The basics. The core system ; Actions & attributes ; Stress & trauma ; Progress clocks ; Action roll ; Effect ; Setting position & effect ; Consequences & harm ; Resistance & armor ; Fortune roll ; Gathering information ; Example of play ; PC vs. PC ; Coin & stash ; The faction game ; Advancement --
Characters. Character creation ; Cutter ; Hound ; Leech ; Lurk ; Slide ; Spider ; Whisper ; Standard items --
The crew. Crew creation ; Assassins ; Bravos ; Cult ; Hawkers ; Shadows ; Smugglers --
The score. Planning & engagement ; Teamwork ; Example score --
Downtime. Payoff ; Heat ; Entanglements ; Downtime activities ; Vice ; Downtime activities in play --
How to play. Players' best practices --
Running the game. GM goals ; GM actions ; GM principles ; GM best practices ; GM bad habits ; Starting the game ; The dark future --
Strange forces. Ghost ; Hull ; Vampire ; Magnitude ; Rituals ; Crafting --
Changing the game. Advanced abilities & permissions --
Doskvol. Doskvol map ; Overheard in Duskwall ; Factions ; Vice purveyors ; Streets ; Buildings ; People ; Devils ; Scores --