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Quickstart Rules

Blood & Ink: The RPG

Introduction

Blood & Ink: The RPG is the world’s first dark fantasy/dark academia-focused tabletop roleplaying game.

The Role of Dice

Blood & Ink: The RPG relies on dice “tests,” using ten-sided dice (d10s). To attempt any action that has a threat of failure, roll 1d10 and add any 1 relevant Skill die that you may have (see Skills). A result of 7-9 is a Success, and a result of 10+ is a Triumph. On a Success, you succeed at your attempt with the base effects. On a Triumph, you succeed and can pick an additional effect.

Additional Effects

  • Sycophant. Clear 1 Stress.
  • Momentum. Gain a +1 bonus to your next “test.”
  • Aegis. The next time that you would mark Stress, mark 1 fewer Stress.
  • Story-Tell. Your attempt occurs precisely as you describe.

Exploding Dice

If any of the dice that you roll result in their maximum possible value, those dice “explode,” and you can roll one more of those dice, adding it to the total. This continues if you keep rolling maximums on any resulting “exploded” dice, adding it all to the total.

Penalties

If something about a d10 “test” is particularly challenging— such as peering into a pitch dark mine shaft, or attempting to penetrate a wendigo’s thick hide— the Dean can announce a Penalty. Depending on the level of challenge, the Dean can roll any die between 1d4 and 1d8, subtracting the result from the “test’s” total. If multiple Penalties would apply to a “test,” the Dean takes the highest Penalty die, increases it by 1 tier (to a maximum of a d10), and applies only that one die as a Penalty. Penalty dice also “explode,” but instead of “exploding” on the highest value, they “explode” on 1s.

Improving Your Tests

The following options allow for improving the results of your “tests,” and even guaranteeing that they Triumph.

Analogous “Tests”

Whenever a Player Character makes a “test,” another Player Character can make a Help “test.” On a Success, the primary “test” gains a +1 bonus; on a Triumph, it gains a +2 bonus. On a Failure (6 or below), the Character making the Analogous “test” marks 1 Stress.

Advantage

A Scholar (Player Character) can clear 2 Rest to allow an ally to roll two d10s for a “test” and pick the higher number. As part of this, the two Scholars flash back to a three-line scene from any time in the past week, in which the aiding Scholar gives up some time to help the other Scholar prepare.

Serendipity

Each Scholar has 4 points of “Serendipity.” Whenever a Scholar makes a “test,” they can choose to expend one of these points and treat the result of the roll as a Triumph, regardless of the initial result. Once a point of “Serendipity” is expended, it is gone forever. When a Scholar expends their last point, they become Cursed. A Cursed Scholar permanently marks 5 Stress, and the Dean can take harder actions against them.

Stress & Rest

These are the two main resources.

Stress combines physical and mental stress, and is often “marked” to fuel abilities, or when (in a traditional TTRPG) you would take damage— though there is no damage in B&I; your characters avoid lethal attacks, marking Stress, until you’re maxed out and one strike lands. I hate how in D&D a character can take 18 greataxe hits and be like, “I’m fine!” In Blood & Ink, a gunshot will kill you— you just need to survive as long as you can without getting shot.

You have 10 Stress slots, and you mark Stress to denote gaining Stress. You can increase your maximum Stress slots by 2 each day (for that day only) that you engage in what are called “hormetic stressors.” See Hormetic Stressors.

Rest is the other resource, and the character sheet represents it by boxes that are already filled, that you clear to clear Stress, or fuel other certain abilities. You must expend a Token to interchange Rest for Stress. See Tokens. For each hour that you rest, you can mark 1 Rest.

Another function for Rest is integral to the mystery aspect of this system. There’s a gameplay mechanic called “Find Cryptic Data,” used for mystery-solving, researching, and filling spell-slots. This mechanic has a matrix of information slots that must be filled in a specific order, and in order to fill the final slot (known as the “Conclusion”), you have to clear 8 Rest. You only ever can have 10 Rest, so that’s huge. This is an evolution of the academic interpretation of the rules, in which synthesizing a conclusion for a research project requires at least 8 hours of sleep. See “Find Cryptic Data.”

