire is ruled by the Immortal Emperor, who, as far as anyone is concerned, is the same individual who used his sorceries after the great cataclysm a thousand years ago to prevent humanity's extinction.
* GreatOffscreenWar: The Unity War, which broke out about 150 years ago when Skovlan rebelled against the Immortal Emperor in a unsuccessful bid for independence. A lot of Skovlander refugees ended up in Duskwall, feeding the social tensions in the city.
* ImpartialPurposeDrivenFaction: The Spirit Wardens exist solely to seek out and to destroy ghosts, as well as the bodies of the recently deceased before their respective spirits can materialize as new ghosts.
* InMediasRes: The Cut To The Action technique is used to get the PlayerParty directly into the thick of TheCaper or some other score, bypassing most of the contingency planning that precedes such events in traditional [=RPGs=].
* KrakenAndLeviathan: The otherworldly leviathans roam the oceans to the north of Duskwall and are being hunted by entire Imperial fleets for their blood, rich in the electroplasm that powers the entire setting.
* ShoutOut: The seemingly immortal Lord Scurlock and [[spoiler:his demonic ally Setarra]] share their names with the characters of ''TabletopGame/TalesFromTheWildBlueYonder'' by the same designer.
* UnholyGround: Not so much the ground, as the world itself that keeps the ghosts trapped inside after their physical bodies perish and slowly going mad. If it weren't for Spirit Wardens, the world would be long overrun by ghosts.
* AWizardDidIt: To quote the last page of the book: "This was once a storybook fantasy world of magic and wonders, which was
destroyed and an industrial civilization was built on top of the ruins. Don't expect scientific realism here."
* WretchedHive: Duskwall is a cramped city living off its leviathan blood exports, and the only people who seem to truly uphold the imperial law in it are the Inspectors, who are foreigners and thus don't have any local ties.
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