Scum and Villainy

Scum and Villainy

Scum and Villainy

Here’s the first pass of the S&V playbooks John LeBoeuf-Little and I put together.

https://drive.google.com/open?id=0B_Hqgaulk6pvMUVZVmQxdEphVXM

Take a look, give me some feedback. Questions:

Is anything confusing or unclear?

Does anything grab you immediately?

Favorite playbook/power?

Extra rules, starting positions, ships etc will come as they get done.

64 thoughts on “Scum and Villainy”

  1. Whooo! My biggest issue when thinking about space blades was how to handle the attune skill. Using it as intuition as well as a little bit of SWN’s pre-tech/psi-tech seems very reasonable!

    Are you concerned about anyone being able to “Attune to the Way” if you’re doing a Star Wars game? Would the group just assume that effect levels are very low for those who don’t have the gift?

    I laughed at the first friend option for the muscle!

    OK that laugh pales to the laugh I made when I saw Genius Dog as an item for a mechanic!

  2. Eric: Well for one (and this is important) I’m not writing Star Wars specifically – much like Blades isn’t Thief/Dishonored specifically. Namely this has a lot of Space Opera in it of which Star Wars is only one specific touchstone (this has a powerful Hegemony, Precursors with ancient tech that’s weird and warping, jumpgates and a few other things that aren’t exactly star wars).

    But look at what Attune does. Even someone with a really high Attune would read more like Leia (‘my brother is out there, I can feel it’) or just have that knack for having eyes in the back of their head (‘I have a bad feeling about this…’) that warn them when danger is coming.

    Read the Mystic if you want to see what someone with a powerful connection to the Galactic Ley Lines and the Way can really do with Attune.

    Ultimately, I’m writing a cool universe which has many stories in the vein of Star Wars (but also GotG, BeeBop, Firefly etc) because it’s a very powerful and widespread Space Opera touchstone (and seriously, just fun). If it’s super important to you to get Star wars exactly right – you can just talk to your group and be like: hey can you not take Mystic powers with your Veteran stuff so we can keep the verisimilitude of the cannon going?

    There’s always the option of some sweet house rules and further hacks!

  3. 1. What do Gambits do when you spend them? +1d and some special abilities mess around with them? Also, can you take another playbook’s starting ability as a Veteran advance or is it exclusive? I presume not?

    2. HOLY SHIT I CAN PLAY A TRAVELING HEALER I’M TOTALLY GONNA BE A MYSTIC STITCH AND REINCARNATE MY FIRST PATHFINDER CLERIC! MY DREAMS ARE AWAKENING! MY NIGHTMARES SHOUT LOUDER THAN THE MEMORIES WHICH CONSUME MY MIND!!!!!!!!!!!!!

    3. HOLY SHIT I CAN PLAY A TRAVELING HEALER I’M TOTALLY GONNA BE A MYSTIC STITCH AND REINCARNATE MY FIRST PATHFINDER CLERIC! MY DREAMS ARE AWAKENING! MY NIGHTMARES SHOUT LOUDER THAN THE MEMORIES WHICH CONSUME MY MIND!!!!!!!!!!!!!

  4. Correct Adam. Your crew will start with some (number varies by specific crew/ship type) at the start of each mission.

    What’s notable is that the gambits pot is on the crew sheet. Any crew member can pull from it and contribute to it.

    Ach, I need to explicitly call out that Veteran can’t take Starting Abilities. John is very much against niche protection (and I actually concur) but Space Opera does tend to give people a concept/gimmick and then make sure they stick to it (BY JOVE!). It’s one of those ‘and this is a way you can hack the system’ things I’m experimenting with.

  5. Eric Levanduski something to note about the Muscle’s friend is – if you use that friend to say threaten someone during downtime … you DO get an extra die (just saying) according to the rules >_>

  6. That’s actually a really good question Adam. I might think about switching that up or maybe even merging the two. I think we had it as reflexes originally but felt like scoundrels needed just a bit more edge in firefights.

  7. Yeah this is just awesome. I’m prepping to embark and play a SWN campaign and now after seeing your work I’m tempted to run this in that generated sector.

  8. I really like the idea of some of the non-material items (bedside manner, martial art style) and some of the friends/rival options are amazing (looking at Vera especially). Thanks for sharing!

    I guess for clarification, the option to play a XENO is a bit ambiguous – not starting w/ the starting move of a playset, but then still picking a secondary one? Also, how “set” is the “inhuman feat” is it more of a “describe it during creation” or more of a “if it makes sense in the scene and you spend gambit – sure.” ?

  9. I Love the Action re-skins. ‘Scramble’ is such an awesome verb.

    Layout is superb, font delivers the nod without the direct copy – coolio.

