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approved
Ruleset · v0.1
Blades in the Dark
10 actions
3 conditions
rls_hbjtotxexij4m
Approved for play by shipped on 2026-09-02.
Cross-checks · 0 to look at
- Vars referenced by actions but not declared
- Conditions applied or removed by actions but not defined
- Conditions defined but never applied by any action: Severe Harm
Fix an action, in plain English
Say the fix the way you'd say it at the table — "crits deal max damage plus the roll", "give Morale Check a WIL save". The compiler emits an enforced change against this pack; you read what it compiled to, then Save & re-check. Saving sends the pack back to review.
Fix log · logged on the ruleset
- armor — Mark an applicable armor box to reduce or avoid a consequence instead of rolling to resist; armor restores when choosing load for the next score.
- bonus dice — Up to two bonus dice per action roll: +1d from assistance (teammate takes 1 stress via Assist a Teammate), and +1d from Push Yourself (2 stress) or a Devil's Bargain (never both). Pushing may instead grant +1 effect or acting while incapacitated.
- critical — More than one 6 in the pool is a critical success: increased effect (3 instead of 2).
- harm track — Harm is recorded by level (1 lesser, 2 moderate, 3 severe, 4 fatal). If a level's row is full, harm moves up a level; unresisted level 4 harm is death.
- partial success — On a highest die of 4/5 the action succeeds with a consequence: apply both the success and failure effects (harm, complication, reduced effect, or worse position per position profile).
- position and effect — The GM sets position (controlled/risky/desperate) and effect (limited/standard/great) per roll; actions here assume the default risky/standard. Effect level sets magnitude: limited 1, standard 2, great 3. Consequence severity scales with position: controlled inflicts Lesser Harm, risky Moderate Harm, desperate Severe Harm.
- progress clocks — Complex obstacles use progress clocks (4/6/8 segments); success ticks segments equal to effect level, complications tick danger clocks 1-3 segments by severity.
- resistance — Resistance always succeeds: the GM reduces or avoids the consequence. Stress cost is 6 minus the highest die of the attribute pool (the Resist actions); on a critical, clear 1 stress instead. Only one resistance roll per consequence. Insight resists deception/understanding, Prowess physical strain/injury, Resolve mental strain/willpower.
- stress and trauma — Marking the last stress box inflicts a permanent trauma condition (Cold, Haunted, Obsessed, Paranoid, Reckless, Soft, Unstable, Vicious) and takes the PC out of the conflict; they return with zero stress. A fourth trauma retires the character.
- zero dice — With zero or negative dice, roll 2d6kl1 (two dice, keep single lowest); a critical is impossible.