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* LivingLieDetector: One of the possible Slide abilities.

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On September 1, 2021, a LiveActionTV series based on the game [[https://twitter.com/john_harper/status/1432791792684920832 was]] [[https://www.screendaily.com/news/uks-warp-films-and-anton-team-for-international-development-partnership/5162777.article announced]] to be produced by [[Film/ThisIsEngland Warp]] [[Series/ThisIsEngland Films]].

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On September 1, 2021, a LiveActionTV series based on the game [[https://twitter.com/john_harper/status/1432791792684920832 was]] [[https://www.screendaily.com/news/uks-warp-films-and-anton-team-for-international-development-partnership/5162777.article announced]] to be produced by [[Film/ThisIsEngland Warp]] [[Series/ThisIsEngland Films]].Creator/WarpFilms (known for ''Film/ThisIsEngland'' and its spinoff TV series).
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moving to the character tab


* HandshakeOfDoom: The Spider playbook can take a special ability called "Ghost Contract", which allows them to shake hands on a deal and mark both themselves and the other party with a Power Tattoo. If either of them break the deal, they suffer a curse which deals level 3 harm (i.e. enough to render someone helpless).
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On September 1, 2021, a LiveActionTV series based on the game [[https://twitter.com/john_harper/status/1432791792684920832 was]] [[https://www.screendaily.com/news/uks-warp-films-and-anton-team-for-international-development-partnership/5162777.article announced]] to be produced by [[Film/ThisIsEngland Warp]] [[Series/ThisIsEngland Films]].
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* TakingTheHeat: One way to deal with the final trauma level is to have your scoundrel surrender to the Bluecoats and take the heat for your crew's exploits, which is pretty much the only way to reduce the crew's {{Wanted|Meter}} level.

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* TakingTheHeat: One way to deal with the final trauma level is to have your scoundrel surrender to the Bluecoats and take the heat for your crew's exploits, which This is pretty much the only way to reduce the crew's {{Wanted|Meter}} level.level. You can throw a crew member who's hit their final Trauma level to the wolves, or you can have the crew's Spider check into their LuxuryPrisonSuite for a few weeks' vacation.
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* HandshakeOfDoom: The Spider playbook can take a special ability called "Ghost Contract", which allows them to shake hands on a deal and mark both themselves and the other party with a Power Tattoo. If either of them break the deal, they suffer a curse which deals level 3 harm (i.e. enough to render someone helpless).
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* FlatEarthAtheist: Doskvol Academy is heavily patronized by the Church of the Ecstasy of the Flesh, and if the fictional excerpts of lectures from Professor Schifrell Alcoria are anything to go by, the party line of the Church and therefore the Academy is that intelligent demons don't exist and ghosts aren't actually the spirits of the deceased, just person-shaped plasm. Judging by the rest of the book it seems like very few Duskers actually believge any of that, but such claims ''are'' useful for the Church to justify destoying ghosts with fewer [[CessationOfExistence distressing implications]], and to throw common people off the scent of Church officials trying to become demons themselves.

