code black hack

Black Seven by Zero Point Information

This is a hack of Blades in the Dark, inspired by the RPG Black 7. In Black 7, you play black operatives infiltrating facilities and doing Bad Things. It’s a game laser-focused on stealth action, where you make rolls to get to mission targets and take conditions depending how much attention you draw (Noticed) or how much cover you find (Exposed).

The Code Black Hack changes how to set the position of action rolls on scores in Blades in the Dark. Position reflects the alert level of nearby hostiles and has rules for how the scoundrels’ actions worsen or improve their position.

This hack gives the GM more tools to reliably telegraph trouble, follow through on threats, and covey dangers inherent in what the scoundrels do. It’s entirely possible you could get the same gameplay using the standard rules, mainly by how the GM judges position and effect. In a way, that is all the Code Black Hack is: guidance for the GM on how to set the position and the effect level of actions in a consistent way.

It is meant for when the crew faces hostile resistance that they want to avoid. Black 7 is all about stealth plans, so this is the most direct port into Blades. Think breaking into the HQ of a gang of thugs, rather than mugging a couple in an alley. The standard rules already work well for smaller scale confrontations.

I want to explain the Code Black Hack for stealth plans today. I’m some way along rejigging these rules for other kinds of scores, particularly deception plans, but I’ll talk about them another time.

Stealth plans

When to use

These rules assume that most scores occur in a single defined area, which can be quite large; for example, a building, an underground lair, a prison, a city block, a ship. The idea is the crew’s position and conditions will carry across their activities during the score as they move around within the larger area, whether it’s between rooms, buildings or streets.

However, some scores involve linked plans. Where there is a significant shift in the area of the score, like ‘sneaking around a noble’s estate’ to ‘smuggling stolen goods across the city’, then a new engagement roll may be called for to see how well the next plan starts.

Stop tracking the crew’s position and Noticed and Exposed conditions if there are no longer any hostiles in the area, the crew leaves unpursued, or the score otherwise ends.

Action roll

The action roll is essentially the same. The major differences are that:

  • on a 5 or less, a scoundrel always gets the noticed condition and possibly further consequences
  • riskier positions reduce the effect of stealth actions and don’t allow certain consequences to be resisted
  • all scoundrels and their cohorts share the same position while they are in the same area.
Hidden
Hostiles are not alerted that you’re nearby. You act on your terms.

Critical: You do it with increased effect.
6: You do it.
4/5: You hesitate. Avoid being noticed and try a different approach. Or else do it and you are noticed, and may also suffer lesser harm, a minor complication, have reduced effect.
1–3: You falter. Press on and you are noticed or avoid being noticed and try a different approach.

May resist being noticed, if not currently exposed.
Suspect
Hostiles are alerted you’re about. You act under fire. You take a chance.

Critical: You do it with increased effect.
6: You do it.
4/5: You do it, but there’s a consequence: you are noticed. You may also suffer harm, a complication, have reduced effect.
1–3: Things go badly. You are noticed. You may also suffer harm, a complication, lose this opportunity.

Stealth attacks have reduced effect. Cannot resist being noticed.
Hunted
Hostiles are closing in to attack you, alarms wailing. You go head-to-head. You’re in serious trouble.

Critical: You do it with increased effect.
6: You do it.
4/5: You do it, but there’s a consequence: you are noticed and hostiles attack. You may also suffer severe harm, a serious complication, have reduced effect.
1–3: It’s the worst outcome. You are noticed and hostiles attack. You may also suffer severe harm, a serious complication, lose this opportunity for action.

Stealth actions have reduced effect. Stealth attacks must be set up by another stealth action. Cannot resist being noticed.

Improving position

You can act to reduce Suspect to Hidden, but only if no characters or cohorts are Noticed or Exposed. You can only reduce Hunted to Suspect by eliminating all hunters present.

Consequences and Harm

Noticed

If a character or cohort is Noticed, they’re still in or near cover but have drawn the attention of hostiles in the area. Usually, you become Noticed as a consequence of an action roll. You may also be Noticed if hostiles take the initiative and find you, or simply because they see or know where you are. You are Noticed if you act without regard to stealth—like sword fighting, shooting, exploding shit, ramming things, intimidating people—and the position also goes straight to Hunted.

While Noticed, you can’t stealth attack; for example, you can’t ambush, snipe from hiding, lay a trap, or trick a guard. Essentially, Noticed is a dominant factor and overshadows the situation, so you always have zero effect, no matter what effort or fine items you bring to bear.

At Hidden or Suspect, if you fail to remove Noticed promptly, the position worsens. At Hunted, if you fail to remove Noticed promptly, you may suffer severe harm from hostiles attacking you. This harm may be a consequence of a roll, including on the same roll when you get Noticed, or simply because hostiles take the initiative and see or know where you are. Hostiles prioritise attacking those Noticed and Exposed, then those just Noticed, and then those just Exposed. Hostiles can’t attack you if you’re neither Noticed nor Exposed.

Exposed

If a character or cohort is Exposed, they haven’t been seen by hostiles, but they’re not in or near cover. You choose to become Exposed for increased effect. This increased effect remains while Exposed. You can’t resist or otherwise remove Noticed while Exposed, you must remove Exposed first.

Removing conditions

Noticed and Exposed are sticky conditions. Once you’ve gained one, you must act to remove it. Generally, that means making an action roll to evade or obfuscate. The player describes what the character does and what action rating they use, the GM sets the effect level. At Hidden, you may also resist being Noticed. At Suspect or Hunted, you may not resist: hostiles are too alert for you to easily recover from a mistake; instead, you may act to remove it. If you’re both Noticed and Exposed, you can’t resist or otherwise remove Noticed, you must remove Exposed first.

A cohort can’t resist consequences but may act to remove Noticed or Exposed. A character can use the teamwork move Protect to suffer being Noticed instead of a teammate or cohort. The protecting character may then roll to resist (if Hidden) or act to remove Noticed.

Harm

Harm can still be a minor consequence at Hidden and a consequence at Suspect. Not harm from hostiles, just harm following the fiction. For example, cutting through an electrified fence while Hidden is still dangerous. Because hostiles only attack you when you’re Hunted (and Noticed and/or Exposed), hostiles do severe harm (Level 3). Severe harm may also come from other sources, following the fiction. Harm may be resisted as normal, no matter the position.

The Score

Engagement roll

On 6, the starting position is Hidden.

On 4–5, the starting position is Hidden and each character and cohort starts either Noticed or Exposed, GM picks one for each.

On 1–3, the starting position is Suspect and each character and cohort starts either Noticed or Exposed, GM picks one for each.

Flashbacks

Flashbacks are just another way to get to a mission target and you may still gain Noticed as a consequence. For example, you might have successfully bribed the guard, but he’s so oafish about his new wealth that he tips off other hostiles that something’s awry and they notice you (at the same time as getting you closer to a mission target).

Teamwork

Everyone who wants to benefit from a group action must roll. If the leader decides to boost the roll’s result, then everyone who rolled gains Exposed. If the roll results in a consequence of gaining Noticed, then everyone who rolls is Noticed. If the current position is Hidden, each character may resist that consequence individually.

A setup move can be used to temporarily improve position. If a character is currently Hunted and under attack by hostiles, a setup action could improve their position (and only their position) to Suspect for their next action, which means they’d avoid consequences from being attacked for that action.

End

Stop using these position rules and tracking Noticed and Exposed conditions if there are no longer any hostiles in the area, the crew leaves unpursued, or the score otherwise ends.

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