    I LOVE the gambit mechanic! (the mechanic playbook is dope too) The pilot is my favourite: ‘who ya calling scruffy lookin?’

  10. Ben Wright I think it’s really important to the genre that some people just have advantage because of who/what they are to specific actions, and I’m glad you noticed/like it!

    Xeno just swaps the starting move.

    I definitely want people to be able to play a human scoundrel or muscle, but also be just able to say – yeah ok, I’m a pilot, but I’m also green skinned, and have some sweet tentacles for hair, and have to talk through a little translator. But other than that I’m human (aka: human with brow ridges, or different skin or whatnot) – and not need to switch up the rules, or come up with wierd stats and racial benefits or whatnot.

    But let’s look at a different example: You can have a green skinned lady as muscle. Or a big burly green guy with red tattoos as muscle. No problem, no Xeno trait needed. But if you want to have a giant tree as muscle (although a good argument can be made that Groot is a mystic) who can re-grow limbs, or gain size and step up a few floors etc … … then you might need a Xeno trait in play and spend a few Gambits for some of the awesome way-not-human stuff.

    And the rule doesn’t say that you have to define one thing at creation – I’m hoping people use it as the latter. There are plenty of shows where you find out specific traits of an unusual race (oh, they can survive for a while in the vacuum of space without a suit) only when it becomes relevant and doesn’t contradict previous fiction.

  11. Adam: Blades isn’t as much on protracted firefights. You tend to take your shot, and take some damage on the 4-5 or less. And Resistance rolls should work as usual. Mostly we’ve used Scramble to buffer some things (and the usual running, jumping, wandering over jungle planets). Here’s an example:

    GM: So the Syndicate muscle open fire on you, blaster bolts lighting up the dark landing platform like strobe lights.

    Player: Well I shoot them the hell back, I’m not taking this lying down! Eat hot Scrap dice dirtbags!

    GM: Cool, that’s pretty Desparate. They outnumber you, and you’re in the open.

    Player: Oh right … how dangerous is it if I scramble for cover by the ship?

    GM: Risky I think, but then you can probably fire Controlled if things stay as they are – and that might change if you 4-5 and they shift around positions since they have the numbers.

    Player: Ok. I’ll scramble for the ship. Got a 6.

    GM: Cool, so you manage to make it there without taking any serious hits. Their blaster fire follows you leaving rents in the tarmac. There’s some blaster scorch marks on the hull of the Emerald Void now as they keep firing – pew pew!

    Player: STUPID SYNDICATE DOGS! STOP SHOOTING MY SHIP! Ok, now I’m scrapping with them

    And so on. That said, I’ll see what I can do to tweak the wording to make it clearer.

  12. I have a problem with “I know a Guy” ability. I do not see how it benefit the player : gm tend to offer (at worse) dangerous underpaid time sensitive work. Wouldn’t it be better if the job was Well paid for once? Then I could see à player choosing it.

  13. Ben – you can decide what you want (pick two). You want it paid well? No problem, it’s time sensitive and extremely dangerous. Oh you want a milk run? No problem, pick time sensitive, and not paid a lot. You get to make the call any time you land in a new place.

    S&V is a lot less about holding turf and a lot more about looking for something to keep your ship running and your crew moving, and having more jobs on the docket (particularly if the ones there hit factions you don’t want to tangle with) means something different than it does in core blades.

    It’s a fair comment – we’ll see how it shakes out in playtests.

  14. Could Xeno also be used for mostly normal looking ‘people’ who have had augmentations or cybernetics? Or Robots or AI? shorthand for “Not a normal galactic person”?

  15. This is so great, Stras Acimovic As others have said, the flavor of font, ability names, gear (I like victory cigars), friends, names list, and garb are spot on. I love how broad yet directed it is, especially with the mystic. It may be a small thing, but I particularly like the tone of all the gear descriptions (“regular or extra crispy”).

    (I can hear the Bebop jazz intro while reading these, and highly look forward to ships and other elements of the skin).

    Some notes: The Speaker’s starting action dots seem to maybe be a copy from Scoundrel. I’d expect 2 in command and one in Consort myself. Also, I think you may want to capitalize ID in the speaker’s gear, otherwise that makes an intriguing psychological statement (either way, I love what the word “legitimate” implies about everyone else). It’s also intriguing that Speaker is the only one who gets to specify any friend in the blank. Smooth and subtle move.

  16. This looks really cool! I may be looking forward to this more than the official release of Blades (haven’t bought the Early Access yet because I want the book).

    First off, I love that typeface – great mix of Sci-Fi with a hint of weird fantasy.

