You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel's own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?
In this stand-alone game, you'll find:
*Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.
*Rules to create your crew, built from types like Assassins, Breakers, a Cult, Hawkers, Smugglers, or Shadows.
*A robust core mechanic which puts the fiction first—the strength of a character's position (desperate, risky, or controlled) matters just as much as the character's ability scores.
*A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.
*Rules for alchemical experiments, gadget tinkering, and weird occult powers - including rules for playing Ghosts and other strange beings.
*A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.
"The Blades system is a lot of fun! It's fast paced, and has some excellent ideas for how to plan scores and play them out without getting bogged down in minute details (which could easily have happened). The setting is evocative, enthralling, and delightfully weird. The book is well made, with enough art to give a sense of the setting, though it is black and white. It is well laid out, and logically lays out the rules."