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* FlatEarthAtheist: Doskvol Academy is heavily patronized by the Church of the Ecstasy of the Flesh, and if the fictional excerpts of lectures from Professor Schifrell Alcoria are anything to go by, the party line of the Church and therefore the Academy is that intelligent demons don't exist and ghosts aren't actually the spirits of the deceased, just person-shaped plasm. Judging by the rest of the book it seems like very few Duskers actually believge believe any of that, but such claims ''are'' useful for the Church to justify destoying ghosts with fewer [[CessationOfExistence distressing implications]], and to throw common people off the scent of Church officials trying to become demons themselves.
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* FlatEarthAtheist: Doskvol Academy is heavily patronized by the Church of the Ecstasy of the Flesh, and if the fictional excerpts of lectures from Professor Schifrell Alcoria are anything to go by, the party line of the Church and therefore the Academy is that intelligent demons don't exist and ghosts aren't actually the spirits of the deceased, just person-shaped plasm. Judging by the rest of the book it seems like very few Duskers actually believge any of that, but such claims ''are'' useful for the Church to justify destoying ghosts with fewer [[CessationOfExistence distressing implications]], and to throw common people off the scent of Church officials trying to become demons themselves.
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* TierSystem: Every faction in the game is ranked on an exponential Tier scale ranging from 0 to 5 (or to 6, if you count the Imperial Military [[UpToEleven outlier]]), with each next Tier being about twice as numerous and sporting equipment twice as good as the last. The same exponential logic applies to the so-called "Magnitude" -- a background mechanic designed to help [=GMs=] assess the costs of a magical effect or of an invention, based on the scale and nature of its effects.
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* GenreBlending: The game facilitates TheCrimeJob thriller narratives in a setting blending Victorian GothicHorror with GaslampFantasy and post-apocalyptic cues. The mechanics, meanwhile, combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with urban crime sandboxing of ''VideoGame/SaintsRow''.

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* GenreBlending: The game facilitates TheCrimeJob thriller narratives in a setting blending Victorian GothicHorror with GaslampFantasy and post-apocalyptic cues. The mechanics, meanwhile, combine narrative role-playing in the vein of ''TabletopGame/ApocalypseWorld'' with urban crime sandboxing criminal empire-building of ''VideoGame/SaintsRow''.
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ZCE


* {{The Numbered Things}}: The Six Towers.

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* {{The Numbered Things}}: TheNumberedThings: The Six Towers.Towers is a district of Duskwall named after the grand mansions that the city's six most prominent noble families had once built there. Even though only one of the original Towers still stands today, the district name has stuck.
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* {{The Numbered Things}}: The Six Towers.
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* SpiritualSuccessor: ''Blades'' is one to ''Bootleggers'' -- an ''TabletopGame/ApocalypseWorld'' hack published by Harper in 2014, which focused on a group of gangsters smuggling booze in the 1930 Seattle. These obviously served as a prototype for the Smuggler crew.
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[[caption-width-right:300:''Greetings, Scoundrel'']]
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* PrecautionaryCorpseDisposal: Everyone comes back as a ghost 1-3 days after death. Since the mere presence of a ghost has nasty supernatural effects on the living, every human corpse has to be dissolved in [[AppliedPhlebotinum boiling electroplasm]] within that time to prevent the ghost from leaving it. TheOrder of Spirit Wardens provides this public service in Duskwall and has magical means of detecting any new dead bodies within the city walls, therefore players are discouraged from killing [=NPCs=], as getting the Wardens involved always raises their WantedMeter faster.
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* SympatheticInspectorAntagonist: The Inspectors are famous for their incorruptibility. This means they're likely to be a big headache for your crew as unlike the rest of Duskwall's criminal justice system, they can't just be bought off.
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Duskwall (or Doskvol, if that's your preference) is the primary setting of the game: a [[GaslampFantasy haunted, industrial port city]] on the northern shores of the mighty [[TheEmpire Akorosi Empire]], formed by the survivors of the [[CataclysmBackstory grand cataclysm]] that shattered the old world 850 years ago. No one knows what happened exactly, but the [[AlwaysNight Sun went out]], the ocean turned [[AlienSea ink-black]], and the old continents were torn asunder into a handful of Shattered Isles, most of which were soon overrun by [[OurGhostsAreDifferent ravenous ghosts]], as the spirits of the deceased [[UnholyGround stopped passing into the afterlife]]. The remnants of humanity built an industrial civilization over the ruins of old, eventually learning to keep the ghosts away from their cities with enormous lightning barriers powered by the blood of the eldritch [[KrakenAndLeviathan leviathans]] from the Void Sea. Duskwall is one of these cities, and most of the blood harvested by leviathan hunters passes through here on its way to the rest of the Empire. As one may expect, the city has too much money, too much corruption, and too little law for its own good -- in other words, it's [[AdventureFriendlyWorld just perfect for a band of ambitious scoundrels set to carve out their own little slice of hell]].

