So the Motes (thieves come cult) have just finished a few long term projects to collect materials, research…

So the Motes (thieves come cult) have just finished a few long term projects to collect materials, research…

So the Motes (thieves come cult) have just finished a few long term projects to collect materials, research mechanisms and attuning, and develop a workshop that makes lifelike avian hulls, in particular – deathseeker crows, mimics of the Spirit warden’s pets.

In addition they have sourced a cohort of zealous adepts that are poised for a mass suicide in order to draw a murder of crows to their ritual site in Barrowcleft as they perform their own human sacrifice ‘sealed in blood’.

As they infuse their souls into the clockwork crows, they will tear the actual deathseeker crows into feathers as they arrive and use this as the detail for their infiltration score into the BellWeather Tower…

What could possibly go wrong?!

I’m so excited to play to find out😉

Question about advancing attributes/actions. Just want to make sure that I understood that correctly:

Question about advancing attributes/actions. Just want to make sure that I understood that correctly:

Question about advancing attributes/actions. Just want to make sure that I understood that correctly:

There are only two ways to get a tick in the attribute track:

1. Desperate roll with this attribute

2. Training the attribute as a downtime action

For 2. you need the Crew Upgrade for the attribute first.

Correct?

I ask because advancement came up and playbook advance seems to be a looooot easier than attributes. All the quirks, the vice stuff, good roleplaying counts towards the playbook and only the precious downtime actions (mainly needed for Vice and Recover) are available for the attributes.

Action Descriptions

Action Descriptions

Action Descriptions

Here’s a sample of the Actions in the book. I’ve re-written the descriptions with an emphasis on showing how the actions tend to overlap and are less rigid than traditional RPG skills. Let me know what you think!

EDITED (a revised version based on Duamn and Jamie’s feedback):

http://onesevendesign.com/blades/blades_actions_preview_02.pdf

The Porcelain Dolls: Session 3 (February 17th 2016)

The Porcelain Dolls: Session 3 (February 17th 2016)

The Porcelain Dolls: Session 3 (February 17th 2016)

Downtime actions for the Playing Both Sides Job:

Constance goes up to the roof of the Leaky Bucket for some alone time. Yanth Agog speaks to her and gives her the task of following Boots for the night. She catches up with him at Spogg’s, where he’s firmly ensconced in a card game. Some Bluecoats show up, a prickly sergeant and the three officers from the night of the previous heist. The sergeant makes a show of goading Boots, but Constance steps in. There’s a tense moment, but the sergeant decides to go bother someone else. When the sergeant is out of earshot for a moment, his subordinates greet Constance respectfully.

Shade emerges from a week-long binge of debauchery to discover that the situation between the Lampblacks and the Red Sashes has not yet escalated, but things are very tenuous.

Thorn goes off to deal with family business until further notice.

Turf Claim #1 – The Drop:

The group decides that they need to expand, and that they should control the entirety of their little island. Boots has an idea to start cleaning up The Drop (and later on, all of Crow’s Foot), in order to attract a wealthier class of residents, which they could then rob. To that end, they begin investigating the Lampblacks’ operation in their immediate area. The Lampblacks deal in, among other things, a low-end drug known locally as Tar, which is taken by smearing on one’s tongue. Shade conducts a ritual of his own devising to become invisible (he’s actually warping the Ghost Field, wrapping it around him like a cloak), in order to Survey the dealers. It mostly goes well, but stepping into the Ghost Field is dangerous, and colder than he expected. He risks frostbite to get an accurate picture of the dealers’ comings and goings. Meanwhile, Boots attempts to Consort with the dealers as just a local face in the crowd. This doesn’t go as well, and they figure out he’s up to something in the process. Constance goes after the users, shaking them down for information using Command. This goes as expected.

Armed with their information, they make their plans to Assault the dealers. They will approach them first and deliver an ultimatum: They have three days to cease operations on the island. Then, whoever’s left will be killed. Constance goes to see Lyssa, and informs her of the group’s intentions. Lyssa mentions that this will indirectly result in a loss of income for the Crows, so the group should have some plans to make themselves profitable. Constance agrees to do a job for the Crows.

The next day, they approach the dealers, in full costume (the white masks they wear make them look like porcelain dolls), and tell them they have three days to get out. This gets mixed reactions, mostly amusement. Three days later, they make good on their threat. They start close to home, with a group of thugs hanging out on the northeast corner. The dealers are ready for them, but the fight very quickly goes in favor of the Dolls. Constance in particular is a sight to behold, causing massive amounts of carnage with her primary weapon, a converted anchor, while Boots provides covering fire. Shade uses his vials of electroplasm to quickly dispose of the bodies after the fight. Constance takes a hit defending Boots.

They move on to the second group, who deal Tar out of the park on the west side of the island. Again, they make short work of them, but Constance takes another hit.

It’s about this time that reinforcements arrive over the bridge from the southern end of the Marble Street Bridge. The group goes to meet them, at which point Constance calls for a halt, and Commands them to side with the Dolls instead. Some of the group stand down, but the leader attacks. Constance again rises to the occasion, and Shade attempts to Sway the remaining two thugs to join them. Another one stands down, but the last attempts to flee and warn Baszo. Boots barely manages to pull of a snapshot to bring him down.

