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q u i c k s ta rt k i tversion iii one seven design

About This Quick Start PDFThis quick start gives you the basics so you can start playing Blades beforethe final game is released. By definition, it's missing some pieces, particularlysome instructional text and examples as well as the full guide to Duskwallcity which will be in the final game. As such, it's a document that you'llhave to interpret and bolster with your own understanding of roleplayingpractices. If you're brand-new to RPGs, maybe ask a more experiencedfriend to run this for you.I'm so excited to share the complete game with you (plus all the amazingadd-ons you unlocked during the project). Until then, I hope you can havefun playing with this incomplete shard.If you have questions or want to give feedback, head over to the G 112767357581554417629The people there are helpful and friendly and I'm usually on hand to answerquestions, too.Please feel free to talk about the game online and share your experiencesfrom actual play. However, this PDF is for backers of the Blades in theDark kickstarter only, so please don't redistribute it. Thanks!Attention Game HackersIf you're excited to use this game as the basis for a hack or your own gamedesign, I'm glad to hear it! But be advised:There will eventually be a CC-licensed, SRD kind of thing for Blades. Thisis not it! So hold your horses on doing any kind of full-on supplements orcreating actual products or anything. That will come along once the fullgame is launched. I know you're hyped to make stuff. Which is great! ButI'll have a more polished final version for you at launch later this year. Inthe mean time, go ahead and toy around, just in moderation.Blades in the Dark is copyright 2015 by John HarperAll rights reserved.version 3f 08.24.2015version iii changelogIf you played previous versions of the Quick Start, you'll find a lot of changes here. This is good andnormal! The game design was initially tested with a smaller group of players (about 100, all withcommon experience in gaming) in order to get 90% finished. Now that's it's been out in the widerworld, I've gotten a lot of great feedback on how to tweak the game to make it more successful acrossa wider spectrum of gamers. Imagine the game as an aircraft going from its flying prototype into theproduction model. A few modules get pulled out, and the rest all get tightened down, simplified, andstandardized.1. New actions! The Stalk action is gone; it's nowcovered by Hunt (which also covers shooting).Slip and Secure have been combined into oneaction: Finesse. Murder and Mayhem aregone; for melee combat, use the new Skirmishaction. For destroying stuff or employingsabotage, use the new Wreck action. For adescription of all the actions, see page 22.2. Attributes! The 12 actions of the game aregrouped into 3 sets. These sets are calledattributes. They are: Insight, Prowess, andResolve. See page 8 for details.3. Effect ratings and effect rolls are gone.Effect levels are determined by the situation,modified by the action roll result. Abilitiesand items which formerly added effect dicenow add 1 effect level. Resistance rolls arenow made with Attributes.4. Modified Actions rolls. The results fromthe three action rolls have been clarified andstandardized, so they're easier to use. Also,the names of the rolls have been changed toDominant, Daring, and Desperate. The oldnames (Controlled, Risky, Desperate) werea little confusing since situations are neverreally controlled, and any situation can beconsidered risky.5. The Fortune Roll. The GM now has a simpleroll they can use to establish outcomes outsidethe PC's actions. You can make a fortune rollto find out how a faction fares in a conflict,how well-prepared an enemy crew is, howmuch evidence the Bluecoats collect from acrime scene, etc.6. New harm system. The new system combinesnarrative flexibility with clear mechanicaleffects.7. Simplified XP. You now get experiencepoints two ways during play: when youmake a desperate roll and when you fulfillyour playbook xp trigger. You also check forextra xp at the end of each session. When youmark xp, you can put the mark wherever youlike; either toward an attribute or toward yourplaybook advancement.8. Crew claims! Crews now have a roadmap ofpossible turf and advantages they can pursueas they move up in the world. See page 6.9. Gangs and Experts. Gangs have beenmodified slightly to make them easier touse, and a new crew upgrade type has beenadded: experts. You can now hire an expertalchemist, doctor, blacksmith, etc. to workexclusively for your crew.