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Duskwall (or Doskvol, if that's your preference) is the primary setting of the game: a [[GaslampFantasy haunted, industrial port city]] on the northern shores of the mighty [[TheEmpire Akorosi Empire]], formed by the survivors of the [[CataclysmBackstory grand cataclysm]] that shattered the old world 850 years ago. No one knows what happened exactly, but the [[AlwaysNight Sun went out]], the ocean turned [[AlienSea ink-black]], and the old continents were torn asunder into a handful of Shattered Isles, Isles -- most of which were soon then overrun by [[OurGhostsAreDifferent ravenous ghosts]], as the spirits of the deceased [[UnholyGround stopped passing into the afterlife]]. The remnants of humanity built an industrial civilization over the ruins of old, eventually learning to keep the ghosts away from their cities with enormous lightning barriers powered by the blood of the eldritch [[KrakenAndLeviathan leviathans]] from the Void Sea. Duskwall is one of these cities, and most of the blood harvested by leviathan hunters passes through here on its way to the rest of the Empire. As one may expect, the city has too much money, too much corruption, and too little law for its own good -- in other words, it's [[AdventureFriendlyWorld just perfect for a band of ambitious scoundrels set to carve out their own little slice of hell]].

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moving Physical God example to characters tab, as it pertains to a specific crew type


* CrapsackWorld: In spades, but unlike some similar settings, ''Blades in the Dark'' doesn’t constantly beat players over the head with its awfulness. Good people exist in-setting, and so do decent communities; Barrowcleft and Charhollow in particular are noted as poor but honest boroughs where folks try to look out for each other. This isn’t to say the bad doesn’t overwhelmingly outweigh the good-- poverty is rampant, corruption is endemic, and even the most fortunate are living a postapocalyptic eldritch horror story-- but there are enough flickers of decency to make players actually care when bad things happen to good people, even when players ''are'' the bad things.

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* CrapsackWorld: In spades, but unlike some similar settings, ''Blades in the Dark'' doesn’t doesn't constantly beat players over the head with its awfulness. Good people exist in-setting, and so do decent communities; Barrowcleft and Charhollow in particular are noted as poor but honest boroughs where folks try to look out for each other. This isn’t isn't to say the bad doesn’t doesn't overwhelmingly outweigh the good-- good -- poverty is rampant, corruption is endemic, and even the most fortunate are living a postapocalyptic eldritch horror story-- post-apocalyptic CosmicHorror story -- but there are enough flickers of decency to make players actually care when bad things happen to good people, even when players ''are'' the bad things.



* PhysicalGod: Cult crews can take the "Glory Incarnate" special ability, which means their god might sometimes manifest in the physical world. Given the [[BlueAndOrangeMorality nature]] of the forgotten gods, this is not necessarily a good thing even for the cult.
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* BlueAndOrangeMorality: The forgotten gods may solicit the worship of humans, but their priorities and values are not those of mortals.


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* PhysicalGod: Cult crews can take the "Glory Incarnate" special ability, which means their god might sometimes manifest in the physical world. Given the [[BlueAndOrangeMorality nature]] of the forgotten gods, this is not necessarily a good thing even for the cult.
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* CrapsackWorld: In spades, but unlike some similar settings, ''Blades in the Dark'' doesn’t constantly beat players over the head with its awfulness. Good people exist in-setting, and so do decent communities; Barrowcleft and Charhollow in particular are noted as poor but honest boroughs where folks try to look out for each other. This isn’t to say the bad doesn’t overwhelmingly outweigh the good-- poverty is rampant, corruption is endemic, and even the most fortunate are living a postapocalyptic eldritch horror story-- but there are enough flickers of decency to make players actually care when bad things happen to good people, even when players ''are'' the bad things.
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* EvenBadMenLoveTheirMamas: One form the "Obligation" vice can take is devotion to family.