    I don’t have any design comments, but I did notice some typos. Not sure if that’s the type of feedback you’re looking for but I’ll just mention them anyway: “Precussor” in the Attune text should be “Precursor”; “Wierd” in the Vices and the Mystic’s Friends should be “Weird” (unless that’s a specific in-fiction alternate spelling, I guess); on the Stitch’s Item list, “Bediside manner” should be “bedside manner”.

    Also, calling them “action dots” seems a bit odd when they’re triangles on the character sheet. Action arrows, maybe?

    Anyway, I super excited to play this whenever it’s done! Good work!

  17. I’m loving this… The muscle friends an special gear are fantastic… If there had been a ship/crew sheet playtested it like mad at this weekend local rpg con…

  18. I’m sure you already have plenty of great ideas for crew sheets, ships, and claims Stras Acimovic but what you said above about this game being less about Turf caused me to think of claims as problems or scarcity types the crew faces until they secure the claim.

    So depending on crew types claims might be key scarcities/resources for that type, probably even associated with the zones of a ship silhouette: Sufficient Provisions, Sufficient Fuel/Parts, Out of Debt, Maintenance-free, Legal Legitimacy, Source of Lucrative Jobs, Source of Safe Jobs, Black Market Contacts, Favor/Respect, Safe Havens, Relative Security, Loyalty, Sovereignty/Title, etc.

    Then seizing claims is all about continually struggling your way toward the dream (maybe Independence, Freedom, Luxury, Respect/Glory), which may even mean working your way into the center square starting from the edges of the typical claims map. The outer ring could represent basic needs, while the inner ones are more intangible and luxurious.

    That way, these stories would push players to start with many basic needs that can only be seized and held by interacting with other factions. Claims are the clearest guide for players about directions to proactively push the crew, so I think it’d be neat to push them toward decisions between things like decent/enough food vs decent routes vs decent social standing vs decent security

    Just an idea that occurred to me.

  19. Alright, now for some actual feedback. For starters, this whole thing is brilliant, and I’m super excited to see ships and more setting stuff. My favorite book is absolutely the speaker, but my favorite power to Moral Compass under the stitch. Now for specific feedback/questions/observations.

    Gambits – Would require playtesting, but I feel like the game will be short on gambits (unless there are more gambit rules I’m missing). Are there enough gambits to have potentially multiple PCs use them for powers? I realize it’s tricky, because having more gambits makes the mystic more powerful, but if there is a mystic in my group (and let’s be honest, there will probably be at least 2) I won’t want to take any gambit powers because they’ll chew through them.

    Minor quibble – helming a spaceship seems more insight than prowess, but I don’t really have a solution for that.

    MECHANIC

    He has an ability called Hacker, but it uses study and none of his abilities use Hack even though he is described as a hacker. I feel like he really needs a bonus for using Hack somewhere.

    MUSCLE

    Wrecking Crew – I incorrectly assumed that spending gambits worked like pushing yourself but without the stress. So I thought you could spend them for +1d, potency or to act despite severe harm. If that is the case, then this would be something like “Whenever you spend a gambit in combat, you also gain +1d and potency to your action.” Is there a reason why you limited gambits to just +1d?

    Battleborn – Clearing stress for harm, that’s neat. I assume this doesn’t happen if you choose to resist the harm?

    Ready for Anything – Whew boy that seems powerful. My first thought was that it’s too good, but it’s balanced by being a fairly rare occurrence (probably). Also you’re already kind of boned when it happens.

    It’s funny that they have a friend who is a sniper rifle, but then why isn’t that also on their list of items? Don’t they ever use it during scores?

    Somewhat related, on one hand it’s cool that all their weapons have names, on the other hand I’d prefer to name my own.

    MYSTIC

    The Way – If I use kinetics and spend 6 stress, will a gambit reduce that to 0 or 5?

    Psy Blade – how do you charge it?

    In Balance – when you make the attack, do you roll attune, scrap or something else?

    PILOT

    No special armor? Nothing wrong with that, he’s just the only one

    SCOUNDREL

    Shoot First – Well named

    Tenacious – If you used veteran advances to pick up this and battleborn you could get rid of some free stress, assuming your DM likes giving out level 1 harm. This isn’t a problem, just an observation

    SPEAKER

    Heart to Heart – Very interesting. I can’t tell if this would make an alpha gamer more or less annoying. The benefit is nice, but now the alpha will be even more insufferable when you don’t take his advice.

    STITCH

    Moral Compass – That is seriously cool. My favorite ability I think.

