Learning Blades in the Dark – Character creation

Published by

on

Wondering about what character creation is like in Blades in the Dark (BitD) as compared to Dungeons & Dragons? Come along for the ride as I learn about it! I’m just now starting to get into this game system as I try to explore other ways to approach a more narrative story telling that doesn’t have as many detailed rules that focus so much around the miniature combat part of the game. In this article, I’ll focus on the piece I’ve been learning about first: creating a character.

What are Characters in Blades in the Dark?

The system makes it very clear, and repeats it throughout the book, that you are scoundrels. You are not fantastic heroes who will save the world, but you aren’t nobodies who don’t matter either. You are a survivor doing things in the dark that need doing and will help you grow your power and influence. You are trying not to be the victim, but you aren’t exactly the hero either.

The term ‘underdogs’ is used a lot, and if you think of classic heist films and television shows, they usually have that element of being up against the big corporation, or evil government, or the tyrannical mob boss. You want to root for the underdogs, but you don’t expect them to save the world.

Your characters make up a ‘Crew’ (like a party in D&D) but the Crew itself is a character in the system (more on that another day). Your goal, as a crew, is to get out there, accomplish things that support your characters advancement, and build up your reputation and hold over your area of the city. For this reason, you probably need a bit of balance in your crew in terms of abilities, but you should talk together about what type of crew you have so that you build up in support of that Crew’s needs. You don’t want to be assassins but you decide to build somebody who is really good at stealing fine art (unless somehow you can work that into an assassination).

Playbooks in media

I’ve been trying to think of the playbooks in terms of popular media I’ve consumed to try to get an idea of how they might map out. Here’s how I see a few common casts mapping to these.

Ocean’s Eleven

  • Danny Ocean: Spider
  • Rusty Ryan: Slide
  • Saul Bloom: Slide
  • Linus Caldwell: Lurk
  • Basher Tarr: Leech
  • Livingston Dell: Hound
  • Yen: Lurk

(I know, that’s not all 11 characters, but most of the other roles like bankroller or general mechanics/technicians don’t figure into this very well)

Leverage

A bunch of thiefs “doing good” by sticking it to big corporations. Might make for a good Crew in BitD!

  • Nathan Ford: Spider
  • Eliot Spencer: Cutter
  • Sophie Devereaux: Slide
  • Alec Hardison: Leech
  • Parker: Lurk

Firefly

The classic sci-fi underdog team living just outside the rules of the Alliance. Honestly, this one gave me some challenges with a few of the characters, but hopefully helps a little!

  • Mal Reynolds: ??
  • Zoe Washburne: Cutter
  • Hoban Washburne: Leech?
  • Inara Serra: Slide
  • Jayne Cobb: Cutter
  • Kaylee Frye: Whisper?
  • Derrial Book: Spider?
  • Simon Tam: Leech
  • River Tam: Lurk

Background

The background in BitD feels a little like backgrounds in D&D. This is supposed to be what you did, for work or similarly, before you joined your crew. While these flavour your character they don’t seem to have the mechanical impact that a D&D background gives you. The focus is more on fleshing out your character backstory, which might influence how you do things in the narrative later. The choices provided in the book:

  • Academic: Well-educated type, school or otherwise, my guess is this is going to have an interesting twist as to why you joined a crew in Duskvol
  • Labor: Working-class folk, never in charge, probably already facing some sort of danger at work and maybe an easier story into why they might join a crew?
  • Law: Working for those in charge, maybe even a Bluecoat, might be an interesting twist to see why they changed sides?
  • Trade: This might sound similar to ‘Labor’ but seems to be described as being a more skilled craft, a merchant-level sort of tier.
  • Military: Former soldiers are a common trope in gang/mob/heist stories, I imagine folks choosing a Cutter might look to this one often.
  • Noble: Living the good life, or maybe used to and have fallen onto hard times? If a noble is in the trenches of the district fighting for turf, I imagine they must have a strong motivation against someone or other options have been removed from them.
  • Underworld: If you are already on the streets or somehow already involved in the existing underworld, you have an easy tie-in to the crew life but maybe have some sort of axe to grind or ambition for more.

Other than picking one, the only other character creation step involved here is to decide on the specifics of your background. The above choices are provided as an option, but the details are up to you to fill in free-style to flesh out your character.

Special Abilities!

After getting your action dots laid out to define what your character is good at, you get to pick a special ability. Each playbook has a list to choose from, ultimately further refining the specialty of your particular character. Between action dots and special abilities, you can have multiple people in your crew with the same playbook that are very different from each other. I like that! It feels a little bit like choosing a subclass at level 1.

On my Lurk, for example, I chose “Infiltrator”. Even though our crew is more of a group of hired professional assassin’s, I decided I wanted to play someone that was an expert at breaking in to help the rest of the crew get where they needed to go quietly. That special ability allows my character to essentially ignore the difficulty level of the security measures.

There are way too many special abilities to go into, but each Playbook in the rules presents the ‘first’ one in the list as a standard default. If you just want to get going, picking the first one will work well. There are several examples you can look at in the basic rules: https://bladesinthedark.com/character-playbook#special-abilities

Vice

This is an interesting game mechanic that does not have a direct parallel in D&D. Your characters need to indulge in a Vice to relax and remove stress, and you can only do this in downtime between Scores. I suppose the closest idea in D&D might spending hit dice to regain hit points during a rest? Except, in D&D, you can also heal yourself mid-combat, mid-adventure. The only way to reduce Stress during a Score is to suffer a permanent Trauma. So while ‘Vice’ feels like healing, and Stress feels like hit points, it’s a lot riskier to take Stress in Blades in the Dark.

Part of your character creation is to choose which Vice is the one that helps you remove stress. In my case, for my Lurk, I chose Obligation, which is a devotion to some cause or organization or to family. When I was thinking about it, I had a picture in my mind of how their current life might conflict with their former life as a tradesperson. I didn’t want to go the family route, so I decided to devote to an organization. I had to think of “what might reduce stress” for this character, as well as something that they could overindulge in that could be negative.

I decided they would have some allegiance to a charitable group that works to help the poor and orphaned in the streets, a group that helped them when they were a kid. So they volunteer at the soup kitchen, donate part of their income from Scores, and generally try to help the group out wherever possible. I figured that this allowed me to create a softer side of the character, but also could introduce conflict with the Scores or introduce danger with other factions who find out and use it as a weakness to exploit.

Resources:

Finalizing your character

The last step is to pick a name, alias, and describe your character. I don’t want to go into too much detail on this one, it’s pretty straightforward and there are no real mechanics around this section, but this is where you finish up your unnamed character and get the persona ready for others.

Next up will be creating the Crew that you are a part of!

Credits

  • Cover Image: Unknown art source, cannot be located. If you know the artist or where this is from, please let me know as I cannot find it.
  • Media posters: “Firefly”, “Leverage”, and “Ocean’s Eleven” promotional images sourced from a variety of online sources.
  • Action dots: Screenshot from FoundryVTT, created by Jason St-Cyr

Leave a comment