overviewoverview“All the coin in the Empire is cold comfort whena blade comes for you in the dark.”—Bazso BazSome people like to get a big-picture overview ofa game; its premise, setting, characters, etc. beforediving in to all the details. So, here it is.summary You play scoundrels on the streets of Duskwall,an industrial-fantasy city. There’s primitiveelectrical technology, the printing press, strangealchemy, and gunpowder weapons. You and the other players create a fledglingcriminal enterprise—your crew—and then takeon illicit jobs to improve your assets and status. Game play focuses on the moments of daringaction during a job (with occasional flashbacksto planning sessions to improve teamwork).touchstonesWhen you’re pitching the game to potentialplayers, here are some media touchstones youcan use to relate the game to stuff with whichthey’re already familiar.The video game Dishonored, by Arkane Studios.The Vlad Taltos series of novels, by Steven Brust.The stories of Fafhrd and the Grey Mouser, byFritz Leiber.The Lies of Locke Lamora, by Scott Lynch.The video game Thief: The Dark Project and itssequels, by Looking Glass Studios.The TV show The Wire, by David Simon et al.theme song“Furnace Room Lullaby” by Neko Case.The GameBlades in the Dark is a game about a group of daringscoundrels building a criminal enterprise on thehaunted streets of an industrial-fantasy city. Thereare heists, chases, escapes, dangerous bargains,bloody skirmishes, deceptions, betrayals, victories,and deaths.We’ll play to find out if the fledgling crew can thriveamidst the teeming threats of rival gangs, powerfulnoble families, vengeful ghosts, the bluecoats of the CityWatch, and the siren song of the scoundrel’s own vices.The SettingIt is the year 847 of the Imperium which united theshattered islands of the cataclysm under one rule—allglory to his majesty the Immortal Emperor.The unquiet spirits of the dead—free to roam theworld since the gates of death were shattered inthe cataclysm—prey on every living thing in the blasteddeadlands between cities.The port of Duskwall, like every city-stronghold of the Imperium,is encircled by crackling lightning-towers which create an electricalbarrier that spirits cannot pass. By law, all corpses are incineratedwith electroplasm (to destroy the spirit essence within). However,wealthy citizens, heretics of the spirit cults, and the criminal elementoften arrange for a spirit to escape destruction at the crematorium.Rogue spirits and the illegal spirit essences derived from them arerich trade for the black market.The docks of Duskwall, on the cold, windswept northern tip ofAkoros, are home port for the titanic iron steamships of leviathanhunters. The blood of those massive demons is the catalyst whichgives potency to the plasmic oils which power the city. The nobleelite make their fortunes from the fleets of leviathan hunters theydeploy on the ink-dark waters of the Never Sea.The CharactersThe scoundrels attempt to develop their crew from a ragtag groupof poor independents to a serious mid-level criminal organizationwith established turf. They do this by taking illegal jobs from clients,planning their own devious missions, making alliances, destroyingtheir enemies, and trying to stay one step ahead of the law.The PlayersEach player creates a scoundrel character and works with the otherplayers to create the crew to which their characters belong. Eachplayer strives to bring their PC to life as an interesting, daring,conflicted fantasy adventure character who reaches boldly beyondtheir current safety and means. The players decide as a group onthe tone and style of the game by making judgment calls about thedice and actions, along with oversight from the GM.The Game MasterThe GM establishes the dynamic world around the characters,especially the law-abiding civilian world and the shadowy criminalunderworld. The GM plays all the non-player characters in theworld by giving each one a concrete desire and preferred methodof action. They present opportunities to the PCs. Then they followthe chain of action and consequences wherever it leads.3

thesituationthe situationThis page describes the situation for the Quick Start. Give theplayers this overview before going on to character and crewcreation. See page 33 for more details.War in Crow's FootYour crew of thieves is caught up in a perilous (and possiblyprofitable) situation in the Crow's Foot district.Roric, the ward boss who ran the criminal operations inCrow's Foot, has been killed. People say it was his secondin command, Lyssa, who did it. She now controls Roric'simpressive gang of cutthroats, who call themselves the Crows.Can she establish dominance over the district the way Roric did?When Roric died, the peace he had brokered between twoenemy gangs fell apart. The Lampblacks and the Red Sasheshave once again exploded into open war on the streets. Willtheir old feud finally be resolved with bloodshed?Your crew of thieves is poised to profit from all of this, orbe swept up in the chaos and destroyed. Who will you sidewith? Do you have loyalties and friendships in