  20. I don’t think any of these were covered up top, but feel free to ignore any duplicates that I’ve accidentally generated:

    How does a Mechanic’s special armor end up being targeted when a machine breaks? Do I use it to prevent damage to my machine, or do I use it to prevent damage to me from my shit breaking?

    So you can’t target other people with Kinetics (Mystic), but what about droids, etc.?

    When you say “Sway” for Psy-Dancing (Mystic)…do you mean Sway or sway?

    The fiction side of Keen Eye (Pilot) seems really super strong.

    Does Exceed Specs (Pilot) count for enemy ships as well, even if you’re not piloting them? Does it count always when you’re not piloting, but just on-board? It seems like suddenly the Pilot is literally the best wrecker ever if I can go on board and wreck systems to gain a bonus on wrecking systems.

    Infiltrator’s (Speaker) wording seems off somehow? It’s a little unclear at the end.

    Now for me gushing all over everything, but especially Gambits and Muscles.

    I really like the gambit for the Risky action. I feel like Risky is the least-loved position.

    Center is such a cool ability for the Mystic.

    Hedonist is great.

    Victory Cigars!

    I’m a Doctor Not a…is just fantastic. I love that. And their Fine Bedside Manner is also great.

    Favorite Playbook/Power

    -I love the backup ability for the Muscle. That seems super cool.

    -Ready for Anything seems…both really cool and ridiculously strong.

    -PREDATOR IS SUPER AWESOME

    -That gear is too cool too…I’d just max out at heavy and start cycling through weapons just to see them in action. Wouldn’t even matter if it was the right weapon for the job.

  21. Would the Ship make a good Friend for the Pilot? Or could a Pilot Consort with Ships in general? Like how a mechanic and speak to machines? Should a Pilot have a special bond with a particular ship or be more like a “driver” type?

    “It’s what keeps her flying” – you can attune to your ship as a set up action for an additional +1D

  22. Adrian Thoen Sure! Xeno is meant to indicate anything different in origin (so a robot or cyborg would be fine). In general being Space Opera it focuses on aliens, but there’s absolutely no reason you couldn’t go that route you wanted.

    Thomas Berton that feedback is fine ^_~ Mostly it’s me copy-pasting and typing in inDesign (which doesn’t do spell-checking since it’s a layout tool). But I’ll have those fixed for the next version. And I’ll see what I can do about dots.

    Also yes. Tenacious does exactly that.

  23. Adam Minnie I’m glad you like the tone – I tend to write flippantly and a little tongue in cheek when I’m writing genre stuff – but I was worried it wasn’t everyone’s bag.

    Oh man – you got me! The Speaker starting dots should actually just be flipped: Consort 2, Command 1. I’ll fix ID.

  24. Eric Levanduski that’s perfect on the friend. I was thinking in that vein (see muscle and speaker) and I feel silly that I hadn’t thought of it for the pilot. I’ll definitely add that.

    I’ll see what we can do for a move there. I’ll put the attune idea on the docket.

  25. (capers excitedly) THIS is what I’ve been waiting for! Now to dust off my notes for that all-catgirl version of Cowboy Beebop…with jedi and psykers…

  26. Stras Acimovic, I can see that Dark Visions and the seductive power of hate will be both rather predominate as a ‘Dark side Bargains’ for our Mystic 😉

    Also, do you have a starting sitch? I’m keen as mustard to run this on demand @ Ettin Con!

  27. Nathan Roberts  I do have a starting sitch. I’m moving in the next few weeks, but I’ll see if I can scramble something together for you (that’s far more likely than a ship/crew in that time).

    It starts after the heist is done (yeah you got the goods!), but you exit the building under fire (obviously double crossed) with some hoverbikes nearby aaaaaaaaaaand go. Why were you double crossed? Can you get your ship released from dock on this city-planet? Can you SELL THE GOODS before you’re caught by the original owners? Find out on this exciting episode of SCUM AND VILLAINY.

    cough … may have gotten a little carried away there.

  28. Mark Griffin thanks for the in-depth feedback! Let me throw a few comments back at you and answer your questions (also thanks for answering my questions up top!) What’s your favorite bit about the Speaker if I may ask? It’s one of those books I wasn’t sure would appeal broadly or be obvious about why they were cool.

    Gambits: One piece you might be missing is that crews start with a pool of gambits (3-5). Also certain classes (like mystics) have ways to generate easier gambits (they also get it on any mystic power crit). Fun fact, something we’re trying out atm locally is playing with a 3-cap on skills, and gambits cropping up on 6+ on Risky but crews starting with 1-3.

    In general we treat gambits like spotlight moments. Nobody can tell you no when you pull one, and the group will just figure out their dynamic. If they enjoy seeing the Mystic push or pull something big now and again, maybe they leave some. And sometimes, you just don’t have Helm and you need to not crash your speeder bike and the Mystic can go suck eggs and pay in stress if they have to.