Recovery & Hormetic Stressors

Whenever you spend at least 1 hour recovering, you can make a d10 Recovery “test,” clearing an amount of Rest (equal to the result of the “test”) to clear an equal amount of Stress. If you rolled higher than your Stress level, your recovery borders on revelry, and draws unwelcome attention; increase your Ink Stain counter by 1. See Ink Stain.

Recovery “tests” do not require expending Tokens.

You can engage in similar recovery techniques as preventative measures, as well. Whenever you make a Recovery “test” while completely un-Stressed, you can increase your maximum Stress slots by 2 for that session (and that session only) on a Success+.

Skills

Each Class has a list of Skills. Starting Scholars get to pick 2 Skills from their Class list, in addition to 1 Custom Skill— which can be any Skill from any Class, or even a completely unique one that you make up. Once you have a Skill, you can add 1d4 to all “tests” relevant to it— though you can only ever add 1 Skill (maximum) to any given “test.” Once you have all of your Class’ Skills, you can thereafter spend XP to gain more Custom Skills.

If you are attempting something irrelevant to any of your Skills, but would like to improve your chances, you can mark 1 Stress to add 1d4 to that “test.”

You can spend XP to improve a Skill’s die (1d4 → 1d6, etc.) to a maximum die of a d8. Each XP spent improves the die by 1 tier.

To Make a Scholar

  1. Decide a character concept.
  2. Choose a name.
  3. Choose a Background. See Backgrounds.
  4. Choose a Class (these are different from how typical RPG classes function). See Classes.
    • Choose starting equipment.
  5. Allocate 3 starting XP.
  6. Decide upon 1 Debt that you owe someone, and 1 Debt that someone owes you.
  7. Determine your 2 starting Flaws. See Flaws.

Base Classes

Bloodbound

Archetypes: The Surgeon, The Mad Scientist, the Blood Mage, The Tattooist

Skills

  • First Aid
  • Autopsy
  • Alchemy
  • Medical Theory
  • Bloodletting. You add your Skill die to weapon damage (can stack with Weapon Mastery).

Starting Equipment (choose)

  • Weapon: a) A natural weapon, b) A rusted weapon, or c) An ancient weapon.
  • Tool: a) A surgical kit, b) A tattooist’s toolset, or c) A chemist’s kit.
  • Curio: a) A well-loved biology textbook, b) A bloodstone statuette, or c) A bloodstained roll of gauze.
  • Currency: 100 Iron Roaches.

Crafter

Archetypes: The Gunslinger, The Grenadier, The Driver, The Inventor

Skills

  • Kaboom! You add your Skill die to damage dealt by your creations.
  • Art of the Deal
  • Invention
  • Repair
  • Following the Manual

Starting Equipment (choose)

  • Weapon: a) A sawed-off shotgun, b) An experimental melee contraption, or c) A set of explosives (10 uses).
  • Tool: a) A machinist’s toolset, b) A carpenter’s toolbox, or c) A sculptor’s kit.
  • Curio: a) A grappling hook, b) A case of flare bullets (20), or c) A trusty toolbelt.
  • Currency: 100 Iron Roaches.

Gambler

Archetypes: The Gambit, The Con-Man, The Carouser, The Daredevil

Skills

  • Poker Face
  • Sleight of Hand
  • Luck of the Draw
  • Revelry. You can add your Skill die to Recovery “tests.”
  • Hold the Poisons. You can add your Skill die to “tests” made to resist toxins.

Starting Equipment (choose)

  • Weapon: a) A pair of brass knuckles, b) A switchblade knife, or c) A set of darts (10).
  • Tool: a) A deck of cards, b) A set of dice, or c) A lockpicking toolset.
  • Curio: a) A lucky charm, b) A flamboyant hat, or c) An archaic coin.
  • Currency: 100 Iron Roaches.