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* SaintlyChurch: A charity called the Weeping Lady is described as a "pseudo-religion" whose officals bear titles like "Father" and "Mother", and venerates the first Governor General of Duskwall, Lady Devera, said to be a champion of the poor. One of the sample characters belonging to the faction is explicitly described as kind and patient. Another is found as a potential purveyor of the "Weird" vice, but that doesn't necessarily imply something sinister.
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* WhoYouGonnaCall: The Spirit Wardens are the foremost organization that deals with supernatural threats, but fascinatingly enough another such group is the Gondoliers faction. The Gondoliers have been dealing with the ghosts of people whose bodies were dumped in the canals since long before the Immortal Emperor organized the Spirit Wardens, and most Duskwallers actually prefer to go to the Gondoliers with "weird problems" as they're more approachable and less ruthless than the Spirit Wardens.
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* LawmanGoneBad: A possible character background, and the entire Grey Cloaks gang is made up of former Bluecoats. Of course, the Bluecoats [[DirtyCop being what they are]], that might be more of a lateral move than anything.

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* ElectromagneticGhosts: Exaggerated (or taken to the logical conclusion), in that ''all'' ghosts are electromagnetic phenomena, by the virtue of ectoplasm (or rather "''electro''plasm") always carrying electric charge in this setting, which its residents have learned to exploit in order to launch an industrial revolution.



* GodEmperor: The Akoros Empire is ruled by the Immortal Emperor, who, as far as anyone is concerned, is the same individual who [[BenevolentMageRuler used his sorceries]] after the great cataclysm to prevent humanity's extinction eight centuries ago. It's unclear whether any of his subjects actually worship him as divine, though.



* ImmortalRuler: The Immortal Emperor of Akoros is a BenevolentMageRuler who has been alive for 900 years since the Cataclysm and shows no signs of abdicating. None of his subjects seem to [[GodEmperor worship him]] for it, however, and his state religion appears to venerate the general concept of a healthy, living human body instead.



* MiseryBuildsCharacter: Integrated as a game mechanic. One of the ways player characters earn xp is by struggling with issues stemming from their vices or traumas. The book mentions specifically that players are not obliged to play their traumas as serious issues that interfere with gameplay, but doing so will allow the traumatized character to level up more quickly.

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* MiseryBuildsCharacter: Integrated as a game mechanic. One of the ways player characters earn xp XP is by struggling with issues stemming from their vices or traumas. The book mentions specifically that players are not obliged to play their traumas as serious issues that interfere with gameplay, but doing so will allow the traumatized character to level up more quickly.


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* TheQueenpin: Notable mafia queens include Lyssa, a disgraced noble who took over the leadership of the Crows gang by [[KlingonPromotion murdering her old boss]]; Mylera Klev, a [[MasterSwordsman master swordswoman]] who runs the Red Sashes martial arts academy as a front for one of the largest drug rings in town; and Djera Maha, an Iruvian honey trader who is also secretly the leader of one of the two largest [[TheSyndicate crime syndicates]] of Duskwall.
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* MiseryBuildsCharacter: Integrated as a game mechanic. One of the ways player characters earn xp is by struggling with issues stemming from their vices or traumas. The book mentions specifically that players are not obliged to play their traumas as serious issues that interfere with gameplay, but doing so will allow the traumatized character to level up more quickly.
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* DealWithTheDevil: The Devil's Bargain mechanic allows this trope to happen both literally and metaphorically: the players can get a free die on any roll if they accept an additional long-term complication that will result from their action regardless of its immediate outcome. This complication can range from a literal deal with a devil ("devil" being the setting's term for any powerful supernatural nasty) to something mundane, like owing a favor to a rival mobster.