    Minor quibble – helming a spaceship seems more insight than prowess, but I don’t really have a solution for that

    John LL and I had a big discussion exactly about this – and we ended up deciding that piloting was more reflexes and pulling on joysticks/wheels (not to mention that this handles giant riding birds, hovercars and the like too) and we didn’t have a better candidate for prowess. ^_~

    MECHANIC

    has an ability called Hacker, but it uses study and none of his abilities use Hack even though he is described as a hacker

    This is a legit point. One thing you’ll note is that the Cutter has nothing that specifically helps Skirmish. And the Lurk has nothing that helps Prowl. Often it’s gear (sweet hacking rig) and situational bonuses (you know how to find weaknesses in systems and code … which gives you a setup bonus to hacking, and just good gather info). But you’re reading the class carefully, and if you can’t see the hacker build it’s probably something to take a look at.

    MUSCLE

    Wrecking Crew – I incorrectly assumed that spending gambits worked like pushing yourself but without the stress. So I thought you could spend them for +1d, potency or to act despite severe harm. If that is the case, then this would be something like “Whenever you spend a gambit in combat, you also gain +1d and potency to your action.” Is there a reason why you limited gambits to just +1d?

    That’s a solid question actually. I don’t really have a good reason. Something to think about.

    Battleborn – Clearing stress for harm, that’s neat. I assume this doesn’t happen if you choose to resist the harm?

    It works just fine as long as you take some harm. If you reduce a 2 to a 1 this works great. If you 1-to-Zero then no. Also, remember that protect is a group action (so you can take damage for your teammates) and I expect a number of the defensive Muscle builds to go the John McClane route and Veteran Tenacious from Scoundrel for maximum dramatic wounds with the least game impact >_>

    Ready for Anything – Whew boy that seems powerful. My first thought was that it’s too good, but it’s balanced by being a fairly rare occurrence (probably). Also you’re already kind of boned when it happens.

    Yup. We’ll see how this works out in playtest, but you pretty much nailed it. This is the moment when you declare you have a hidden weapon, or you brought that detonator, or whatever it is that suddenly takes you from ohnoes to even footing.

    It’s funny that they have a friend who is a sniper rifle, but then why isn’t that also on their list of items? Don’t they ever use it during scores?

    You know, you can bring your friends on scores. Like if I know Marlane, I can convince them to come with me ^_~ But that does beg the question – how many slots (2) etc. I’ll see if I can make that clear. Fun fact, you can use it during downtime for extra actions (like if you threaten the Heat into backing off your tail) but clarity is probably handy.

    Somewhat related, on one hand it’s cool that all their weapons have names, on the other hand I’d prefer to name my own

    I’m actually with you? Weapons are a personal thing. But there are certain design choices to be made for speed of char creation, and also for hilarity of storytelling (anyone that plays is going to grin like a maniac when you say “so we were ambushed, and I triggered Ready For Anything and flip my coat back over Zmei…”). By that logic – which btw I’m not saying is wrong – you should also name all your friends.

    If you want to rename the weapons though – scratch out the current ones and just pen right over the names ^_~ I encourage it.

    MYSTIC

    The Way – If I use kinetics and spend 6 stress, will a gambit reduce that to 0 or 5?

    Zip. It’s your get out of jail free card. Want to have that epic moment when you stop trying to deflect shots and instead mind shove the whole gang down to give your group an opening? Spend that gambit!

    Psy Blade – how do you charge it?

    It’s fictional. Like turning on a lightsaber. If you have a connection to the Galactic Ley Line and a moment or three you can just do it. If you’re someplace the Way is thin or spent, or you’re under fire and need focus maybe an Attune Roll (attune to the way) is appropriate? I figure the group will decide for themselves at the table. But I didn’t think “roll to turn your sword on” was a thing. You paid for the power. Do it. The Cutter doesn’t have to roll to punch hard with Brutal. Go be awesome. Pick up that broom handle and wreck the power-armored Hegemonic High Guard with it. The more impromptu the weapon the more I want to make popcorn and watch that action scene. I’ll see about wording if that’s unclear.

    In Balance – when you make the attack, do you roll attune, scrap or something else?

    As with any action, you describe what you use to do it, but Scrap is how you fight in both melee and blaster, and you’re using a sword to reflect a blaster bolt. That’s what I envisioned as the most common answer? But if someone is closing their eyes, and reading the incoming danger, and blind reflecting and aims for Attune – WHO AM I TO TELL THEM NO IN THAT BADASS MOMENT (but I would say Desparate >_>).