Occultist

Archetypes: The Necromancer, The Demonologist, The Esotericist, The Collector

Skills

  • Arcane Theory
  • Mage Bolt. You add your Skill die to Spell damage (can stack with Spell Mastery).
  • Spell-Seeking
  • Esoteric Knowledge
  • Resist the Unseen

Starting Equipment (choose)

  • Weapon: a) A carved staff, b) A gem amulet, or c) An archaic weapon.
  • Tool: a) A jeweler’s kit, b) A scribe’s kit, or c) A wax-sealing and paper embossing kit.
  • Curio: a) A jade athame, b) An ancient grimoire, or c) A tin of powdered horn.
  • Currency: 100 Iron Roaches.

Orator

Archetypes: The Performer, The Spy, The Onomancer, The Silvertongue

Skills

  • Persuasion
  • Performance
  • Active Listener
  • Guile. You add your Skill die to Defense contests.
  • Inspire. You add your Skill die to Analogous “tests.”

Starting Equipment (choose)

  • Weapon: a) A stiletto dagger, b) A shiny revolver (six shots), or c) A cane-sword.
  • Tool: a) A makeup kit, b) A disguise kit, or c) A tea set.
  • Curio: a) A soapbox, b) A bullhorn, or c) A case of cigars.
  • Currency: 100 Iron Roaches.

Scribe

Archetypes: The Summoner, The Wordsmith, The Enchanter, The Warlord

Skills

  • Forgery
  • Persuasive Literature
  • Potent Summoner. Animated/Conjured allies obeying you add your Skill die to their damage.
  • Linguistics
  • Cryptography

Starting Equipment (choose)

  • Weapon: a) A halfsword, b) A blowgun, or c) A garrote.
  • Tool: a) A bookbinder’s toolbox, b) A tattooist toolset, or c) A scribe’s kit.
  • Curio: a) A living grimoire with an attitude, b) A gold-tipped crystal quill, or c) A set of various colored inks.
  • Currency: 100 Iron Roaches.

Seeker

Archetypes: The Hunter, The Learned, The Investigator, The Survivalist

Skills

  • Investigation
  • Keen Senses
  • Lockpicking
  • Tracking and Survivalism
  • Mark Prey. Clear 1 Rest to add your Skill die to weapon Attacks against one Foe you can see, for the duration of the current encounter.

Starting Equipment (choose)

  • Weapon: a) A hunting rifle, b) A longbow, or c) A spear.
  • Tool: a) A lockpicking toolset, b) An herbalist’s kit, or c) A cartographer’s kit.
  • Curio: a) A cryptic letter, b) A verdigris key, or c) A crystal ball.
  • Currency: 100 Iron Roaches.

Backgrounds

This is the sect of society that you grew up in. They all value different things.

The Cultist

Values religion— belief in things without concrete proof. This can vary from temple-goers led by “Children of Stone,” to the more malignant cults of the Hungering Ones.

Profane Mind. You can add +1 to any “tests” that you make to resist mind-altering effects, or to research spells.

The Gentry

Values community— interpersonal relationships linking common folk.

People Person. You can add +1 to any “tests” that you make to interact with human Folk.

The Industrialist

Values industry. The Industrialist is intent on bringing society forth, economically and technologically.

Societal Engineer. You can add +1 to any “tests” related to advancing yourself, technologically or socially.

The Outlander

Values freedom.

Explorer. You can add +1 to any “tests” that you make to interact with non-humans (“xenoths”), or to traverse any non-urban location.

The Witch

Values bonds. Witches practice taboo rites, and can, therefore, trust few people. The members of their covens are bonded by isolation.

Tabooist. You can add +1 to any “tests” that you make to conceal something or manipulate someone, or to research spells.

XP Allocation

You start your adventure with a Background and a Class. You also start with 3 XP, which you can spend to unlock any of the following options (at a 1-to-1 ratio):

  • Gain an additional Skill from your Class, or improve a Skill (See Skills).
  • Improve your Competence (starting = 2) (see Competence).
  • Gain features (from Spell Slots, Affinities, and Syntheses).
  • Improve one Attack (see Attacks).

Whenever you gain XP, you can spend it in the same ways.

Competence

This is a numerical value that represents your general level of competence. Starting Scholars have a Competence value of 2. It has the following implications:

  • Base Stress Inflicted. Whenever you make an Attack (Weapon or Spell) to cause a Foe to mark Stress, the base amount of Stress that they mark equals your Competence value. Certain things can increase damage— typically by adding dice— but you always deal at least your Competence value.
  • Armor. If you would mark Stress from an Attack, reduce the amount of Stress that you would mark by your Competence value.

