I have a question about adding items to the standard Load/equipment list.

I have a question about adding items to the standard Load/equipment list.

I have a question about adding items to the standard Load/equipment list. Early on in our campaign (about 10 sessions ago), the Lurk in our game asked if there was a way she could add a ‘concealable, hand cross-bow’ and ‘sleeping darts’ to her equipment list, so she would not have to make an Aquire Asset roll every downtime. Since her character didn’t have any skill to create these herself, I explained that she could accomplish this with a Aquire Asset roll to find a machinist and/or apothecary and a sufficiently long-term project for setting up the mechanist to produces these for her on a regular basis. She did so, and all was well in the underworld.

Then, in our most recent session, the Lurk asked if she get some sort of supernatural smoke-bombs. I grinned and flipped to the new Alchemy rules and announced that there was just such a thing. “Shadow Essence,” I said, reading the description, “and it only takes a 4-clock project to get 1 dose.” “That is exactly what I want”, she replied, “but can I add it to my Load list permanently?” That make me stop and reconsider. The way we had been handling such a thing in the past worked fine for us, but seems to fly in the face of the new rules for Alchemy. I’m currently contemplating how to facilitate this in way allows me to be a fan of the character, while still honoring the spirit of the rules.

Has anyone had a similar situation in their game. If so, how did you handle it?

Simple question: What’s the general level of firearms in the game (or your game)?

Simple question: What’s the general level of firearms in the game (or your game)?

Simple question: What’s the general level of firearms in the game (or your game)? Flintlocks, I would assume, however I can see some crazy-ass clockwork revolvers, too. I’m curious because the interplay of guns and fictional positioning has been on my mind.

In one of our recent sessions, the PC crew, the Black Scales, met with Candra the leader of a splinter faction of…

In one of our recent sessions, the PC crew, the Black Scales, met with Candra the leader of a splinter faction of…

In one of our recent sessions, the PC crew, the Black Scales, met with Candra the leader of a splinter faction of Crows that opposed Lyssa’s take over of their gang. They made a deal that the Black Scales would assassinate Lyssa, and in exchange the Crows would pay tithe to the Black Scales once Candra was able to regain control of the group.

We decided to represent the tithe like this: (Crow’s Tier Roll) – Fortune Roll = coin in downtime. The ‘Quality’ of the fortune roll depends on how hindered the Crow’s operations are (unhindered = 1, at war or actively hunted by the Bluecoats / Inspectors = 4).

Has anyone set up something similar in their game? If so, how did you handle it?

Quick question: What’s the “legality” of vampirism?

Quick question: What’s the “legality” of vampirism?

Quick question: What’s the “legality” of vampirism? For example, is Lord Scurlock left alone only because he’s, well, Lord Scurlock, or is society “accepting” of vampires?

I was thinking a new vampire might be shunned by society at best, but a being of Lord Scurlock’s power is left alone because meddling with him is more costly than it’s worth, unless he himself meddles enough to warrant retribution.

So I’m working on the action list for my gothic horror hack of Blades, and I thought I’d show it to you guys for…

So I’m working on the action list for my gothic horror hack of Blades, and I thought I’d show it to you guys for…

So I’m working on the action list for my gothic horror hack of Blades, and I thought I’d show it to you guys for comments. Much of it has stayed the same, but here are the things I’ve changed so far.

– Wreck is gone, and parts of it has been added to other actions

– Meddle replaces tinker and has been changed slightly to give a more mad scientist vibe as well as handle some of what wreck used to do

– Prowl has been split into Traverse and Prowl. Other than splitting it, the text has been completely unchanged (I even took the name from the text, which make me think they were once separate actions in Blades too?)

– Skirmish has been renamed Assault and now includes portions of wreck. I tried to rename it to something that could imply damaging inanimate things as well as people.

– Attune has been renamed to Blaspheme, but I haven’t written its text yet.

– Consort and Sway have been combined and named Convince

– I added a new action called Wyrd, which hasn’t been finalized yet.

Anyway, here is the full list.

Insight

Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.

Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.

Survey a location or situation to understand what’s going on; sense trouble before it happens; gather information about opportunities or exploits.

Meddle with alchemy and technology you don’t fully understand to create, modify, sabotage or repair; disable a trap, pick a lock, or crack a safe. Use mad science to create chaos and distractions.

Prowess

Finesse an item from someone’s pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.

Traverse obstacles; climb, swim, run, jump, and tumble.

Prowl about unseen and ambush with close violence—a backstab, throat cutting, black-jack, etc.

Assault an opponent in close combat; take or hold a position; brawl and wrestle; wreck a place, item, or obstacle with savage force

Resolve

Blaspheme

Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew’s gangs.

Convince someone to believe or do something with either diplomacy, logic, disguise, bluff or seduction; use connections to gain access to resources, information, people, or places.