    PILOT

    No special armor? Nothing wrong with that, he’s just the only one

    Heh. The Mechanic got the ‘Save My Ship!’ armor. This was one of those ‘well this is a pattern, but I’m going to break it and see what people think’. Pilots love danger. Not having armor is seriously dangerous >_> You can always Veteran an armor if you want it.

    SCOUNDREL

    Shoot First – Well named

    Why thank you 😀 Also … Ask Questions Later is totally a power they have too >_> surprised nobody picked up on that.

    Tenacious – If you used veteran advances to pick up this and battleborn you could get rid of some free stress, assuming your DM likes giving out level 1 harm. This isn’t a problem, just an observation

    You can also protect teammates and then reduce it with a Resist or armor …

    SPEAKER

    Heart to Heart – Very interesting. I can’t tell if this would make an alpha gamer more or less annoying. The benefit is nice, but now the alpha will be even more insufferable when you don’t take his advice.

    One bit of game design advice. I’ve found it really not fruitful to try and design against bad-faith players. I let the table handle social contract issues. I give folks the best tools I can to have some fun scenes, and feel special when they pick up powers, and trust them to manage such things on their own.

    STITCH

    Moral Compass – That is seriously cool. My favorite ability I think.

    It’s not the most powerful, or the most flashy, but secretly – mine too. What’s interesting is that it’s also Veteran-able. I had a group start with mostly just that and their starting ability, and they would all get XP when blockade running for less pay, or delivering medicine etc. It shapes the game and reflects the fiction of certain shows in interesting ways, plus is showcases some ways you can hack the system that I’m hoping other people pick up on and run with. Also … nothing says it can’t fire off multiple times a session >_>

  29. Michael Yater inDesign CC. I bit the bullet and picked up a year subscription since I’ll be working on a number of playsets, and have the (kind of priceless) opportunity to get some stellar feedback, advice and tips from John Harper and Sean Nittner who are actually good at design/layout.

  30. This is so great. Love this early version. Actions are clutch. So are the playbook titles and abilities. Will give the playbook specifics more than a surface read very soon.

    Curious things, these gambits. I think they are going to be a hit as a team mechanic, but the precedent you set with that and being a xeno strikes me as a bad idea. I wouldn’t like that xenos need gambits to do things their fiction makes a no brainer, but which also involves an action that isnt a no brainer. Which the first page seems to say. If I am roleplaying a waterbreathing PC, I can go underwater for long periods to perform my action and roll when I do The Thing

    Do I take desperate and risky actions and wait around for a crit before I can do it? Then again.. perhaps that was meant to add a possibility, rather than restrict, but it just came out wrong (or I misunderstand). What is the intent of that “aliens” line in step 2? Did I misunderstand how gambits work?

    Also, scramble seems problematic to me as an action. It sounds more like a thing for a Prowess roll, since the need for cover arises because of consequence more than action.

  31. Stras Acimovic  Thanks for taking the feedback point by point, that makes a number of things more clear for me. The only point I’d like to go back to is the bit about the Mechanic and hacking. While neither the Cutter or Lurk playbook every use the words skirmish or prowl respectively, they both have abilities that are used when rolling those actions.

    By my count, the cutter has 4 abilities that proc when rolling skirmish depending on the scenario.

    Brutal – gives him potency when attacking (which could include skirmish or wreck, but probably skirmish) physical targets

    Ghost Fighter – gives him potency when skirmishing ghost and stuff

    Not to be trifled with – increases his scale when in combat (again, most likely skirmish)

    Battleborn – gives armor and stress clearing in combat (so probably skirmish more often than not)

    The Lurk has 3

    Infiltrator – doesn’t call out any particular action, but I think given the name and purpose that prowl is implied

    Ambush – The act of attacking from hiding is specifically what Prowl is for

    Fly on the Wall – another instance where multiple actions could be used, but prowl is a good candidate

    The mechanics abilities all call out either specific action names, or describe actions that Hack isn’t used for except for one. Analyst could probably proc off a Hack roll in addition to a few others, but it’s not the high stakes, during the score hacking I was looking for. You could throw in the word Hack somewhere, or you could take the route used in the Cutter and Lurk playbooks and simply leave the action implied so that more than one could be used.

    Anyway, just my 2 cents (probably more then 2 up there).

  32. Oh, and in regards to why I love the Speaker. It supports the style I think I’d like if I ever got to play blades instead of GM. The whole package just works together really well to support a consistent style, and I love the Disarming ability. I really want to play this game and be Princess Leeana, last scion of a destroyed homeworld.