Tokens

Each Adventurer receives 1 token that they can give to the DM to advance the plot or uncover some clue. They decide what that is. The DM can spend tokens to make “hard moves.” At that point, the DM gives any Adventurer that token. An Adventurer can only ever have a maximum of 1 token.

Adventurers can give each other their tokens to allow the other to advance the plot. When they do, the giver clears 1 Stress.

You can spend a token to clear any amount of Rest and clear an equal amount of Stress.

You can also spend a token to automatically Triumph on a Mule “test” (see Load).

Combat

Combat Order

Unless the Scholar’s side of a combat is Surprised, a Scholar always goes first. Combat is inherently balanced in a very simple way: After each Scholar’s turn, one Foe goes; then another Scholar goes. Rinse and repeat. Each Foe will have the same 10 Stress Slots, the same 10 Rest Slots— but more Challenging Foes may have four ways to make them more, well, challenging.

Attacks

To Attack with a Weapon or Spell, make a d10 “test.” If you spend XP to improve an Attack, choose one family of Weapon or one Spell that inflicts Stress. With your first XP spent on this, you can add 1d4 to the amount of Stress that you cause the Foe to mark (in addition to Base Stress Inflicted) whenever you Succeed+ on an Attack with it. For each subsequent XP spent, improve that extra die by 1 tier (1d4 → 1d6, etc.), to a maximum of 1d12. This is called “Weapon Mastery” or “Spell Mastery,” respectively.

Magic Weapons. Some special Weapons will have additional damage dice. If you Succeed+ on an Attack with such a Weapon, you inflict Stress equal to those dice (in addition to Base Stress Inflicted and Masteries).

Critical Hit. If you roll a 10 on the d10, that Attack ignores Armor.

Depravity. If you have at least 5 Stress marked, you can add +2 to any Combat “tests” (including Defense contests).

Defense Contests

You can clear 1 Rest to make a Defense “test.” If your total beats the Foe’s Attack total, you negate the effects of the Attack.

Spellcasting & “Find Cryptic Data”

Spellcasting

There are three families of magick in Blood & Ink: Glam, Gore, and Gift. These all interact with the Unseen in wildly different ways. Glam is traditionally psycho-impositionary, and uses the mind of the caster to alter themselves and their surroundings— be it illusory in nature or not. Gore is almost always the family reserved for human Folk, as it ties directly into the sanguine web of mortality. Gift is the most ancient form of magick, and is essentially a pro-bono contract; the caster gifts their Essence without expecting reciprocation.

Each Spell has four elements to it:

  • The Preparation: How long it takes to attempt to cast it.
  • The Target: Who or what the Spell is attempting to snare in its deal.
  • The Component: What is physically involved in the casting— movements of the caster, mystical ingredients, written notes, etc.
  • The Effect: What is the primary specific goal that the caster is attempting to achieve by altering the base terms of the Seen.

Magick is prevalent in our world, but limited. A given caster may have potent abilities, but only know one or two Spells. That is a result of the academic responsibility involved in gaining a Spell. The simplest method is studying some prewritten account of a Spell; it still takes time and effort to absorb the Essence of the Spell, but you don’t need to start from scratch— in that case. However, most frequently, casters must create their Spells from the ground up. This involves researching and testing each of the elements— each of which is a full process in and of itself.

To gain a Spell, you must first have an empty Spell Slot. You unlock a Spell Slot by spending 1 XP. After you have a Slot, you can use the “Find Cryptic Data” mechanic for each of the four elements. The primary piece of the information matrix (for Spells) is already filled: the name of the Spell. This process is the same even if you are merely studying a prewritten Spell.

Each time you attempt to cast a Spell, you make your typical d10 “test.” On a 7-9, the Spell goes off successfully, but has an unintended consequence (a Misspell). On a 10+, choose an Additional Effect. The Dean can either choose from the Misspell table or roll. More powerful Spells require an appropriate Penalty die (d4-d8) be applied to the “test.”