the mix, orare you detached outsiders coldly exploiting the situation?We'll play to find out!the lampblacksiiOriginally an Iruvian school of swordsmanship, expandedinto criminal endeavors.Turf: HQ in the office of a coal warehouse. Operatesa handful of brothels and cheap drug dens across thedistrict.Turf: HQ in their sword-fighting school / temple.Operates a handful of high-end drug dens across thedistrict.NPCs: Bazso Baz (leader, charming, open, ruthless)destroythe redsashesNotable Assets: A fearsome gang of leg-breakersand mayhem-makers. A number of smugglers on thepayroll who run their drugs.Allies: The Fog Hounds, Gondoliers, Ironhook Prison.Enemies: The Red Sashes, The Bluecoats, Cabbies.Situation: The Lampblacks and the Red Sashes are at war over turf andvengeance for deaths on both sides. Bazso Baz is recruiting every freeblade in the district for extra muscle and doesn't take no for an answer.You're either with them or against them.iithe red sashesThe former lamp-lighter guild, turned to crime when theirservices were replaced by electric lights.NPCs: Mylera Klev (leader, ruthless, aggressive, artcollector).destroythelampblacksNotable Assets: Small contingent of master swordfighters. Master alchemist; many potent potions andessences.Allies: The Path of Echoes, Dockers, Cabbies, Inspectors.Enemies: The Lampblacks, The Bluecoats, Gondoliers.Situation: The Red Sashes and the Lampblacks are at war over turfand vengeance for deaths on both sides. Mylera is recruiting every freeblade in the district for extra muscle and doesn't take no for an answer.You're either with them or against them.See Starting the Game, page 33.the crowsiiAn old gang with new leadership. Known for runningillegal games of chance.Turf: Claims all of Crow's Foot as their turf. Everyonein the district pays up the chain to them. HQ in anabandoned city watch tower. Operates many gamblingrooms across the district.NPCs: Lyssa (leader, cold, calculating, killer)reestablishcontrolof thedistrictNotable Assets: A veteran gang of thugs and killers.A number of small boats. A fortified HQ.Allies: The Bluecoats, Sailors, The Lost.Enemies: The Hive, Inspectors, Dockers.Situation: Lyssa murdered the former boss of the Crow's, Roric. She is afearsome killer, and few want to cross her, but her hold as the new leaderof the Crow's is uncertain. Some were loyal to Roric. As the power-playcontinues, the Crow's hold on the district just might slip away.4

factionsfactions, tier, & holdFaction LadderThe goal of the game is to advance your crew up the faction ladder,to tier 3 (or beyond!). Your crew begins at tier 0, with 0 hold.Tier represents the wealth, influence, and scale of a crewor faction. The higher the tier, the more powerful the group.Hold represents how strongly a faction can maintain theirposition at their current tier. The more hold you have, the harderit is for you to lose your position. Hold is generated in two ways: Claims are specific locations, turf, or assets controlledby a faction or crew. Some claims are worth hold (1-4). Rep is the reputation, clout, and renown of a faction orcrew. Rep is gained by performing successful operations.Each point of rep equals one hold.A crew or faction's total hold is equal to the hold from theirclaims plus their rep.AdvancementTo advance up one tier, you must have hold equal to 6 timesthe next tier level, then do one of the following: Achieve 3 faction status with a faction one or two tiersabove you and successfully perform the special missionthey request. Then spend 4 coin and advance 1 tier. Take advantage of a faction one or two tiers above youwhen they're vulnerable (because of special circumstanceor when their hold is less than 6x their Tier). Successfullyperform a mission to exploit their weakness and knockthem down one tier. Then spend 4 coin and advance 1 tier.When you advance in tier, add a dot to the tier rating on yourcrew sheet and reset your Rep to zero. You also attract moremembers to your crew, increasing the scale of your gangs (seeTiers & Scale, below).Tiers & ScaleTier level determines the overall power and influence of afaction as well as the scale of that faction's gangs. tier iv. Massive gangs.(80 people per gang) tier iii. Huge gangs. (40) tier ii. Large gangs (20) tier i. Medium gangs (10). tier 0. Small gangs (5).Faction StatusIn addition to tracking tier, you also track your status witheach faction on the ladder. Status is rated from -3 to 3, with0 (neutral) being the default starting status.When you create your crew, you'll assign positive and negativestatus ratings to reflect your recent history with factions inthe city. Then, through play, the status ratings will changeover time based on your actions.Status ChangesWhen you execute an operation, you gain -1 or -2 status withany factions that are hurt by your actions. You may also gain 1 status with a faction that your operation helps. If you keepyour operation completely quiet (no one knows it was you)then your status doesn't change.If you take on a mission given by a faction, you gain 1 statuswith them when you complete it, and -1 or -2 status with theirenemies if the operation isn't quiet.Status Levels 3: Allies. This faction will help you even if it's not in theirbest interest to do so. They expect you to do the same for them. 2: Friendly. This faction will help you if it doesn't createserious problems for them. They expect you to do the same. 1: Helpful. This faction will help you if it causes no problemsor significant cost for them. They expect the same from you.0: Neutral.