Follow TV Tropes

Following

History Characters / BladesInTheDark

Go To

OR

Is there an issue? Send a MessageReason:
None


* AddictionPowered: If your scoundrel has a drug-related vice (Pleasure or Stupor), indulging your addictions restores your Stress points, which literally power some special abilities, in addition to helping you survive and succeed in situations where regular people would end up very dead, very fast.

to:

* AddictionPowered: If your Your scoundrel has a drug-related vice (Pleasure or Stupor), vice, indulging your addictions in said vices restores your Stress points, which literally power some special abilities, in addition to helping you survive and succeed in situations where regular people would end up very dead, very fast.fast. These addictions can range from drug binges, to obsessively pit-fighting, to luxury and a lavish lifestyle.



* FromCamouflageToCriminal: Scoundrels of the Military background have it much easier to justify their possession of weapons and combat skills.

to:

* FromCamouflageToCriminal: Scoundrels of the Military background have it much easier moved from a military background to justify their possession of weapons and combat skills.current criminal career.
Is there an issue? Send a MessageReason:
Specifying that Totally Not A Criminal Front is for poorly-veiled fronts.


* TotallyNotACriminalFront: The "Cover Operation" claim reduces the Heat after each score by laundering some of the money it made.

Added: 130

Removed: 138

Is there an issue? Send a MessageReason:
Legitimate Businessmens Social Club TRS cleanup, disambiguating to appropriate trope.


* LegitimateBusinessmensSocialClub: The "Cover Operation" claim reduces the Heat after each score by laundering some of the money it made.


Added DiffLines:

* TotallyNotACriminalFront: The "Cover Operation" claim reduces the Heat after each score by laundering some of the money it made.

Added: 133

Changed: 96

Is there an issue? Send a MessageReason:
None


* ImprobableAimingSkills: The "Sharpshooter" ability also allows them to make shots that well beyond the normal range of their guns.



* InvisibilityCloak: The "Ghost Veil" ability lets Lurks to briefly become barely visible and intangible (i.e. ghosts).

to:

* InvisibilityCloak: The "Ghost Veil" ability lets Lurks to briefly become barely visible and intangible (i.e. ghosts). One of their starting items is also a shadow-silk cloak that makes it easier for them to hide.
Is there an issue? Send a MessageReason:
None


A ghost-fighting roughneck. This playbook is an official supplement by John Harper, himself available from his website.

to:

A ghost-fighting roughneck. This playbook is an official supplement by John Harper, himself Harper himself, available from for download on his website.
Is there an issue? Send a MessageReason:
Bypass redirect


* 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=]'' norm of 10-12) may have something to do with it.

to:

* CastSpeciation: Subverted. Although the game's use of playbooks is reminiscent of games TabletopGame/PoweredByTheApocalypse UsefulNotes/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=]'' norm of 10-12) may have something to do with it.
Is there an issue? Send a MessageReason:
None


A ghost-fighting roughneck. This playbook is an official supplement by John Harper himself available from his website.

to:

A ghost-fighting roughneck. This playbook is an official supplement by John Harper Harper, himself available from his website.

Added: 17

Changed: 238

Removed: 17

Is there an issue? Send a MessageReason:
None


[[foldercontrol]]



Tropes common to all scoundrel playbooks:

to:

Tropes common to all scoundrel playbooks:

[[folder:In General]]




[[foldercontrol]]

to:

\n[[foldercontrol]][[/folder]]




to:

----




to:

----




to:

----




to:

----




to:

----




to:

----




to:

----




to:

----



Tropes common to more than one crew type:

to:

Tropes common to more than one crew type:
[[folder:In General]]




[[foldercontrol]]

to:

\n[[foldercontrol]][[/folder]]




to:

----




to:

----




to:

----




to:

----




to:

----




to:

----




to:

----




to:

----



[[foldercontrol]]




to:

----




to:

----
Is there an issue? Send a MessageReason:
None


* TheTeamBenefactor: The Spiders' strong suits are more focused on the downtime activities than on immediate tactical challenges during Scores.
* UtilityPartyMember: The Spider is a variant. While ''Blades in the Dark'' in general is not necessarily combat-focused, it is focused on "scores" with downtime in between them. A Spider's abilities are largely focused on giving bonuses during downtime, instead of scores, making them the kings of pre-mission prep work.

to:

* TheTeamBenefactor: The Spiders' strong suits are lie more focused on in the downtime activities than on in immediate tactical challenges during Scores.
* UtilityPartyMember: The Spider is a variant. While ''Blades in the Dark'' in general is not necessarily combat-focused, combat-heavy, it is focused centered on "scores" with downtime in between them. A Spider's abilities are revolved largely focused on around giving bonuses during downtime, instead of rather than scores, making them the kings of pre-mission prep work.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HandshakeOfDoom: The "Ghost Contract" ability allows a Spider to shake hands on a deal and mark both themselves and the other party with a PowerTattoo. If either of them break the deal, they suffer a {{curse}} that instantly applies level 3 harm to them (i.e. enough to render them helpless).

