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Part V · Conversion Packs

Chapter XXII

Blades / Forged in the Dark Conversion Pack

Position, effect, clocks, and the Ear as an obligation.

Scores, faction status, heat, crew identity, and consequences that never stay clean.

Campaign Frame

Run the characters as a crew attached to the DeSauros mission, using diplomacy as cover for scores. The campaign works best at Tier 0 or I, with the crew rising through alliances and stolen access rather than territory. The Aurora Ventus, a safehouse, or the diplomatic residence functions as the crew’s lair.

Recommended Crew Types

PREMISEBEST FITSPECIAL PRESSURE
Deniable Heller agentsShadows, Hawkers, or custom Envoys.Sealed orders, ducal exposure, and conflict between service and conscience.
Privateers and escortsBravos or Smugglers.Prize law, ship condition, prisoners, and revoked legitimacy.
Reformers and witnessesShadows or Hawkers.Printed proof, fugitives, public hearings, and retaliation.
Source investigatorsCult, Hawkers, or custom Surveyors.Dangerous knowledge, resonant assets, and competing interpretations.
Free captains allied to VegaSmugglers or Bravos.Moon pressure, crew loyalty, port heat, and the cost of harbor.
Deniable Heller agents
BEST FIT
Shadows, Hawkers, or custom Envoys.
SPECIAL PRESSURE
Sealed orders, ducal exposure, and conflict between service and conscience.
Privateers and escorts
BEST FIT
Bravos or Smugglers.
SPECIAL PRESSURE
Prize law, ship condition, prisoners, and revoked legitimacy.
Reformers and witnesses
BEST FIT
Shadows or Hawkers.
SPECIAL PRESSURE
Printed proof, fugitives, public hearings, and retaliation.
Source investigators
BEST FIT
Cult, Hawkers, or custom Surveyors.
SPECIAL PRESSURE
Dangerous knowledge, resonant assets, and competing interpretations.
Free captains allied to Vega
BEST FIT
Smugglers or Bravos.
SPECIAL PRESSURE
Moon pressure, crew loyalty, port heat, and the cost of harbor.

Custom Crew: Envoys

Envoys turn information, access, favors, and deniable violence into political outcomes. Their hunting grounds are courts, docks, archives, chapels, and ships rather than streets alone.

CREW ABILITYEFFECT
Letters and LiesWhen the crew presents genuine proof through forged or contested authority, improve effect. On exposure, take +2 Heat in that jurisdiction.
No One Left in the HoldWhen the crew sacrifices Position or Coin to protect witnesses or captives, clear 1 stress from each participating character.
SkywiseGain potency when a score depends on signal, altitude, ship systems, or moving between sea and sky.
Deniable FlagOnce per score, declare that an allied or false registry creates a brief opening. Start or advance an Exposure clock.
ResonantThe crew may carry one Source-tuned asset. Each use ticks a linked Instability clock.
Public RecordWhen the crew forces an enemy to answer in a protected forum, reduce Heat by 1 or improve faction status, but create a permanent rival.
Letters and Lies
EFFECT
When the crew presents genuine proof through forged or contested authority, improve effect. On exposure, take +2 Heat in that jurisdiction.
No One Left in the Hold
EFFECT
When the crew sacrifices Position or Coin to protect witnesses or captives, clear 1 stress from each participating character.
Skywise
EFFECT
Gain potency when a score depends on signal, altitude, ship systems, or moving between sea and sky.
Deniable Flag
EFFECT
Once per score, declare that an allied or false registry creates a brief opening. Start or advance an Exposure clock.
Resonant
EFFECT
The crew may carry one Source-tuned asset. Each use ticks a linked Instability clock.
Public Record
EFFECT
When the crew forces an enemy to answer in a protected forum, reduce Heat by 1 or improve faction status, but create a permanent rival.