You can spend Experience Points to unlock an empty “spell-slot.” This does not grant you a Spell— it merely grants you the ability to research and learn one.

“Discover A Spell.” This uses the “Find Cryptic Data” rules, but the “data” matrix involves the elements of the spell.

Elements of a Spell. On a case-by-case basis, the Dean decides whether the Adventurer must roll on the following tables or can choose elements from each table. All four elements (Preparation, Target, Component, and Effect) must be researched before you can fill the intended spell's “spell-slot.”

d10Preparation
1–3Ritual (preparation: at least 1 day)
4–7Quick-Draw (preparation: a second or two)
8–10Meditative (preparation: 1–10 minutes)
d10Target
1–3Single-Target (target)
4–7Area (target)
8–10Array (target: you choose targets within an area)
d10Component
1–3Personal (component: words/gestures)
4–6Material (component: arcane focus, ingredients, etc.)
7–8Literature (component: spellbook/scroll)
9–10Sacrificial (component: consumed)
d10Effect
1Animating (Ex. Bringing a clay sculpture to life, or causing chairs to dance)
2Conjuring (Ex. Creating an object or illusion, or summoning a xenoth)
3Harming (Ex. Attack spells, or curse spells)
4Healing (Ex. Clearing Stress, or nullifying poison or disease)
5Changing (Ex. Altering one’s appearance, or base alchemy)
6Binding (Ex. Restraining a Foe, or imposing a geas on a xenoth)
7Concealing (Ex. Causing invisibility, or aiding sleight of hand)
8Divining (Ex. Scrying on a Foe, or determining where oil wells lie)
9Influencing (Ex. Charming a Foe, or imposing your will on a contest)
10Guarding (Ex. Creating a magical shield, or obscuring an ally from divination)

Casting A Spell

Make a d10 Spellcasting “test.” On a 1-6, the Spell fizzles without effect; on a 7-9, the Spell goes off successfully, but has an unintended consequence (see Misspells); on a 10+, choose an Additional Effect.

Misspells

The Dean can either choose from the following table or roll.

d10Unintended consequence
1–3Backlash. You mark 1 Stress.
4–6Flare. The Spell draws attention.
7–8Vestigial. The Spell’s effect is weakened.
9–10Atrophy. The Spell’s duration is shortened.

Successful Spellcasting Effects

The Difficulty of a Success or Triumph is the same as with any other d10 “tests.” However, for each casting of a known Spell, if that instance’s desired effect is deemed more potent than usual, the Dean can apply a Penalty die to the roll. For example, the Spell “Invisible” could have no Penalties for disappearing a handheld object for a minute, but if the caster is trying to cloak the entire party for an hour— well, then the Dean could easily apply a d4, d6, or d8 Penalty die to it (depending on the circumstances).

Find Cryptic Data

This mechanic is used for mystery-solving, researching, and filling spell-slots. It functions by treating information like an equipment matrix— there are five elements that must be filled to reach a conclusion. You must first fill the #1 element (the “Crux,” in which you define what the goal of the search is), then you can fill elements #2 through #4 in any order (we’ll get into this and how it varies shortly). Once elements #1-4 are filled, you have to clear 8 Rest to reach a Conclusion. You only ever can have a maximum of 10 Rest, so that’s crucial.

  • For Mystery-Solving: #1 = The crime. #2 = The motive. #3 = The implement (objects involved). #4 = The method. #5 = The perpetrator, and any accomplices.
  • For Spell-Seeking: #1 = The desired Spell. #2-5 = The elements of the Spell (Preparation, Target, Component, and Effect— in any order).
  • For Researching: #1 = The Question. #2 = A Hypothesis. #3 = An Experiment. #4 = An Analysis. #5 = The Conclusion.

The Mechanics

  1. The Dean rolls a d100 and notes the result in secret.
  2. The Scholar makes a d10 Search “test,” which will then result in the creation of a “relevant information window” (2-10+).
  3. The Scholar guesses what the Dean rolled on the d100.
  4. If the guess is within the accuracy window around the d100 number, then you get relevant information, and can fill that matrix slot with 100% accuracy.