Added: 2289

Changed: 6

Is there an issue? Send a MessageReason:
None


[[folder:The Rail Jack]]
A ghost-fighting roughneck. This playbook is an official supplement by John Harper himself available from his website.

* ConditionedToAcceptHorror: As part of their professional training, Rail Jacks (both the playbook and the trade as a whole) are immune to supernatural terror caused not just by ghosts but even by some lesser devils.
* {{Foil}}: In many ways, the Rail Jack is the anti-Whisper: both playbooks specialize in ghostly matters, but where the Whisper relies on mystic powers, the Rail Jack is [[MagicVersusScience powered by sparkcraft]] (electroplasm engineering) and is much more adept at getting up close and personal with the ghosts.
* ImmuneToMindControl: Downplayed, the "Silver Lung" ability renders the Rail Jack completely immune to DemonicPossession by ghosts and the like.
* PrestigeClass: Taking the "Specialist" ability lets the Rail Jack specialize into one of three gear sets of their trade: Anchor (specializing in luring ghosts away), Grappler (ghost capture specialist), or Hammer (ghost combat specialist).
* StickyShoes: A pair of magnetic boots are included in the Rail Jack's specialty gear list.
* TraintopBattle: The "Goat-Footed" ability reduces the Rail Jack's stress loss when resisting the consequences of tumbling, falling off a moving vehicle, etc., noting specifically that they are "entirely at ease atop a speeding train car".
* WhoYouGonnaCall: While all other playbooks have abilities that help them deal with hostile ghosts, the Rail Jack is the one truly specialized in keeping them at bay. This is because, other than the Spirit Wardens, the rail jacks have by far the most experience protecting people from ghosts, specializing in keeping electro-trains safe on the long treks across the Death Lands.
[[/folder]]



Deluded avengers. This is a semi-official ''Blades'' supplement by Sean Nittner, downloadable for free from the [[https://bladesinthedark.com/blades-supplements official site]], for those who want to play "the good guys" in Duskwall.

to:

Deluded avengers. This is a semi-official an official ''Blades'' supplement by Sean Nittner, downloadable for free from the [[https://bladesinthedark.com/blades-supplements official site]], for those who want to play "the good guys" in Duskwall.


Added DiffLines:

[[folder:Grifters]]
Artists of deception. Another official ''Blades'' supplement, written by Rob Donoghue.

* ConMan: An entire crew of conmen, specializing in the long con. The supplement pointedly dismisses the idea that only Slides can be good conmen ("Everybody Grifts") and offers a mechanic named Roles to make grifting easier for less social playbooks.
* PublicSecretMessage: The "Conversational Fugue" crew ability lets Grifters communicate in public without being understood by the outsiders.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PhysicalGod: Cult crews can take the "Glory Incarnate" special ability, which means their god might sometimes manifest in the physical world. Given the [[BlueAndOrangeMorality nature]] of the forgotten gods, this is not necessarily a good thing even for the cult.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ClandestineChemist: Naturally gravitates towards this archetype, between their default starting ability Alchemist (which allows them to research and to mix alchemical concoctions) and their signature item being a pair of bandoliers for carrying vials with alchemical substances for every purpose.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HeroicSecondWind: Taking a level 3 harm normally puts a scoundrel out of the action until they heal up. However, if they still have 2 stress points to spare, they can push themselves to perform another action roll despite debilitating injuries (although doing so does not confer the extra dice/effect levels that pushing oneself normally does).
Is there an issue? Send a MessageReason:
None


* VigilanteMan: The whole point of this crew type is to bring other, purely criminal crews to justice by extrajudicial means.

to:

* VigilanteMan: VigilanteMilitia: The whole point of this crew type is to bring other, purely criminal crews to justice by extrajudicial means.

Added: 51

Removed: 17

Is there an issue? Send a MessageReason:
None


[[foldercontrol]]


Added DiffLines:

[[foldercontrol]]


Added DiffLines:

[[foldercontrol]]


Added DiffLines:

[[foldercontrol]]

Top