Crew Upgrades and Claims

UPGRADE / CLAIMMEANING
Hidden Éterlumin LockerBegin a score with one dangerous lift, signal, or pressure asset. Tick Instability when used.
Black Sloop ContactOnce per arc, escape, smuggle, or relay through an unacknowledged route.
Harbor Chapel SanctuaryReduce immediate Heat, but create Church attention.
Reliable Engineer CohortRepair and Source actions gain potency; the cohort attracts recruitment and kidnapping.
Forged Registry PapersImprove effect on customs and travel until exposed.
Shadowed Tide RouteMove people through Porto Sombra without an engagement penalty; the rebels expect rescue before profit.
Clann PathReach the inland boundary without a guide, but only while Clann status remains positive.
Protected PressTurn proof into public consequence during downtime; the press becomes a target.
Hidden Éterlumin Locker
MEANING
Begin a score with one dangerous lift, signal, or pressure asset. Tick Instability when used.
Black Sloop Contact
MEANING
Once per arc, escape, smuggle, or relay through an unacknowledged route.
Harbor Chapel Sanctuary
MEANING
Reduce immediate Heat, but create Church attention.
Reliable Engineer Cohort
MEANING
Repair and Source actions gain potency; the cohort attracts recruitment and kidnapping.
Forged Registry Papers
MEANING
Improve effect on customs and travel until exposed.
Shadowed Tide Route
MEANING
Move people through Porto Sombra without an engagement penalty; the rebels expect rescue before profit.
Clann Path
MEANING
Reach the inland boundary without a guide, but only while Clann status remains positive.
Protected Press
MEANING
Turn proof into public consequence during downtime; the press becomes a target.

Faction Tiers and Starting Status

FACTIONTIERSTATUS
DeSauros / Duchy of HellerII+1 if employed; 0 if independent.
Project Custodian / DeLuca AdministrationII0 or -1 after San Telmo.
Valdegracian NavyIII0.
Montoya’s CircleI0; +1 with protected testimony.
Albion DelegationIII0, publicly cordial.
Albion Covert CommandIII-1 once identified.
Stroomdijk Merchant InterestsIII0.
Trafficking NetworkII-1 or -2 after first rescue.
Luminore DelegationII0.
Shadowed TideI0; +1 after protecting captives.
The ClannII in the interior0; status changes through conduct.
Vega’s CrewII0 or +1 with Melenko or the Legacy Anchor.
DeSauros / Duchy of Heller
TIER
II
STATUS
+1 if employed; 0 if independent.
Project Custodian / DeLuca Administration
TIER
II
STATUS
0 or -1 after San Telmo.
Valdegracian Navy
TIER
III
STATUS
0.
Montoya’s Circle
TIER
I
STATUS
0; +1 with protected testimony.
Albion Delegation
TIER
III
STATUS
0, publicly cordial.
Albion Covert Command
TIER
III
STATUS
-1 once identified.
Stroomdijk Merchant Interests
TIER
III
STATUS
0.
Trafficking Network
TIER
II
STATUS
-1 or -2 after first rescue.
Luminore Delegation
TIER
II
STATUS
0.
Shadowed Tide
TIER
I
STATUS
0; +1 after protecting captives.
The Clann
TIER
II in the interior
STATUS
0; status changes through conduct.
Vega’s Crew
TIER
II
STATUS
0 or +1 with Melenko or the Legacy Anchor.

Score Structure

SCOREENGAGEMENT QUESTIONTYPICAL CLOCKS
Summit InterventionWho controls the frame before the crew speaks?Position secured, opposition credibility, exposure, witness removed.
Warehouse RescueWho moved first when the route was compromised?Captives secured, guards alerted, records burned, reinforcements.
Laboratory InfiltrationWhat did Resa leave for the crew to notice?Leverage located, Ear secured, pressure climb, Project Custodian response.
Airship ExtractionWho has angle, altitude, and command?Gain bearing, lift failure, signal confusion, corridor open.
Jungle PursuitWho knows the ground and who believes they are unseen?Albion ambush, Clann trust, journal secured, route erased.
Source EntryWhat warning did the chamber give before the score began?Listening, contradiction, faction arrival, manifestation tier.
Summit Intervention
ENGAGEMENT QUESTION
Who controls the frame before the crew speaks?
TYPICAL CLOCKS
Position secured, opposition credibility, exposure, witness removed.
Warehouse Rescue
ENGAGEMENT QUESTION
Who moved first when the route was compromised?
TYPICAL CLOCKS
Captives secured, guards alerted, records burned, reinforcements.
Laboratory Infiltration
ENGAGEMENT QUESTION
What did Resa leave for the crew to notice?
TYPICAL CLOCKS
Leverage located, Ear secured, pressure climb, Project Custodian response.
Airship Extraction
ENGAGEMENT QUESTION
Who has angle, altitude, and command?
TYPICAL CLOCKS
Gain bearing, lift failure, signal confusion, corridor open.
Jungle Pursuit
ENGAGEMENT QUESTION
Who knows the ground and who believes they are unseen?
TYPICAL CLOCKS
Albion ambush, Clann trust, journal secured, route erased.
Source Entry
ENGAGEMENT QUESTION
What warning did the chamber give before the score began?
TYPICAL CLOCKS
Listening, contradiction, faction arrival, manifestation tier.

