Thematically, this game is supposed to be basically identical. That's the goal.

     And luckily for everyone, Blade in the Dark either ended up with a lot of the Leverage RPG DNA, or maybe the idea was just come due, because a good chunk of the stuff I needed was already here. Flashbacks are barely changed at all, except the cost is slightly more variable instead of preset to 1.

    Distinctions I added to FitD,and while that works whole different in a mechnical because there are no d4 in this game, it does basically the same thing...it can give you a 'Complication', aka, a outcome with consequences on the action roll.

    Picking Abilities is basically the same as traits.

    Stress is basically the inverse of Plot Points. And, importantly, because the direction is flipped, you basically have all your plot points at the start, instead of having to earn any past the first one.

    Stats

    Instead of a 6x5 grid, there's nine Actions. This will be slightly confusing to people because they are not roles.

    And, frankly, they shouldn't be roles to start with. That is honestly the worst design decision of the Leverage RPG, because it means everything people want to do is somehow designed by only five different things which are not actions, but types of people. Also, the attributes were kind of nonsense.

    Here, things are more logically divided.

    Assets

    The biggest one is that there are no assets. You're not collecting and keeping track of them. Which a huge amount of the Leverage RPG was about, and mechnically was very annoying.