Actual Play Report
The Devil’s Bargain Crew Saddles up at the start at War with their smuggling rivals, The Fog Hounds. Knowing that while at war, their enemy has been brought down to equal terms with them in terms of tier, they devise a plan to deal with the War. Silver-tongue decides that settling this through peaceful negotiation could work, so they set up a social plan to negotiate the terms while still keeping the territory that they had taken from the Fog Hounds. Once the plan is enacted, Silver is confronted with an opportunity. If he can take on Bear, a strong leader in the Fog Hounds, in a duel, then things can be square. If not, they give back the territory and peace can be established.
So the plan goes as such: Silver, Nightmare, and a hidden Pilgrim get onto the Fog Hound’s steam ship to witness this one-on-one duel at sea. What Bear doesn’t know is that Nightmare had taken a deal with The Lost Crown cult’s deity in order to curse Bear to falter during the fight. This comes at a cost as Nightmare is meddling in strange and powerful forces and a clock is started showing his influence on her. But the duel begins and despite not being a necessarily strong person, Silver manages to slide his rapier through the man’s chest while having the heavy armor he was wearing to become completely destroyed.
What the crew didn’t know was that Red Eyes, their resident sharpshooter, was sneaking up onto a building with deadly intent after the matter was settled. His telescope and rifle are aimed at Margette Vale, leader of the Fog hounds. A shot is fired and a bullet goes through her head with a devastating crit, allowing the loud shot not to hinder the sharpshooter from getting away, and leaving the crew to deal with the consequences. With just Goldie, the last leadership of the Fog Hounds, and a gang of their soldiers on the boat, swarm the two protagonists. Pilgrim leaps into view and takes out two thugs, but Silver goes down easily with his armor torn and lack of physical protection. Nightmare sees the chaos going on and attempts to calm everyone down by offering a bribe and making Goldie realize the position that he’s in as new leader. Despite the difficulty, Goldie settles and calls his men off, taking the bribe and agreeing to let The Devil’s Bargain Crew keep the turf taken, but at the cost of never dealing with them again. With that the crew leaves, wounded but in control.
The crew takes some time to attempt to relax and heal. Red eyes goes off to his vice purveyor, someone who captures people and releases them as hunting sport for others at a cost. Nightmare indulges in her own vice, drinking expensive wine, and learns more about her almost-boyfriend Stras the Vampire.
It’s at this time that Red Eyes and Pilgrim want to do a little side job on their own, potentially getting themselves personal coin. The job is fairly clean cut. The Wraiths aren’t too keen on a reporter that’s been snooping around their territory as of late. They want him dead and soon.
They track the man to Nightmarket in a drug den meant specifically for private clientele. Upon finding his door, they listen in and hear the reporter talking to a female voice. Lyssa, leader of The Crows, emerges out first and notices the two and attempts to scare them off by putting a gun to Pilgrim’s head. Pilgrim remains silent, but Red eyes hisses at her like a cat. After being fairly amused by this display, she backs off and promises that should she ever catch them snooping around her again, two bullets will be fired.
With that problem taken care of, Pilgrim gets a sense of where this reporter is and Ghost Veil’s partially through the wall, grabs the mans head, and slams it as hard as he can into the wall. With the target knocked out, the two sneak his body back to the base before interrogating him about what he knows before being killed. They get nothing out of him, so it’s a simple stab and they throw his body into the river. It’s at this point the two realize that they’d rather be assassins and sell most of their resources to switch their business over to being assassins.
GM Notes
So I’ve noticed that running a group larger than four is fairly difficult. It tends to devolve into lots of arguments about what they want to do. I don’t know if its the nature of the number or the fact that everyone is college aged. I’ve also notice that I have to really turn up the difficulty scale when a large group goes on a mission. They have a huge stress pool and many options for dealing with stuff.
I’m not a fan of large groups in general, and they’re not ideal for Blades. 4 players is my maximum.