-1: Interfering. This faction will look for opportunities tocause trouble for you (or profit from your misfortune) as longas it causes no problems or significant cost for them. Theyexpect the same from you.-2: Unfriendly. This faction will look for opportunities to hurtyou as long as it doesn't create serious problems for them. Theyexpect you to do the same, and take precautions against you.-3: Hostile. This faction will go out of its way to hurt you evenif it's not in their best interest to do so. They expect you to dothe same, and take precautions against you.5

NPC Faction Project ClocksYou may also add or remove segments on a faction's projectclock when you perform a mission or pull off a score thatimpacts their project. The GM determines the impact youractions have on that faction's projects, and if any otherfaction's projects are affected.Disrupting one faction's project can help another faction'sprogress, or vice versa.claims: thievesturfturf 3 hold 2 holdturfturf 4 hold 1 holdwatchreportscity recordsluxury fencegambling den 1 coin forburglary scores 3 hold, 1 coinper downtimeReducing a Faction's HoldYou may perform an operation specifically to reduce the holdof another faction, if you know of a way they're vulnerable.Reduce the faction's hold according to the following factorsin the operation: Target faction is lower tier than you, or lower than an allywho's supporting you for this operation.lairturfFor each factor, reduce the faction's hold by 1 or 2, dependingon the circumstances. So you might reduce hold by 1 (verylittle) to 6 (a lot).ClaimsEach crew sheet has a map of claims available to be seized(see the example for Thieves, at right). The claim map foryour crew describes a default roadmap for your crew type.Claims should be seized in order, by following the paths fromthe central square, the crew's lair.You may attempt to seize any claim on your map, ignoringthe paths (or even seek out a special claim not on your map)but these operations will always be especially difficult andrequire exceptional efforts to discover and achieve. The claimroadmap shows typical paths for advancement, not anabsolute restriction on your operations.Seizing a ClaimEvery claim in Duskwall is already controlled by a faction. Toacquire one for yourself, you have to take it from someoneelse. To seize a claim, tell the GM which claim on your mapyour crew intends to capture. The GM will detail the claim 1d engagementroll for burglary 1 effect togather info ontargets 1d engagementroll for shakedownlookouts 1 hold 1d to spot orescape troublestreet fencedrug den 1 coin forrobbery scores 3 hold, 1 coinper downtimeambushpoints Operation seized or destroyed a claim controlled by thetarget faction. Operation is high-profile; especially damaging to thefaction's reputation or renown.bazaarwith a location and a description and will tell you whichfaction currently controls that claim. Or the GM might offeryou a choice of a few options if they're available.If you choose to ignore the roadmap paths when seizing aclaim, the GM might tell you that you'll need to investigateand gather information in order to discover a claim of thattype before you can attempt to seize it. 1d engagementroll for robberyLosing a ClaimIf you lose a claim, you lose all the benefits of that claim. Ifyour lair is lost, you lose the benefits of all of your claims untilyou can restore your lair.Plan the operation like any other score, and if you succeed,you seize the claim and the targeted faction loses the claim(and associated hold).Seizing a claim is a serious attack on a faction, usuallyresulting in -2 faction status with the target, and potentially 1 status with its enemies.6

thecoresystemthe coresystemRolling the DiceBlades in the Dark uses six-sided dice. You roll several at onceand read the single highest result. If the highest die is a 6, it's a full success. Things go well.If you roll multiple 6s, it's a critical success. If the highest is a 4 or 5 that's a partial success. It's reducedperformance or a mixed result — some good, some bad. If the highest is 1-3 it's a bad outcome. Things go poorly.If you ever need to roll but you have zero (or negative) dice,roll 2d and take the lowest result.Judging Position & EffectWhen a player character takes action that's blocked by anobstacle, you assess their position. This is something thegroup does together, but the GM is responsible for makingthe final call. There are three positions: Dominant, Daring,and Desperate. Each position sets a range of bad outcomesthat the PC is risking when they attempt their action. Thestronger the position, the less severe the consequences.The GM also sets