  33. I know that this is not a star wars game, and so there is no need to be one to one with characters and playbook. That being said, I wish the Muscle had a jetpack (even though he’s like half Jayne, half Boba and half a bunch of other things no doubt). I guess I’ll have to make that his first LTP.

  34. Mark Griffin I posted this here because I want people’s 2 cents ^_~ I think that’s a legit breakdown of the hacking vs others scenario. We’ll take a look see what we can do.

    On jetpacks though – I’m just not a fan (unless there are also bubble helmets involved) 😛 Partially because part of the thing that strongly types space opera to me is folks leaping across crevasses, and my breath catching when someone falls out of a hover-car. A lot of that tension and complexity vanishes when you can just float 30 feet up and rain laser blasts down on everyone. So it’s unlikely to become set as a default.

    If it is your jam though – LTP is totally the way to make it happen!

  35. Mark Cleveland Massengale 

    What is the intent of that “aliens” line in step 2? Did I misunderstand how gambits work?

    I’m not 100% sure what you’re asking, so I’ll try to give a few scenarios. I might be wrong (and putting words in your mouth, in which case I apologize) but it seems like you’re struggling with race and powers as an identity rather than a moment in fiction (and we may add some rules to handle this actually, it’s a fair question/suggestion). The gambit is about your physical abilities giving you an edge or power that someone else might not have, and using that to overcome a problem or obstacle on the job in some unique and (probably) flashy way.

    So if you play someone who is like a Klingon or Chiss (like Grand Admiral Thawn) and you’re human for the most part, you don’t need the Xeno trait. But if you want to do some crazy stuff a time or two per adventure because you’re of some super funky alien – you should probably take it (want to breathe fire? probably a Xeno). What that line is probably has to be discussed by the table. Maybe making a water-breather who mostly wears a neck brace with water in most scenes is fine. Maybe you just have the one time you escape by swimming away and you don’t worry about holding your breath in that scene. Folks can totally be ok with you being a fish person, and not a Xeno. But if you ever for example get spaced, and want to argue that being a crazy deep sea person, and you have air storage, and this buys you time to scramble back aboard … that’s probably a Xeno expenditure (spend a gambit to do something incredible and inhuman based on your race – generally to overcome an obstacle).

    In general this move is designed for spotlight moments. If you’re a super-strong-furry alien and you and your friends are in chains, you can burn that gambit, and roar, and break your chains (something normal people can’t do) – you spend a gambit for that. But now everyone else is still trapped and you don’t want to pop half-a-dozen gambits. So you say you’re tired. Maybe you can’t just break everyone’s chains. So you skirmish with the guards, get the keys, let your friends out. Cool. It’s one part fiction, one part pacing mechanic. If you didn’t take Xeno here, maybe you roar, but chains that hold people hold you just fine too.

    I don’t know what a Gungan is … >_> … <_ < ... (cough) but if you're a Nautolan like Kit Fisto and can swim under water - the question I have for you is what are the rest of the group doing? Remember that rolls in Blades happen when you need to bypass an obstacle. You only really should spend gambits if you're about to perform an incredible feat. If you're going to go infiltrate an underwater base, and open the landing bay for your compatriots - cool spend a gambit and go in, show us how the massive water pressure hits you and you don't break. Show us how your gills open. Show us how you swim past defenses that look for ships, not water-breathers. Technically after you overcome the problem, and are inside, you would have to spend again to go back out ... but jobs are about crews. And I'm expecting most of the crew to be human-ish type aliens (because those starting powers are great ... or at least I hope other people think so too). So if they can get through the job, it's unlikely you'll have to keep burning gambits like water.

    In general, as with most things, remember that this is a continuum, and a conversation. Talk to your group. Maybe there aren’t many adventures with water, so the one time your group is hired for the job is specifically because your Nautolan can swim, and you shouldn’t spend for the Xeno trait. But if you want to have lots of cool spotlight moments where you show off how strong your xeno is, or you’re of a wierd race that can survive in vacuum for a while and you want to run along the outside of ships … ok, cool, bring that up. Spend some gambits. Be awesome.


  36. Bryant Stone 

    How does a Mechanic’s special armor end up being targeted when a machine breaks? Do I use it to prevent damage to my machine, or do I use it to prevent damage to me from my shit breaking?

    One of the most important bits (that wasn’t in this update) is that ships have systems and hull and when they take damage stuff gets knocked out. So if you just fixed something, or you reinforce a lock on a door (and someone is busting in), or your ship is hit – you can reduce consequences with armor. Or at least that’s the gist.

    So you can’t target other people with Kinetics (Mystic), but what about droids, etc.?

    Are you sure about that first part? As far as I know, a nearby person is an object (force push!). So are droids. But it’ll be way easier in terms of stress cost to pick up a small rock or blaster.