Wyrd

What do you guys think of my changes? Can you think of some better names for the actions I changed (specifically meddle, assault and convince, I’m not married to any of those)? Any other name changes come to mind that would invoke gothic horror?

HEEST COMPLETE!

HEEST COMPLETE!

HEEST COMPLETE!

The To Survive War You Gotta Become War Caper ended with the Eels’ war preparations proving ineffective against the submaritime ingenuity of the Dead Setters.

We left last session after the Dead Setters laid a trap in the catacombs/mine tunnels under Coalridge. They used the strongboxes the Eels were after in the previous session (which led to their current war), filled them full of explosives, and staged a fake shipment meant to lure in the Eels. The Eels ambushed the convoy and were counter-ambushed in turn. We ended with the Dead Setters’ Whisper, Teatime, coercing one of the Eels’ recently dead to lead them to his lair in a half-flooded warehouse (useful for loading wagons, docking boats, storing cargo, and looking disused and abandoned) on the canal where some of the retaining wall had crumbled into the water. Richter, their Spider, had gotten lost along the way but he had purchased the Foresight ability so he could still assist.

Richter tried to find his way out of the catacombs and did so, clambering up a watery rockfall right into the Eels’ lair (a devil’s bargain)! The Spider turned it around perfectly, though – he produced his fine whiskey flask and claimed he was there to parley. An impressive Sway roll stopped his impending stabbing and we discovered that Richter had drugged the bottle with sleep essence. The half-dozen Eels – and their lieutenant Unagi – all passed out, along with Richter (who was still able to help through Foresight and Mastermind).

Meanwhile, the Setters’ Leech rigged up a gondola to be a submersible and the Cutter approached out of sight of the enemy lookouts. The Hound took out the Eels’ sharpshooters and the Cutter obliterated the lookouts on the water-facing side of the lair. The Eels simply weren’t prepared for a submarine.

The main battle I ran as an 8-clock, since I figured as a Tier I gang the Eels probably only HAD about eight guys left, and that was being generous. A crit on a Teamwork Skirmish felled most of the Eels, prompting one lieutenant, Remora, to attempt an escape by gondola. The Leech’s clockwork spider-bot had been waiting for this (via flashback) and started drilling holes in the boat. The Leech rocked an Attune roll and actually summoned a ghostly gondolier to punt the surrendering Remora back to the Dead Setters’ waiting thugs.

Moray, the Eels’ rotund, dangerous boss, dragged Richter’s unconscious form out onto the catwalk ringing the warehouse floor. The Hound snuck up behind Moray and all three fell into the canal. Moray let Raven (the Hound) stab him and wrapped his meaty hands around her throat, determined to drown her even as he bled out into the inky water.

I dealt harm to Richter, as he was unconscious and underwater. That’s when he used his Mastermind ability, his special armor taking the form of inflatable clothing, pulling him and Raven to the surface. Rook the Cutter and Raven drowned the shit out of Moray and Raven left him as a sacrifice to the Deathseeker crows (she’s started trying to gain their favor as a LTP).

We ended the session there, but we still need to see how the Dead Setters will treat their prisoners (Unagi the Lurk, Remora the Spider, and five thugs who were lucky enough not to fight the Cutter), handle Heat (HEAT WILL BE GAINED), and decide if they want a bigger Coin payout and liquidate all the things, or a smaller Coin payout but use the Eels’ lair as Turf or something.

Quickest. War. Ever. But then, sixes on near every roll will do that, and it was still a fun session and one where I felt I got everyone into the spotlight. Everyone’s pretty damn good at fighting or resisting harm at this point, and although it’s hard to steer clear of that in a gang war, I’m going to look for ways to maybe lure the guys towards more cerebral scores in the future. We’ll see. It might be that they’re just Thieves who secretly act like Breakers, and that’s okay. That’s what veteran advances are for.

#heestcomplete

The Porcelain Dolls: Session 2 (January 20th 2016)

The Porcelain Dolls: Session 2 (January 20th 2016)

The Porcelain Dolls: Session 2 (January 20th 2016)

The crew has agreed that they will attempt both jobs: stealing the painting for Mylera Klev, and the case of whiskey for Baszo, and keep everything as quiet as possible in order to keep on the good side of both factions.

Shade talks to a possessor ghost friend of his named Nyryx, and persuades them to jump from body to body in order to do a little recon at the coal warehouse (in return, Shade agrees to help Nyryx get rid of a rival named Tocker sometime in the future). As a result of this, they are able to confirm the presence of the painting in a large vault in the basement, protected by a strong lock, but no guards actively patrolling that level. Meanwhile, Boots leads a group action with the others to scout out the entrances and exits, as well as the surrounding buildings, finding the best rooftop vantage point as well as identifying their point of entry: a coal chute that leads into the basement.