the likely effect level for the action. Is itlimited, standard, or great? Can the PC accomplish a little, alot, or something in between?That's the core dice mechanic for the game. You roll a pool ofd6s, take the highest die, and judge the result. All the othersystems in the game are expressions of this core. When you'refirst learning the game, you can always "collapse" back downto a simple roll, use the outcome to judge how things go, thenmove on, to keep the flow of the game going. Look up the fullmechanic later when you have time to learn it.This combination of position and effect is something the GMassesses a lot. A player announces their action, and the GMresponds with position and effect.To create a dice pool, you'll assess the trait being used as wellas situational factors. You'll end up with a number of dicefrom zero to six. The most common trait you'll use are theaction ratings of the player characters. A player might rolldice for their Skirmish rating when they fight an enemy,for example.Sometimes the players and GM negotiate a bit about theaction, position, and effect, before settling on a final choice.You're also free to assess abstract traits for some rolls. Youmight assess an NPC's loyalty, for example, to make a fortuneroll to see if they keep their mouth shut when questioned bythe Bluecoats. Are they extremely loyal (5 dice) or hardlyloyal at all (1 die)? By using abstract traits and simple rollson the fly, you can roll for any kind of situation that cropsup during play.A dice pool is always created by assessing the details of thefictional situation in play. What is your character doing,specifically? This determines which action rating you use tocreate your dice pool. The other systems of the game dependon this "fiction first" approach. In order to judge position,effects, and consequences, we need to establish what's goingon in the fiction—on the "movie screen" of our imaginations.Player: "I sneak up and stab him in the back!"GM: "He has no idea that you're there. Sounds like adominant position and great effect."Player: "I rush across the courtyard and vault over thehedge, hiding in the shadows there."GM: "Sounds pretty daring to me! There are a few lampsin the courtyard. If any of the guards happen to glancein that direction, they'll spot you. Plus, I don't think youcan make it across in one quick dash. Limited effect. You'llmake it halfway across, then we'll see what happens."Player: "Oh, I didn't realize it was that big. I thought Icould just dash across real fast. Hmmm. If I don't catchup with the Countess before she gets on the gondola, we'rescrewed. Okay, I'm going to just run as fast as I can, I don'tcare if I make some noise. Can I get more effect if I makea desperate roll?"things go badly, what are the consequences? Is there just oneconsequence, or several? Are they mild or severe?The GM has a menu of options to choose from. By comparingthe details of the fictional situation to the possible choices,the GM can make a quick judgment call and communicatetheir choice succinctly to the players, so they understand thestakes of the action.The Conversation, Back & ForthSo this is the core of it: When the players have the initiative,they say what their characters do, using the details of thesituation as established by the GM. The GM judges theiractions and the reactions of the NPCs to determine position,effects, and consequences, then the dice are rolled and theoutcome resolves the situation into something new.When the NPCs have the initiative, the GM says what theydo, using the details of the situation as established. The playerssay how their characters react, resisting consequences andresponding with their own actions, as necesssary. The GMjudges consequences and effects, the dice are rolled, and theoutcome resolves the situation into something new.As you can see, the game is a conversation, back and forthbetween the GM and the players. The players determine theactions of the characters; the GM judges the details of thesituation, which determines how the systems are engaged. Theoutcomes of the mechanics change the situation, leading intoa new phase of conversation—new actions, new judgments,new rolls—changing the fiction and building "the story" ofthe game, organically, from a series of discrete moments.GM: "Yep, sounds good to me!"Position, effect, and consequences are judged by assessing thefictional details of the situation. Given the maneuvers andvulnerabilities at hand, how effective is this action? When7