If you do not succeed on this task, you can choose to work on the intended matrix slot another day— and reattempt; or clear 3 Rest to fill that slot, anyway— though it won’t necessarily be 100% accurate.

You can mark 1-3 Stress to improve your chances. This must be done before guessing.

  • If you mark 1 Stress, you learn if the d100 number is in 1-50, or 51-100.
  • If you mark 2 Stress, you learn if it is in 0-33, 34-66, or 67-100.
  • If you mark 3 Stress, you learn if it is in 0-25, 26-50, 51-75, or 76-100.

You can also gain the same benefits without marking Stress; 8 additional hours of work (or 8 Rest cleared) equates to 1 Stress; 16 additional hours (or 16 Rest cleared) equates to 2 Stress; 24 additional hours (or 24 Rest cleared) equates to 3 Stress. You must invest this additional time before guessing.

“Relevant information window.” For example, if the Scholar rolled an 8 on the d10 for the Search “test,” and the Dean had rolled a 50 on their d100, the “relevant information window” is anything between 42 and 58.

The minimum “relevant information window” is 2; so if the Adventurer rolled a 1-2— and the Dean rolled the same as in the above example, a 50— the “relevant information window” would be between 48 and 52.

Character Advancement

Skills

Whenever you gain XP, you can spend them to either upgrade Skills that you already have, or to learn new Skills from your Class list. If you have every Skill from your Class list, you can spend XP to learn Custom Skills (see Skills), subsequently.

Affinities

When you unlock an “Affinity,” it represents your trials physically changing you. You can spend 1 XP to choose from Xenoth, Savant, Soulbound, and Replicator. Once you gain an “Affinity,” you cannot change your choice, and you can only ever benefit from one “Affinity.”

  • Xenoth. Whenever a non-Folk Foe or eldritch effect would cause you to mark any Stress, you mark 1 fewer Stress.
  • Savant. Whenever you make a Search “test,” you can add half your Competence (rounded down) to the “test.”
  • Soulbound. Whenever you would mark your last Stress, roll a d10. If you roll half your Competence (rounded down) or lower, you do not mark that final Stress. You cannot apply any Skill bonuses to this “test.”
  • Replicator. You can cast Spells from the position of a willing creature that you can see. You must use your own senses to cast the Spell.

Syntheses

There are classes of magick afoot in this realm. Your “Syntheses” (Glam, Gore, Gift) have features from which you can choose, in addition to passive changes to any spellcasting that you may have unlocked (see Spellcasting). You can pick features from any of the three “Syntheses.”

Glam

  • Charm. You can mark 1 Stress when you make a Social “test” to roll an additional d10. Pick the higher of the two.
  • Illusionist. You can create a visual illusion (maximum size = your Competence in feet on each side) within sight. Mark 1 Stress to add an instantaneous or repeating sound.
  • Incorporeal. You can move freely through solid objects (but not people).
  • Shapeshifter. Choose one animal (including humans). You can transform into any form of that animal.
  • Spellweaver. You always have 1 element from a Spell matrix filled.
  • Voice Artist. You can mimic any voice or animal sound.
  • Animal Speaker. You can communicate with animals.
  • Diminutive. You can mark 1 Stress to shrink yourself to the size of a mouse. You can choose to return to your normal size at any time.
  • Wake. You can breathe underwater and swim without making a “test.”
  • Sympathist. When you cast a Spell that affects a target creature, you can mark 1 Stress to increase your Spellcasting “test” by half your Competence (rounded down).

Gore

  • Sunder. Whenever you cause a Foe to mark Stress, they must mark 1 additional Stress.
  • Blood Clot. Whenever an ally that you can see marks any amount of Stress as a result of a harmful effect, you can mark 1 Stress to reduce the Stress the ally marks by your Competence.
  • Cursed Strike. When you hit a Foe with a weapon and cause them to mark Stress, they cannot clear that marked Stress for 10 minutes. You can use this feature once per combat encounter.
  • Vampiric. When you cause an enemy to mark any amount of Stress, you can clear 2 Rest to clear an amount of Stress equal to that which the enemy marked.
  • Crippling Blow. When you succeed on a weapon Attack, you can cause the target’s speed to be reduced to zero. This lasts until your next turn.
  • Regenerate. Whenever you clear at least 3 Stress, you can regrow any missing limbs or organs.
  • Powerful Feelings. Whenever you act on an emotion-based urge, gain a +1 bonus to your next relevant “test.”
  • Brute Strength. Whenever you make a “test” to pull, push, or hold something inhumanly heavy, you can roll an additional d10. Pick the higher of the two.
  • Ritualist. If a Spell of yours is a “Ritual,” you can cast it as a “Meditative.”
  • Bloody Caster. You can mark 1 Stress to treat a Spellcasting “test” result of 6 or lower as a 7.