    When you say “Sway” for Psy-Dancing (Mystic)…do you mean Sway or sway?

    I mean Sway. Good catch, I’ll bold that.

    The fiction side of Keen Eye (Pilot) seems really super strong.

    Possibly – we’ll see how it shakes out in playtesting.

    Does Exceed Specs (Pilot) count for enemy ships as well, even if you’re not piloting them? Does it count always when you’re not piloting, but just on-board? It seems like suddenly the Pilot is literally the best wrecker ever if I can go on board and wreck systems to gain a bonus on wrecking systems.

    The idea is that you can flip rate limiters, and blow out parts in order to do things other people can’t. But if you can somehow blow out the parts fictionally to get your bonus … I suppose that’s ok? I’ll see if I can clear up wording a bit.

    Infiltrator’s (Speaker) wording seems off somehow? It’s a little unclear at the end

    Yup. You’re right. I’ll fix it.

    I really like the gambit for the Risky action. I feel like Risky is the least-loved position

    Yeah, me too! And most space opera thrives in the Risky or Desparate+Help->Risky space imo.

    Center is such a cool ability for the Mystic

    You know I wondered how many people would latch onto that ^_^ But it was really important to me to give the Mystic lots of reasons to act … mystic-y during downtime ^_~

    Victory Cigars!

    This has gotten a lot of love 😀 Sometimes you wonder ‘if I put a really cool but throwaway item will people just be grumpy they can’t get something that can be mechanically leveraged, or will they just think it’s super cool and have fun with it’? I’m really glad folks are connecting with the fiction.

    I’m a Doctor Not a…is just fantastic. I love that. And their Fine Bedside Manner is also great.

    Really want to hear how many people end up taking Stitch books.

    Thanks for the careful read and in-depth feedback!

  37. I think the fun about Victory Cigars is that they’re very specific and yeah, ‘throwaway’ but they also suggest a whole demeanor or lifestyle that carries with it a category of similar items that may easily fall in the same purview, all of which make a statement because the character chose to bring something superfluous instead of something useful. At the same time, it is fun as a player to be invited to come up with reasons to celebrate the smallest things, which is a flexible way for players to set tone by what sorts of things cause the pilot to whip the cigars out of their pocket, where they always seem to be: “Hey we got a job: Time for cigars!” “We stopped the universe-devouring horror: who wants one.” “The latrine is functional again! Cigars all around!” Cremate 1: “Why are you smoking, nothing good has happened to us recently?” Pilot “We’re still breathing aren’t we?”

  38. After checking with my legal department, yes, that word does not exist and has been stricken from my previous communications. 🙂

    Anyways, it’s as I thought. Which I don’t particularly like because of the link between the Gambits and roll outcomes. I would think in keeping with the spirit of Blades, the mechanics be linked more closely to the fiction, something like “When you describe using your unique xeno traits and how it overcomes a problem, you can put yourself in positions that others cannot. However, this often risks loss or injury to those same xeno traits when you take action with them.”

    GM: Yea you can breathe underwater to sneak up on the guard, but consequences are that it could damage your flippers and gills.

    Or take a stress. That seems to be a good enabler mechanic.

  39. I like the stars in the title. I mean, it’s all gold, but 1) I kinda missed the initial onslaught, 2) people already hit the mechanicals, and 3) my love for the source material(s) clouds my judgement. And I didn’t just want to type a period or anything. 🙂

    Oh, I’ve got a mechanical thing. I like how armor must count as 2 load slots, and there’s no Heavy option to take a second hit. Really plays up the special abilities that provide protection and hits that “shootouts are dangerous” vibe.

  40. A few bits:

    From Hack to Scramble the descriptions end with semicolons, not periods.

    I’m confused about the Constructor ability. Doesn’t Rig already do that?

    I’m thinking Ace Pilot would be cooler as simply Ace, assuming it doesn’t only apply to piloting.

    Under Stitch, the Bedside in Fine Bedside Manner is misspelled.

    In the item description for Sunder, “blade” is misspelled.

    “Devil’s Own Luck” is listed on the Stitch’s armor line.

  41. Good catch on the semicolons.

    Rig is the mechanic skill. You can probably fix parts, but assembling drones wholesale is beyond the scope of what you can do the same way building a starship might be. Diff between a car mechanic, and someone who can assemble a car from scratch. I’ll see if I can tweak the wording. This is akin to an Alchemist in blades where drones will have certain creation questions etc 🙂

    Solid point on Ace, and it does work aside from piloting, but Ace as a word is more often used in other contexts by itself. I’ll think about it.

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