actions& attributesactions & attributesAction RatingsThere are twelve actions in the gamesystem that the player characters use toovercome obstacles.The actions are divided into three sets of fouractions each, grouped by attribute. TheFinesse, Prowl, Skirmish and Wreck actionsare grouped under the Prowess attribute,for shStudyEach action has a rating (from zero to four)which tells you how many dice to roll whenSurveyyou perform that action. Action ratings don'tSwayjust represent skill or training — you're freeTinkerto describe how your character performs thatWreckaction based on the type of person they are.Maybe your character is good at Commandbecause they have a scary stillness to them, while anothercharacter barks orders and intimidates people with theirimposing size.You choose which action to perform to overcome an obstacle,by describing what your character does. Actions that arepoorly suited to the situation will put the character in a morechallenging position, but they can still be attempted. If it'ssomething you're really good at, maybe it's worth it. It's upto you which action your character performs to overcomea problem. See How to Choose an Action, page 63.Action RollYou make an action roll when your character pursues a goalthat's blocked by a dangerous obstacle.Attribute RatingsThere are three attributes in the gamesystem that the player characters use to resistdanger. Each attribute has a rating (from zeroto four) which tells you how many dice to rollwhen you use that attribute.Example of Action and Attribute RatingsInsightProwessResolveThe rating for each attribute is equal to the number of dots inthe first column under that attribute. The more well-roundedyour character is with a particular set of actions, the bettertheir attribute rating.This character has actionratings of Attune 2,Command 1, Consort 0,and Sway 1.Their Resolve attributerating is 3 (the firstcolumn of dots).resolve attunecommandconsortswayResistance RollEach attribute resists a different type of danger. If you getstabbed, for example, you resist physical harm with yourProwess rating. The better your roll, the less stress it coststo reduce or avoid the danger.When the enemy has a big advantage, you'll need to make aresistance roll before you can attempt your own action. Forexample, when you duel the master sword-fighter, she disarmsyou before you can strike. You need to make a resistanceroll to keep hold of your blade if you want to attack her. Or,perhaps you face a powerful ghost and attempt to attune withit to control its actions. But before you can make your ownroll, you must resist possession from the spirit.The GM judges the threat level of the enemies and usesthese 'preemptive' resistance rolls as needed to reflectthe capabilities of especially dangerous foes.For the details on Resistance Rolls, see page 13.The possible results of the roll depend on your character'sposition. There are three positions: Desperate, Daring, andDominant. If you're in a dominant position, the possibleconsequences are less serious. If you're in a desperateposition, the consequences can be severe. If you're somewherein between, it's daring, and the risk and reward are morebalanced.For the details on Action Rolls, see page 11.8

stress trauma&stress & traumaStressPlayer characters in Blades in the Dark have a special reserveof fortitude and luck called Stress. When they suffer aconsequence that they don't want to accept,they can take stress instead. The result of theResistance Roll (see page 18) determineshow much stress it costs to avoid a bad outcome.During a knife fight, Daniel's character, Cross,gets stabbed in the chest. Daniel rolls his Prowessrating to resist, and gets a 2. It costs 6 stress,minus 2 (the result of the resistance roll) to avoid theconsequences. Daniel takes 4 stress and describes howCross survives the dagger to the chest and keeps on going.In this case, the GM says that the harm is reduced by theresistance roll. Cross suffers level 2 harm ('Chest wound')instead of level 3 harm ('Punctured lung').Pushing YourselfFor any action your character takes, you may push yourselffor greater performance, by taking 2 stress and choosing abonus, below: Add 1d to your roll. (See Action Rolls, p. 11.) Add potency to your effect. (See Effects, p. 12.) Take action despite severe harm (See Consequences, p. 13)A given bonus can be chosen once per action.TraumaWhen a PC marks their 8th and final stress box, they suffer alevel of Trauma. When you mark a level of trauma, clear allof your stress, resetting to zero. You also improve your Vicerating by 1 (this is the only way Vice rating advances). Whenyou suffer trauma, you're taken out of action. You're "left fordead" or otherwise dropped out of the current conflict, onlyto show back up later, shaken and drained.RetirementWhen you fill your last Trauma box and retire, the amountof coin you've managed to stash away determines the fateof your character. Stash 0-10: Poor soul. You end up in a reeking flophouse,awash in vice and misery. Stash 11-20: Meager. You end up with a tiny (but warm)hovel that you can call your own. Stash 21-39: Modest. You end up with a simple home orapartment, with some small comforts. You might operatea tavern or other small business. Stash 40: Fine. You end up with a well-appointed homeor apartment, claiming a few luxuries. You might operatea medium bu

alchemist, doctor, blacksmith, etc. to work exclusively for your crew. If you played previous versions of the Quick Start, you'll find a lot of changes here. This is good and normal! The game design was initially tested with a smaller group of players (about 100, all with c

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