Position and Effect

SITUATIONPOSITIONEFFECT NOTE
Speaking under diplomatic protectionControlled or RiskyEvidence determines effect; rank alone does not.
Breaking into delegation quartersRiskyStandard; Limited if the crew has no inside route.
Rescuing captives after alarmsDesperateGreat effect on the network if people escape alive.
Crossing open ground under volley fireDesperateLimited without smoke, cover, or diversion.
Boarding during airship chaosDesperateStandard or Great when command and bearing are already compromised.
Acting inside the Listening SourceRisky, then Desperate as clocks advanceEffect depends on whether the action matches the chamber’s discovered pattern.
Speaking under diplomatic protection
POSITION
Controlled or Risky
EFFECT NOTE
Evidence determines effect; rank alone does not.
Breaking into delegation quarters
POSITION
Risky
EFFECT NOTE
Standard; Limited if the crew has no inside route.
Rescuing captives after alarms
POSITION
Desperate
EFFECT NOTE
Great effect on the network if people escape alive.
Crossing open ground under volley fire
POSITION
Desperate
EFFECT NOTE
Limited without smoke, cover, or diversion.
Boarding during airship chaos
POSITION
Desperate
EFFECT NOTE
Standard or Great when command and bearing are already compromised.
Acting inside the Listening Source
POSITION
Risky, then Desperate as clocks advance
EFFECT NOTE
Effect depends on whether the action matches the chamber’s discovered pattern.

Heat and Entanglements

Track Heat separately in Boca Serena, Valdegracian institutions, and the interior. Public violence raises port Heat. Forged authority raises institutional Heat. Betraying a Clann agreement raises interior Heat and may never be reduced through ordinary downtime.

ENTANGLEMENTCAMPAIGN VERSION
QuestioningA clerk, worker, or crew member is detained under lawful procedure.
ReprisalsA faction moves against a witness, family, or safehouse.
Unquiet SourceAn Éterlumin asset answers when no one is using it.
Diplomatic ProtestA faction demands apology, expulsion, or custody before the next session.
Moon RisingVega’s Desperation clock advances and his crew needs shelter or help.
False FlagA crime is attributed to the crew or an ally; clearing it may expose a real secret.
Questioning
CAMPAIGN VERSION
A clerk, worker, or crew member is detained under lawful procedure.
Reprisals
CAMPAIGN VERSION
A faction moves against a witness, family, or safehouse.
Unquiet Source
CAMPAIGN VERSION
An Éterlumin asset answers when no one is using it.
Diplomatic Protest
CAMPAIGN VERSION
A faction demands apology, expulsion, or custody before the next session.
Moon Rising
CAMPAIGN VERSION
Vega’s Desperation clock advances and his crew needs shelter or help.
False Flag
CAMPAIGN VERSION
A crime is attributed to the crew or an ally; clearing it may expose a real secret.

Experience Triggers

  • You addressed a challenge through diplomacy, deception, technical skill, courage, or violence appropriate to your role.
  • You expressed beliefs, heritage, or conflict concerning empire, loyalty, faith, or the Sources.
  • You struggled with vice, trauma, debt, moon pressure, or obligations to a faction.
  • The crew protected a person at real cost, changed who controlled information or access, or accepted responsibility for a consequence.
  • Campaign Downtime Actions

    ACTIONUSE
    Protect a WitnessSpend Coin, a favor, or a downtime action to create a 4-clock safe route. Heat determines who hunts them.
    Work the DelegationReduce a negotiation clock, improve one faction status temporarily, or learn a hidden red line.
    Repair the ShipClear one ship consequence or improve effect on the next airship score.
    Study the EarAdvance a long-term project. On completion, gain potency once and tick Source Instability.
    Calm the MoonboundReduce Vega’s Desperation or protect one crew member through the next lunar change.
    Publish ProofConvert evidence into public consequence. Reduce deniability and increase institutional Heat.
    Protect a Witness
    USE
    Spend Coin, a favor, or a downtime action to create a 4-clock safe route. Heat determines who hunts them.
    Work the Delegation
    USE
    Reduce a negotiation clock, improve one faction status temporarily, or learn a hidden red line.
    Repair the Ship
    USE
    Clear one ship consequence or improve effect on the next airship score.
    Study the Ear
    USE
    Advance a long-term project. On completion, gain potency once and tick Source Instability.
    Calm the Moonbound
    USE
    Reduce Vega’s Desperation or protect one crew member through the next lunar change.
    Publish Proof
    USE
    Convert evidence into public consequence. Reduce deniability and increase institutional Heat.
    ✦
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