Bone Street Krew Week 2.

Bone Street Krew Week 2.

Bone Street Krew Week 2.

Episode 2:

Overall: The players form a vague plan and thanks to one good roll manage to get away with it… kinda.

Mission Summary: The gang decide to go check out the job Bazso has to offer, Bazso has a traitor in his midst, leaking information on their war with the red sashes, and he needs some contractors who aren’t emotionally invested to find proof and make an example of the traitor.

Specifically with this week after week 1 the players were going to have to deal with the idea of just having more mission parameters they have to follow in order to keep “clients” happy and satisfied with their job. I toyed with the idea of just giving them a group with a traitor in it and having them actually suss out the traitor themselves, but after a really long week 1 session I wanted to show them a faster paced mission so I had Bazso tell them who the traitor was and just demand that they get proof as part of the job. In between weeks I decided I’d use the fortune roll to determine what (if any) proof was available, another terrible engagement roll later and the Krew was unknowingly left with no tangible evidence on their target, On a 6 they would have been able to see the Red Sashes ready to give Owens a fake Iruvian passport to start his new life, before having to do anything, 4-5 the Red Sashes would have had the passport on them but they probably would have had to fight or life it off of them, 1-3 (what they rolled) and the Sashes don’t have any proof on them and are changing the terms of their deal forcing Owens to lead them to his team mates homes and help them off Bazso’s A team one by one, which could have ultimately provided its own proof. The players decided in “planning” that they’d just spend some stress flash back to securing some Red Sash paraphernalia and then create evidence if they didn’t find any. They jumped the gun a little on killing Owens and getting Bazso but in the end they managed to get the rolls necessary to forge up some flimsy fake proof and convince Bazso it was enough to work with.

I planted some other character stuff around too, Mattias our “holy weapon” assassin has a personal vendetta with followers of the forgotten gods as he views them as somewhat of Blasphemers, Bazso being a secret member of the forgotten gods cult felt like a really great antagonist in a lot of the scenes here even though I haven’t made up my mind how much of that is just because of the way Whiskey loving charmingly abrassive Bazso plays off of Somber Sober Mattias vs there being a deeper subconcious religion tension between the two, but it ended up working out and being built anyways so that was pretty cool.

Rule fumbles and issues:

* This week I tried to push the use of clocks as consequences a lot more, I feel like I struggle a bit deciding what an appropriate clock size should be for some things as all of the “only relevant this mission” clocks went uncompleted, but that could very much just be because they did well enough.

* Forgot Crew Xp. I did it in between sessions 2 and 3.

* Still do Vice rolls wrong this week.

https://www.youtube.com/watch?v=EtVCoIF2lzQ