Gift

  • Invested Strike. Before you make a Combat “test” to Attack a Foe, you can reduce the roll by 2. If it still succeeds, the enemy marks 2 additional Stress.
  • Vigilance. You and allies within sight cannot be surprised.
  • Medic. You can clear 1 Rest to cause an ally that you touch to clear 1 Stress.
  • Good Intentioned. You can always convince people of your truthful intentions. If they act on information you give them, they can add +1 to their next “test” related to the information.
  • Warden. Whenever you cast a spell with the “Healing” or “Guarding” effects, you gain a +2 bonus to your Spellcasting “test.”
  • Altruist. Whenever you put yourself in danger, in order to save someone else, you gain +1 ongoing to “tests,” until you are out of danger, and the other character(s) gains +1 to their Armor, for the same duration.
  • Philanthropist. Whenever you give away something of personal value to someone who needs it, clear 1 Stress.
  • Holy Wings. Mark 1 Stress to gain the ability to fly. This lasts 1 hour.
  • Comforting Meal. Whenever you spend a night in the company of at least one ally, you can cook a meal for the group. Each creature who eats the meal clears 2 Stress, and gains +1 to their next “test” the next day.
  • Abjurative Sculpting. If a Spell of yours is an “Area,” you can cast it as an “Array.”

Synthesis Spellcasting

  • Glam. When you roll a Spellcasting “test,” on a roll of 8+, that Spell’s casting gains either the “Concealing” or “Influencing” effect, in addition to its normal effects. You can choose which of these effects to apply each time that you cast a Spell.
  • Gore. Your Spells will all include the “Sacrificial” element, in addition to their normal elements. For you, the “Sacrificial” element involves personal harm. To cast a Spell, you or one willing target must mark at least 1 Stress. If the Spell Heals, the target clears additional Stress equal to the number “sacrificed.”
  • Gift. Your spellcasting is altruistic in nature. When you roll a Spellcasting “test,” on a roll of 7-8, you can give an ally +1 to their next “test”; on a roll of 9+, you can give an ally +2 to their next “test.”

The Darker Side

Blood Marks

You are compelled by your nature, which is both boon and curse. On your character sheet, you’ll see a section of boxes labeled “Blood Marks.” These represent your corruption level, and your dedication to your own nature. Each time that you add the bonus from your Background feature to a “test,” you can choose to revel in that nature, and make a Blood History “test.” On a Success+, you can increase your Blood Stain counter by 1. See Blood Stain.

If you have one Blood Mark box filled, your Background feature Bonus increases from +1 to 1d4; the second box increases this to 1d6; the third box, 1d8; the final box, 1d10.

You can also suffer Blood Stain (BS) as a form of bodily injury and/or blood corruption. The Dean can inform you that some effect or Foe deals BS, either instead of or in addition to inflicting Stress. When this happens, increase the BS counter by the instructed amount. This counter has a maximum of 5 BS, and when you reach the 5th BS, mark a box on the Blood Mark section of your character sheet. Then, clear the BS counter back to zero.

Whenever you roll a 1 on your Background feature bonus die, suffer 1 BS.

Blood Nature

Your character has dualities of nature dwelling within them. When you start playing, choose two Flaws (such as An Old Wound or Fear of the Dark). Whenever you make a “test” relevant to the Flaw, apply your Background feature bonus as a Penalty to the roll.

You can gain Flaws as you play, which all have the same Penalty dice. Whenever you mark 5 Stress from one Foe or effect in a single encounter, make a d10 Resist (Flaw) “test.” On a failure, work with the Dean to determine a relevant Flaw or phobia related to the inciting event.