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* DealWithTheDevil: The Devil's Bargain mechanic allows this trope to happen both literally and metaphorically: the players can get a free die on any roll if they accept an additional long-term complication that will result from their action regardless of its immediate outcome. This complication can range from a literal deal with a devil ("devil" being the setting's term for any powerful supernatural nasty) to something mundane, like owing a favor to a rival mobster.mobster or just CollateralDamage.
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* SpellMyNameWithAnS: Should the city name be spelled "Duskwall" or "Doskvol"? Even the rulebook is inconsistent, with the chapters covering gameplay rules generally preferring the former spelling, but setting description mainly using the latter. In the end, it's up to the players.
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* AbandonedArea: The Lost District is a formerly-wealthy area of Duskwall that was abandoned to the ghosts of the Deathlands when the current lighting wall around the city was erected (presumably, the city didn't have the resources to extend the wall to cover the district). There is also the Old North Port, which was abandoned long before even that, due to relocation of the main port to the North Hook Channel, and was therefore never protected by the lighting barrier and is currently used as a haven by smugglers.

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* AbandonedArea: The Lost District is a formerly-wealthy area of Duskwall that was abandoned to the ghosts of the Deathlands when the current lighting wall was erected around the city was erected (presumably, the city (the builders presumably didn't have the resources to extend the wall to cover the district). There is also the Old North Port, which was abandoned long before even that, due to relocation of the main port to the North Hook Channel, and was therefore never protected by the lighting barrier and is currently used as a haven by smugglers.



* FantasyCounterpartCulture: Done in very broad strokes, so that characters can choose a background while coming up with the fine details of their own specific culture: Akoros is Western and Eastern Europe; Skovlan is Scandinavia and the northern parts of the British Isles; Iruvia is a mix of old Persia, Egypt, and India; the Dagger Isles are something like the Carribean or Southeast Asia, being tropical archipelagoes known for their pirates; and Severos is something like the Eurasian Steppe or Great Plains with its horse nomads. Tycheros is the odd nation out, as it's mostly defined by being very alien to the rest of the world, and its inhabitants all have otherworldly demonic tells such as black shark eyes or feathers instead of hair.

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* FantasyCounterpartCulture: Done in very broad strokes, so that characters can choose a background while coming up with the fine details of their own specific culture: Akoros is Western and Eastern Europe; Skovlan is Scandinavia and the northern parts of the British Isles; Isles[[note]]with the post-Unity War plight of Skovlanders in Duskwall being eerily similar to those of the Irish in England soon after the Irish War of Independence -- with the key difference that TheEmpire conclusively ''won'' here, crushing any notion of a Skovlan Free State[[/note]]; Iruvia is a mix of old Persia, Egypt, and India; the Dagger Isles are something like the Carribean or Southeast Asia, being tropical archipelagoes known for their pirates; and Severos is something like the Eurasian Steppe or Great Plains with its horse nomads. Tycheros is the odd nation out, as it's mostly defined by being very alien to the rest of the world, and its inhabitants all have otherworldly demonic tells such as black shark eyes or feathers instead of hair.



* RomanticismVsEnlightenment: Appropriate to its Gothic inspiration, Doskvol is in constant tension between rationalism and mysticism. The setting being what it is, the line between the two is often blurry, as demonstrated by the oft-mentioned anti-ghost force fields powered by demon blood that do conform to scientific principals in-universe. Even the name "electroplasm" merges a scientific concept (electricity) with an occultic concept (ectoplasm).

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* RomanticismVsEnlightenment: Appropriate to its Gothic inspiration, Doskvol is in constant tension between rationalism and mysticism. The setting being what it is, the line between the two is often blurry, as demonstrated by the oft-mentioned anti-ghost force fields powered by demon blood that do conform to scientific principals principles in-universe. Even the name "electroplasm" merges a scientific concept (electricity) with an occultic concept occult one (ectoplasm).
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* TheIncorruptible: The Inspectors have this reputation, as they're often non-Duskwallers who have no conflicting interests in the city. They're unpopular with the regular Bluecoats and criminals alike.
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* TheIncorruptible: The Inspectors have this reputation, as they're often non-Duskwallers who have no conflicting interests in the city. They're unpopular with the regular Bluecoats and criminals alike.

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