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        <title>Actions</title>
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        <description>Actions

Insight

Similar to BitD, but Tinker is renamed Artifice, and Survey is renamed Perceive and includes the social perception from the old Attune action.

When you Hunt, you carefully track a target or engage them at range.
You might follow a target or discover their location. You might arrange an ambush. You might attack with precision shooting from a distance. You could try to bring your ranged weapons to bear in melee (but Skirmish might be better).</description>
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        <title>Magic Items</title>
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        <description>Magic Items

There are several types of magical items in common use by PCs. The most common are  Alchemical Items, Potions &amp; Oils, Wands, Clothing &amp; Armor, and Weapons &amp; Tools (this category includes wands, but they have enough special rules to be considered separate). While all of these items are considered equipment, and have Load values, many are also Consumable, having limited uses per caper. Consumables that are part of a character&#039;s permanent equipment list are refreshed after each caper, …</description>
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        <title>Magic</title>
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        <description>Magic

In Sharn, there are many spells and magical effects that people use in their day-to-day lives. Some of them are intrinsic to the city, built in to the walkways, buildings, and streetlamps. Some of them are available as potions, oils, and simple magical trinkets to anyone who can afford them. And some of them are powerful spell effects only a wizard or artificer of sufficient strength is capable of.</description>
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        <title>Racial Abilities</title>
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        <description>Racial Abilities

Like Xenos in Scum and Villainy, some other races have special abilities that PCs can use, but unlike in S&amp;V, they aren&#039;t always stress-costing abilities. Many of the standard races won&#039;t need special abilities, but if you start off with one of these races, you may select the racial special ability as your first ability, or as the signature ability.</description>
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        <title>Rules Changes</title>
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        <description>Rules Changes

Here are some definitions and minor changes from Blades in the Dark.

	*  Gambits (variant rule) have been renamed Action Points. They work the same way as Gambits in Scum &amp; Villainy, but you cannot use a Gambit on an action you have max rating in (3 by default, 4 if the crew has unlocked Mastery).</description>
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        <description>Spell List

Below is a list of spells available to cast:

Level 0 Spells

Conjuration

Acid Splash: You conjure a small globe of acid that you can throw at short range.

Create Water: You create a few gallons of water, either to fill a container, or as a very brief sprinkle of rain in a small area.</description>
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        <title>Standard Items</title>
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        <description>Standard Items

These are mostly the same as in Blades in the Dark, with a few exceptions.

A Blade or Two (1 Load): Perhaps you carry a
simple fighting knife or broadsword. Or two curved
swords. Or a rapier and stiletto. Or a
heavy butcher’s cleaver.</description>
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        <title>Blade in the Towers</title>
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        <description>Blade in the Towers

This is the start page for Blades in the Sharn, a Forged in the Dark mod based in the Eberron campaign setting.


	* Playbooks
	* Actions
	* Magic
	* Magic Items
	* Racial Abilities
	* Rules Changes
	* Spell List
	* Standard Items</description>
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