Next, Shade performs a ritual (killing an anonymous street urchin in the process) to summon a small air demon, who looks like Tinkerbell, but made out of smoke, with a mouth that would make a sailor blush. While petulant and verbally abusive, it agrees to do recon on the Red Sashes’ HQ (a former manor house known locally as The Temple). It reports that the case of whiskey is kept in the larder off the kitchen, and while it would be a simple matter to get to it, the roving guards would make it difficult to do so unseen. Again, the rest of the group scouts around (again with Boots in the lead), identifying all entrances and exits to the house.

The Playing Both Sides Job:

That night, they hit the coal warehouse first. They get a 6 on the Engagement roll, so no complications. While Boots and Shade keep watch from nearby rooftops, Thorn and Constance slip into the parking lot and down the coal chute without incident. I put out two clocks: theirs is Open the Vault, and mine is Guards Alerted (each with 8 segments). Thorn decides to use Tinker to pick the lock, reasoning that while Constance could use her demolitions tools to break the door open, that would definitely cause more noise. There are a couple of tense rolls, and every time Thorn gets a 1-3, I tick off a segment of the Alert clock, and they can hear the guards arguing upstairs about whether they heard a noise or not. Thorn gets the vault open, grabs the painting, considers taking some of the Lampblacks’ coin as well, but then thinks better of it. Meanwhile, Constance rigs up a bag of grain with a hole in the bottom, situated on the edge of a shelf, for a time-delayed distraction. This is when I hit them with their second clock: Escape (only 4 segments this time). Things get really tense as there are a lot of 4s and 5s, while Thorn gets up to about 7 Stress. In the end, they creep up to the ground floor, and find an unguarded side door to make their escape. Upon examining the painting, Thorn and Constance discover that it moves (like in Harry Potter). Shade later speculates that the artist somehow utilized electroplasm in the paint.

Next comes the second job. This time their plan is to cause enough outside distractions to draw all of the inhabitants of the house away from the side with the kitchen, which will allow Thorn to slip in, grab the case from the larder, and exit without having to risk any more Stress. Boots is on a rooftop across the street from the Temple, carrying lots of guns. Thorn is hanging out near the side entrance. Constance has called on her friend Marlane from the docks to help provide a distraction. Marlane is mute, which suits Constance fine; she’s gotten quite adept at interpreting body language. Shade is down the street, ready to act as backup if necessary.

Again, there are two clocks: they have Distractions!, and I have We’ve Been Spotted (again, both 8 segments). This time they only get a 4 on the Engagement roll, so I go with the complication in the example: As they’re getting into position, some Bluecoats come barreling up the street and start yelling at the gate guards, demanding to speak to Mylera. Constance and Marlane choose that moment to start a bare-knuckled boxing match out in the street. She rolls a critical, so it definitely gets the Bluecoats’ attention. As they crowd around, she asks them Tyler Durden style, “Who’s next?”, and the sergeant steps up and takes his jacket and shirt off. While this is happening, Shade finds someone on the street who’s drunk, but not yet passed out, and offers him a purse full of coins to go toe to toe for 30 seconds with the sergeant. The drunk takes him up on it, lurches over to loudly declare that he’s next, and predictably, gets knocked out with a single punch. Meanwhile, Boots starts shooting out windows from a nearby rooftop. I give him the option of using the rifle (which would make the roll easier, but the ammo was distinctive, so there was a greater chance of discovery when the scene was investigated later), or use his pistols (which would not convey as much of a bonus on the rolls, but would not arouse suspicion after the fact). He goes with the pistols. The first shot misses a window, but the second one finds its mark, drawing the interior guards (visible by the lamps they carry as they move past the windows). By this time the fight club has died down, and the sergeant remembers that he and his men were there for a reason, so they go back to interrogating the gate guards. However, they’re now in a position that Boots is able to shoot one of the statues on the roof of the Temple and cause it to come crashing down on the front walk. What he didn’t intentionally plan was that it in fact lands on the sergeant’s head, splitting his skull and spilling a lot of blood on the walkway. However, in the end this has the desired effect, and Thorn is able to retrieve the whiskey without making a single roll.

The next day the group splits up again, with Shade and Boots going to see Mylera, to present the painting immediately upon accepting the job. Mylera is duly impressed, though a little distracted by the fact that there is an investigation going on regarding the sergeant getting killed on their front doorstep the night before (which of course Shade and Boots know nothing about). Meanwhile, Thorn goes to pick up a case of the cheapest, lowest quality whiskey he could find, and swaps out the bottles. When he goes to talk to Baszo, he accepts the job and offers the case of cheap whiskey as a placeholder. When Baszo opens it and sees what’s really inside, he is duly impressed.