If a d10 “test” already has a Penalty due to external difficulty, and a Flaw also applies, apply the higher Penalty die only, but increase it by 1 tier (d4 → d6, for example).

Ink Stain

You can suffer Ink Stain (IS) as a form of mental strife and/or mental corruption— like Blood Stain, but for the psyche. The Dean can inflict IS upon your character, at which point you increase the IS counter. It also has a maximum of 5, and when you reach the 5th IS, you gain 1 Pigmentation upgrade— then clear the counter. Each Class has a skilltree, and you can unlock “Pigmentations” from your Class each time you gain an upgrade. Certain Pigmentations must be unlocked in a specific order before more advanced options become available.

Each time you unlock a Pigmentation, a body part specific to your Class becomes increasingly and insidiously stained black.

  • Bloodbound: Your torso, starting at the heart.
  • Crafter: Your arms, starting at the shoulders.
  • Gambler: Your head, starting at the crown.
  • Occultist: Your eyes.
  • Orator: Your tongue and lips.
  • Scribe: Your hands, starting at the fingertips.
  • Seeker: Your nostrils and ears, starting from within.

Social Graces

Debts

When you start your adventure, your character owes 1 Debt, and holds 1 Debt. These can be related to other Scholars (PCs), or Foes (NPCs). The debt system in B&I is relatively simple; you can cash in a Debt that someone owes you to request a reasonable favor (typically relative to the Debt)— you can ask them to accomplish some task, give you something of reasonable value, or answer a question honestly. The creditor of the Debt you owe can impose the same request on you. Whenever the reasonable favor is completed (or attempted to a standard respectable by the creditor), the Debt is cleared.

You can gain Debts (owed and held) throughout your adventures. Take note of what incurred the Debt, and which other character is involved.

Refusing To Honor A Debt. You can make a d10 Resist (Debt) “test” to attempt to refuse to honor a Debt. On a Triumph, you postpone the obligation for now, but you still owe the creditor. On a Success, you must honor the Debt now, but to a lesser degree— offering to do a related but more palatable task, giving them something relevant but of lesser value, or answering a question obtusely (while still being truthful)— and you still owe the Debt. On a Failure, you must honor the Debt now.

Equipment

Load

Aside from your starting Class’s equipment, the equipment rules are narratively free-form. Whenever you leave an established settlement where you could gather goods, choose from the following Load options: Light, Medium, or Heavy. Your choice determines how likely you are to have some piece of equipment when you need it in-story.

For example, your character is faced with a fog-filled ravine, echoing with the howls of the recently departed. You reach into your pack, and attempt to find rope— or something similar— to propel over the ravine, and safely cross. Roll a d10 Mule “test.” If you chose a Light load, the Dean applies a d4 Penalty; if you chose a Medium load, it’s a flat roll (no Penalties nor Bonuses); if you chose a Heavy load, you can add a d4 Bonus to the “test,” but you gain the following Flaw: Encumbered— which the Dean can impose on you during Mobility or Stealth “tests,” using your Blood Marks’ Penalty. On a Success, you have something functional for the purposes of the situation, but not perfect. It could have a flaw, such as a long corded vine being able to only hold one person’s weight at a time. On a Triumph, you have exactly what you need, and any relevant subsequent “tests” made using the object gain a +1 Bonus (during that specific situation).

Costs. Each Adventurer starts with 100 Iron Roaches (IRs). These can be used to purchase goods and services at established settlements, but they also fuel Mule “tests.” There is no dedicated list of itemized costs for everything, but Cheap trinkets cost 5 IRs or less; Standard goods cost 20 IRs or less; Specialty goods cost 100 IRs or less; Legendary artefacts cost 1,000 IRs or less. The Dean should adjudicate the costs, and notate their specifications each time to ensure consistency. If the Scholar rolls a Triumph on their Mule “test,” they can decrease the cost bracket by 1 level (Standard-to-Cheap, for example) to instead treat the roll as a Success. Once you spend Iron Roaches as part of a Mule “test,” you can mark that object in your inventory as something that you have.