The payoff is another 2 Rep, but no coin. However, they gain their first point of Turf, and can confidently claim that they control their island (for now). However, the operation brought a lot of Heat (narrowly managing to avoid gaining a Wanted level), and as a result the crew caught the attention of the Inspectors, and Constance has to hand over 3 Coin to Lyssa to make the investigation go away.

Downtime actions for Turf Claim #1:

The crew spend the next downtime cycle attempting to reduce Heat and Stress. I rule that the crew has access to the three thugs they managed to win over from the Lampblacks, but until they can pay for the Cohort upgrade, they’re just background color, carrying out low-level tasks for Constance until she feels she trusts them enough with real work. If she wants to use them on a trial basis, she can Acquire them as an Asset temporarily.

Notes:

As jobs go, this one was very simple, a straight-up combat. It was represented mechanically by a series of clocks, one for each group of enemies. Constance’s scale bonus went a long way to leveling the playing field, but they took a few hits in the process. It also served to illustrate why straight-up combat doesn’t happen more often, because they got up to 8 Heat and had a difficult time dealing with it elegantly afterward.

Thorn’s player unfortunately had to drop out of the game due to a conflicting work schedule. He’ll be missed, but Thorn himself is still around somewhere, and may show up as an NPC in the future. Fortunately, the score/downtime structure makes it fairly easy to drop people in and out as necessary. We end up exploring this further in later sessions, as each of my other three players eventually bring in an alternate PC, and I come up with what I think are some fairly decent house rules for dealing with that.

I’m using Evernote to organize my stuff, and so far it’s working quite well. I have two notebooks: One is public, and contains my session writeups (which is what these posts are based on), as well as notes for various NPCs and locations that the PCs have encountered. I also have a private notebook which has all my behind the scenes stuff. There’s a note for the current job (whatever it happens to be), and one for ongoing long term-clocks and NPC plans. The most important one is called Lingering Questions, where I jot down all the loose ends I inevitably find myself with when running a game (“There’s an ongoing investigation into the death of Sgt. Galloway. The Inspectors aren’t convinced it was an accident.”). My prep consists mainly of going through this for interesting things to throw at the players. It’s been exceedingly helpful for providing a sense of continuity and consequence for the players.

We have a whiteboard hung up on the wall that I’ve been using for the clocks, and that worked just fine, but later on I worked out an even better solution. More about that later.

#dontmesswiththedolls

Our group’s cult is ramping up to Tier 1, so I’ve been reading up on those rules and I’ve a couple of…

Our group’s cult is ramping up to Tier 1, so I’ve been reading up on those rules and I’ve a couple of…

Our group’s cult is ramping up to Tier 1, so I’ve been reading up on those rules and I’ve a couple of (stupid/obvious) questions, that might make perfect sense to people who’ve actually used them on the table already:

1. when you advance in tier, your hold drops by one level – is it possible to advance when your hold is weak? 

2. when you go to war, your hold is reduced by one level temporarily (for the duration of the war) and if your hold is already weak, you drop a tier – does this mean that when the war finished, you go back up the tier you lost because your hold was already weak, or do you remain down on the lower tier and just gain hold instead?

3. Does the drop in Tier affect everything (Rep for taking them on, size of gangs, downtime actions etc.) that depends on Tier?

I wanted to thank the community for being so awesome, to me and everyone else.

I wanted to thank the community for being so awesome, to me and everyone else.

I wanted to thank the community for being so awesome, to me and everyone else. This is one of the best RPG communities I’ve dealt with, so hats off!

John, get back to work. 😉

Did you see those amazing Pathfinder Council of Thieves dice sets?

Did you see those amazing Pathfinder Council of Thieves dice sets?

Did you see those amazing Pathfinder Council of Thieves dice sets?

I´m in love with those D6 to use it with Blades! It is a shame that can not be bought separately…

The not yet finished game Ashen Falls is quiet inspiring for me.

The not yet finished game Ashen Falls is quiet inspiring for me.

The not yet finished game Ashen Falls is quiet inspiring for me.

The concept arts are very promising and gives me a kind of eery feel for a modern day blades game, which would focus more on a survival horror aspect instead of beeing supernatural powered scoundrels.

I dont know how others are seeing it but I was a bit unsure about integrating supernatural powers for each class in Blades. Its making pushing it in a kind of high fantasy direction within its dark setting which is not always working for me if not running completely gonzo with the setting (which I did and was the main critic point of my players.)

https://www.youtube.com/watch?v=rpZhAGtCA-8&feature=youtube_video_deck

https://www.youtube.com/watch?v=rpZhAGtCA-8&feature=youtube_video_deck

https://www.youtube.com/watch?v=rpZhAGtCA-8&feature=youtube_video_deck

Part One of our first session together. We did character introducitons, and crew creation this session. Next session is May 10th because one of our players in gone this Tuesday. 

https://www.youtube.com/watch?v=rpZhAGtCA-8&feature=youtube_video_deck