Brinkwood Errata v10 4
Brinkwood Errata v10 4
Brinkwood Errata v10 4
Version 10.4
General Rules
Book Rule Primacy: If the rules written in a mask sheet, character sheet, or any other reference contradict the rules
written in the book, the book is correct and the reference or character sheet likely has a typo.
Flipping a Roll: Flipping a failure into a success by taking a ban results in a success, as if the player had rolled a 6.
The “cost” is the ban taken, there are no further consequences from flipping a roll.
Mask and Background XP: It is intentional that 2 xp can be gained for fulfilling a Mask XP condition multiple times,
but only 1 xp can be gained for fulfilling a Background XP condition. Background XP is intended to accumulate slower
than Mask XP.
Scarring with Filled Bans: If a brigand fills their stress track and has no bans to scar, they are simply taken out of the
scene.
Filled Stress Track: In contrast to some other Forged in the Dark games, stress fill effects trigger as soon as the
stress track is filled, not when a brigand gains stress with an already filled stress track.
Campaign Rules
Leveling Up Aspects: Progress does not roll over between each rank. This means that, for example, if the
Organization aspect is 1 tick away from filling, and the Pay Off of a Foray awards 2 ticks, the Organization of the
Rebellion would rank up, and the new clock would start with 0 ticks filled.
Each ranking up of an aspect should be an accomplishment that gets proper due in the story and is reflected in the
narrative / changes in the world around the characters, it's not just a "check mark" towards winning. That said, this rule
can be flexed a bit if you like, especially if you feel like it hurts the experience to "waste" extra ticks towards aspect
progress or if things shift so dramatically that the tick / clock structure for aspects doesn't fit the narrative.
Character Rules
Chirurgeon: When using the Chirurgeon ability to use the Tend or Suture action without using the mask of Torment,
roll the Tend and Suture rating recorded on the Mask of Torment.
Mask Rules
Starting Oath: Each brigand’s Oath Rating starts the game at 1, as the brigand’s initial Oath to follow their Pact is
counted.
Oath 0: If somehow a brigand’s Oath Rating falls to zero, they roll 2 dice and take the lower result when gaining
essence.
Essence Carry-Over: Essence does not reset to 0 between each foray, it is “carried over” with the mask it was
marked on and stays with the same mask until it is spent.
Mask Abilities
Shock and Awe costs only one essence to use, as is the default for mask special abilities. You do not need to pay
one essence to activate this ability and then pay another essence to gain +Effect.
Bloodtaker activates as soon as the playgroup determines that you’ve defeated a vampire, either a loanfang or a
more powerful vampire. You do not need to spend essence to activate this ability.
Many Faces costs 2 essence to activate. You do not need to spend one essence to activate the ability and then spend
2 more essence to change your face.
Cloak of Rumors costs only 1 essence to activate. The Deceive action roll controls how the target interprets the
rumor and how they act on it, not whether they believe it. For example, a roll under 3 might indicate that the target
becomes incensed by the rumor and attacks the whisperer.
Read the Room does not cost any essence to activate, and is activated on-demand whenever the playgroup faces
imminent danger or immediately after a danger has been introduced into the scene
Alchemic Blood costs one essence each time it is activated, or each time it has an effect on a character. For
example, it would cost 1 essence to use Soporific to put a guard to sleep, and an additional essence to use Soporific
again later in the scene to dull the senses of a passing dramcoat.
Envenom lasts for an entire scene, and only costs 1 essence when applying the effect of the blood to the weapon. For
the rest of the scene, whenever the brigand uses that weapon to successfully hit another character, the Envenomed
status affects the hit character. Brigands are assumed to “envenom” an entire quiver of arrows or pouch of bullets, and
therefore a single use of Envenom lasts across multiple shots from a bow or firearm.
Transfusion inverts the effect of Corrupt, and therefore in order to grant an ally potency, a brigand must first activate
Transfusion and then roll a Corrupt action. This effect cannot “backfire”, harming an ally, though on a 3- roll, it’s effect
may be negligible or extremely temporary.
Cruel End may be activated after-the-fact, when an enemy dies. The brigand using Cruel End does not need to have
explicitly stated that they used poison against an enemy, it is enough that the enemy is killed by the brigand using
Ruin.
Mask Actions
Exsanguinate should read:
When you Exsanguinate, you draw blood or strength from another.