2025-11-14

Characters and base mechanics are just like Blades, but set in close-to-the-real-world-1994 and you hunt monsters. Difference One is they took the Style part of the Beat/Arcs system from Slugblaster, as Hope, but not the Trouble part (that stayed like Blade's Stress but is called Luck. ) Most of the Blades downtime activities are there, but have been converted to beats, along with arc-beats. Difference Two is that Carved from Brindlewood style clues are fed to the players during investigation and instead of an Engagement roll , the players do a Theorize roll. Knowledge and preparation for the engagement depends on the result of the Theorize roll. The final act is much more fluid, from the GM's point of view, because of that - they have to be ready for theories they didn't predict, or failed theories that would have matched "the plan." There are also Void clues that feed into an overall "season" story arc, but the book offers no guidance on how to create those clues and when to feed them to the players - at least not that I recall.

Looks like a lot of fun. I suspect if you've GM-ed CfB games, it would feel less daunting. Right now, it's too close to Teeth for me to consider, but in the future...