Hello, I am new to the rules so can anyone clarify somethings for me? I want to know how the items generally function? I am guessing that it will increase the ‘effect’ or ‘potency/quality’ for a particular action? Like say if you have a rope then climbing or rappelling with prowl will be easier (I mean the effect will be better)?
Also, I am wandering how much hitpoints should a enemy gag member have? Like say a Hound is using a fine pistol and taking a shot as close range, I might rule that it has ‘Great effect’. Will I automatically rule that the target is down?
Every obstacle has a clock set by the MC. A mook might act as a Simple obstacle meaning if he takes damage he’s out of action. A wall might have a clock with four segments meaning it takes four successes to complete the climb. Effect is amended by quality (a success with a Fine weapon improves the result). The QS rules have more on this and how the game works.
See p5 in the QS for details of Position and Effect and p10 for Effect Levels and Effect Factors. These pages should put you on the right track.
The idea of “hit points” doesn’t’ really equate to BitD. The wounding of NPCs is narrative/in-fiction based on the situation and the intent of the PC. So if the PC wanted to kill the NPC, then they would just do it – if they succeed at the roll and get the high enough effect – reduced effect might just take the NPC out the fight for now – though, once you’ve all agreed that a certain level of Effect is fatal, if the PC makes the rolls, then the NPC dies.
Shooting an NPC in the back sounds like it would be fatal, maybe even on limited effect (the PC has already, no doubt, taken a number of risks/rolls to get into position for the shot). But the Effect can also affect other possible consequences – the NPC shouting for help with their dying breath (making subsequent rolls more risky), the PC getting covered in blood (affecting subsequent social actions), leaving evidence so other NPC will change later their behaviour (“you’re one of the ****ers, wot killed my sister. See, now, we were just gonna give yers a kickin’, but not now… not now, not after wot you done…”).
Be open with the players about these consequences before they roll – they may want to change the approach to try to reduce the consequences (for example taking a step or two closer to muffle the sound of shot by pushing the gun into the victims back), then a risky roll becomes desperate as the PC steps into view, or risk the NPCs reactions being faster than their own.
That’s how I handle these situations.
Putting it another way.
Having snuck into position, sure you can kill Bazzo if you can make this shot, but bear in mind that his guards are just outside.
Limited effect: You kill him, but barely manage to hide in the room.
Standard Effect: You kill him, and can either escape through the window OR plant the piece of red silk in his hand before the guards arrive.
Great Effect: You kill him, and escape through the window AND plant the piece of red silk in his dead hand before the guards arrive.
Or did you want to do something to somehow already get the silk in his hand, or ready your escape route in advance – how would you do that?
In fiction the Hound’s fine firearm is better (it’s faster, more accurate, quieter, better at penetrating armour, etc) making the kill quicker, easier and less obvious).
Cool! I understand the combat very well now (the use of effect and clocks with narrative judgement). So the other items like ‘tinkering tools’ perhaps would give the same effect determining advantage? Like if you have tinkering tools then the effect to disable the clockwork alarm will be ‘great’ instead of ‘limited’ if you just use your bare hands and wits?
Where something is listed as ‘Fine’ in the equipment lists then Effect Factorss p10 middle column near the bottom tells us that Fine items count as plus 1 Tier so if you are a Tier 1 crew then trying to disarm a Tier 3 alarm would normally be Limited Effect but with a Fine set of Tinkering tools you count as Tier 2 in this case. I’d tell you that it takes longer to disarm before you even roll your Action die/dice and adjust the fiction according to the die roll.
So a clock with four segments represents the alarm. Without Fine tools then the effect is limited (1 tick on a Success). With Fine tools i’d judge that the Effect is still Limited unless the Leech takes extra time and care (time pressure) and offer a Devil’s Bargain of Guards turning up in three ticks of another clock.
A Success and taking extra time is 2 ticks (standard), a Critical would be three ticks completed on the alarm. I’d use each attempt to defuse the alarm as 1 tick on the guards arriving clock.
The game uses a lot of clocks so make sure you are happy about interactions between those things.
I really think John’s hit upon something truly innovative with the heavy use of the clocks. Sure, it’s not the first time it’s been used in a game, but it’s the first time I’ve seen it as a central mechanic. Interlinked clocks are so amazingly versatile, you can do damn near anything with them. Opposed clocks, “tug-of-war” clocks linked clocks, smaller clocks where completion ticks off a segment in a larger clock. Bravo.
Thanks, it is clear now.
Ben Morgan I’m thinking a form with clocks and labels may be in order for printing
Peter Cobcroft Ben Morgan I think I’ve seen one about I’ll try and find the link.
I found this but it’s not what I was thinking of.
http://recedingrules.blogspot.co.uk/2010/12/countdown-clock-record-sheets.html
I’d like to add that sole items also change the position: if you fight a guard with a blade or two your position would be risky. On the other hand, trying to fight him empty-handed would most definitely end in a desperate position (probably with lesser effect as well)