The crew earns a total of 4 Rep and 4 Coin, 1 of which Constance brings to Lyssa, to inform her that the crew did both jobs and also offer her The Crows’ cut. Lyssa is duly impressed, and the crew’s reputation as Daring is reinforced. After that, they take their well-earned downtime actions. Everyone has at least 6 Stress, so they all indulge their Vices. Additionally, Boots and Constance work to reduce their Heat, which was more than they were expecting due to the unforeseen deaths that occurred. An Entanglement roll results in The Unquiet Dead, so I rule that the body of the bum that Shade killed for the ritual was not found in time, so they’ll have to contend with his ghost later on.

Notes:

This was our first real interaction with the Mechanics, and I’m loving every minute of it so far. The clocks just work. Since they were attempting two jobs at once, I wanted to make sure they were very distinct in nature, with very different kinds of obstacles. Nearly all the details were improvised on the fly.

#dontmesswiththedolls

When a Spider has Jail Bird and gains a +1 faction status, who is that with? Ironhook Prison?

When a Spider has Jail Bird and gains a +1 faction status, who is that with? Ironhook Prison?

When a Spider has Jail Bird and gains a +1 faction status, who is that with? Ironhook Prison?

The Porcelain Dolls: Session 1 (January 13th 2016)

The Porcelain Dolls: Session 1 (January 13th 2016)

The Porcelain Dolls: Session 1 (January 13th 2016)

[Foreward:

I started running this back in January, and we’re now 12 sessions in as of this writing. I meant to start getting this up here a bit earlier, but I’ll catch up as quickly as I can.]

The Crew:

The group of ragtag scoundrels and Thieves known locally as The Porcelain Dolls (called such due to their habit of wearing bone-white masks while on the job) hangs out at the Leaky Bucket. Their actual hideout is an abandoned doll factory in The Drop (which we decided was the small island on the north side of Crows Foot, so named for the large difference in height between one side of the canal and the other), which is only accessible via the rooftops. The crew consists of:

Constance: Cutter (and Not to Be Trifled With). Daughter of a Seaside Dockers foreman (whom she killed when she was 15). Hears the voice of Yanth Agog, a forgotten god, in her head, who tells her to do the most random things sometimes (Vice: Faith). She assumes it’s all part of some larger plan. Carries a ship’s anchor as her main weapon.

Boots: Hound. Formerly known as Sergeant Dygen of the City Watch, he was drummed out of the Bluecoats for attempting to sidestep a superior officer and cut him out of a side business he had going on. He has a penchant for card games (Vice: Gambling), carries more guns than you’re ever seen in your life, and is always accompanied by a large wolfhound named Valter.

Shade: Whisper (and Ritualist). Disgraced nobility from Skovlan, he turned his back on his family and heritage and fled to Doskvol. He is well known for his unnatural appetites, the fact that he frequents a brothel run by Setarra (Vice: Pleasure), and being an all around creepy motherfucker.

Thorn: Lurk. Hailing from a large Severosi gypsy family, Thorn has been everywhere and seen it all. Railjack, crematorium attendant, leviathan hunter, deathlands scavenger, he’s done a little bit of everything. Every once in a while one of his cousins shows up looking for his help with something (Vice: Obligation).

Session 1:

Roric is dead. The peace he brokered between the Lampblacks and the Red Sashes is about to dissolve. Meanwhile, Lyssa offers a hefty reward for the head of Roric’s killer, screaming in the streets for his killer’s head, as if everyone wasn’t convinced that she did the deed herself.

Mylera Klev sends the crew an engraved invitation c/o The Leaky Bucket to meet at their earliest convenience (provided their earliest convenience was at 1pm that day), so Shade and Boots go to talk to her. The conversation is filled with flattery and no small amount of flirting between Mylera and Shade, and ends with her offering them a job: Baszo Baz is in possession of a particular painting that she (as an art lover) very much wants. She graciously gives them 24 hours to give an answer, and if they agree, an additional 48 hours to deliver the painting.

Meanwhile, one of the Lampblack’s thugs comes around to inform Constance and Thorn that Baszo wants to talk to them. They head off to the coal warehouse, where Baszo reminds them that they’ve stepped on each others’ toes a bit in the past, but that he’s looking for strong allies in the weeks to come. He offers them a job as well: Mylera is hoarding a case of the finest 80 year old whiskey, and he wants it.

The crew agrees amongst themselves to do both jobs in the same night, delivering the goods at the same time as their acceptance of the jobs. Additionally, they resolve to outwardly maintain a friendly demeanor to both factions, and avoid (for as long as they can) openly choosing a side in the war that was to come.

Constance, being the self-appointed leader of the crew, meets with the Crows on her own to inform her of the crew’s intentions. Finding Lyssa at the watch tower, she offers her congratulations. Lyssa, a bit preoccupied at the time, maintains her innocence in Roric’s death, so Constance offers her condolences instead.

Notes:

Not a lot in terms of mechanics this time around, mainly just establishing setting and situation.

#dontmesswiththedolls