The Narcoleptic Dire Goat Caper

The Narcoleptic Dire Goat Caper

The Narcoleptic Dire Goat Caper

The Dead Setters turned the tables on the hit squad from Charterhall Bank, ambushing their would-be ambushers. The Setters had Rook the Cutter, fresh out of Ironhook (and whose player had to skip about a month due to an online class), and Deemo the Leech, fresh out of her player having a baby. Ironically, the other guys couldn’t make it so we had the inverse of our usual suspects. Charterhall Bank’s squad included Mr. Green and Mr. Veldt, both essentially former blades-turned-respectable (played by the Stabbington brothers from Tangled), leading six combat hulls in two goat-drawn carriages.

The crew had exceptional intel, and placed their ambush along an industrial boulevard in Coalridge. They paid a coin to their new Cabbie associates so they’d have a proper roadblock, but the engagement roll went south. Green and Veldt spotted the trap and one of their hulls disembarked while the carriages were still rolling. The machine slammed into the Cabbies’ roadblock, clearing a path and then stood its ground, electroplasmic emitter charging up to cover its masters’ escape.

Rook clambered out of the toppled Cabbie carriage and traded railjack hammer for electroplasmic lightning with the combat hull. Rook was still standing at the end of it. Meanwhile, the bank carriages thundered past on the cobbles… flashback!

Cut to Rook leading his pit fighters as they toil in the street, uprooting cobblestones and digging down into the packed earth. They make a trench and cover it up with tarps, dirt, and broken stone. There’s no way those heavy carriages, laden with hulls, will make it across.

And they don’t. A goat breaks its leg, loosing one of those horrible human screams. Another goes narcoleptic, tumbling to the ground. The lead carriage’s wheels break as it hits the mother of all potholes. The second carriage, pulling four heavy hulls, can’t stop in time. The goats see the gap and leap, but the carriage slams down into the trench.

Deemo releases two of her gadgets – the first is a clockwork gyro-drone, a little flying device that can drop a payload and return to its mistress. It’s carrying the second gadget – Quality VI chokedust. Not that weak-ass drown powder, we’re talking the old-school quickstart rules chokedust here. It’s been Deemo’s specialty since v4 of the rules and she missed it, so she made more during downtime and was wildly successful at it.

Green and Veldt have to escape. They’re not a hit squad of elite badasses anymore; they’re scared and can’t breathe and all their hulls just can’t seem to kill one guy with a hammer. Thanks, Battleborn and Not to Be Trifled With.

They try carjacking the last upright carriage the Cabbies brought. Deemo uses binding oil on the wheels. A crit! Green and Veldt get just enough momentum before the axles lock that they’re thrown to the street and lose their guns.

They try just legging it. Rook finishes off the last hull and uses Savage (as the two men are terrified) to Command them to stop – or else. Partial success.

“Which one stops?” I say.

“Veldt!” Deemo’s player suggests. “Green shot my drone, he’s gotta die.” And so we learned a bit about Deemo’s priorities. Rook agrees. Veldt stops short, shouting “Don’t shoot! I have a family! This was just a job, you know?!”

Green, on the other hand, meets the Dead Setters’ pit fighters coming the other way.

“Do you want him dead, or captured, or maimed, or what?” Then I look at the cohort’s flaws. Wild. Unreliable. That settles that.

Deemo helps them kick Green to death in the street.

#heestcomplete

Hello there everyone!

Hello there everyone!

Hello there everyone! Been awhile since I last posted but I am all moved in here in San Antonio and have been loving the change. We have two games set up here after a cursory look into Cults but found that it didn’t fit.

My Sunday game, which so far doesn’t have a name, has just finished up character creation, crew creation, and we did a bit of character development since a lot of the players are new to gaming in general. I’m pretty excited about the group that we have assembled and the stories we can potentially have from it.

Our first character is Tiros Daavas, a Skovlan Cutter who served as a soldier within a prestigious strike force before the war’s end. He forged his papers to enlist early, following his big brother’s footsteps in the war. Honorable and with a built-in sense of camaraderie, he has headed to the Dusk to try and track down his brother who went missing during the war. He isn’t an innocent man though, having sacrificed one his squad-mates to survive the Unity War and had been involved with other missions that were less than legal or honorable. This has led to him being caught in clutches of Grace, the extortionist, who uses his crimes as leverage to get him to do what she wants while also saying that she has information about his brother that she’ll divulge…when he deserves it.

Next is Arvos Morrisson, the only Duskwall native within this beginning band of Assassins, is the Akoros Spider. A normal boy within Crow’s Foot, his life was changed when he was hidden away by his family and bore witness to a terrible occult ritual that butchered his family. Sent to Strathmill House, he served as a courier and eventually found his way into the life of an information broker. He serves as the main connection for the Assassins, having brought them all together in order to eventually ascertain who killed his family and exact terrible vengeance. An anarchist at heart, he hopes to make those who support the status quo burn one day. He is pursued by Jeren, an archivist within the Bluecoats who is the Sherlock to his Moriarty. A professional rivalry has sprung between the two men, one that could’ve been a friendship if it wasn’t for them playing on opposite sides.

Our group’s Slide is a young woman by the name of Sagira “Vixen” Ghrey, an immigrant from Iruvia who found herself enamored with a local thug and folk hero by the name of Baszo Baz. Helping him to secure his place of leadership within the Lampblacks, Vixen toyed around with his greatest competition and led him astray. The ploy was a success and Baz’s rival, Harker, was sent to Ironhook for life after being framed for murdering an Iruvian diplomat who had ties with the Red Sashes. Little do either of them know though that Harker has been making the most of his time, creating his own network of thugs and scoundrels within Ironhook. He hasn’t forgotten who has put him there and he’ll have his day soon enough…

Our last member is a Tycherosi by the name of Adric Kross, a self-taught Whisper with an eye of vengeance for his friend’s sake. His friend, another Tycherosi named Nyrix, both learned the art of the Whisper with each other’s help. Drunk on their newfound skill, the duo summoned and bound a demon by the name of Setarra. Asking for ways to greater power, Setarra led them on a dark path and eventually betrayed them both which led to Nyrix’s death and Adric barely surviving but able to protect his friend’s body and spirit. With Adric’s help, Nyrix has grown into a competently powerful spirit and the two seek out ways to destroy or re-bind Setarra for their own ends.

Another member of the group, a Hound, is still waiting to be made but the group decided on playing a group of Assassins that lurk within an abandoned cistern underneath Six Towers. Professional, calm, and willing to take nearly any work, the group is aligned oddly enough with the Spirit Wardens. After meeting with and working for an “open-minded” Warden by the name of Exeter, they have entered into mutual partnership; the crew gains to powerful influence of one of the city’s major factions and the power that a Spirit Warden wields while Exeter has his own personal scalpels with which to cut away obstacles in his way and enemies with too much power or influence for the Spirit Wardens to fight.

Little does the crew know that this powerful ally also comes with a dangerous enemy. The few targets they have killed for Exeter, innocuous as they seem, have been members of the Unseen. And the Unseen will not have any threats stand in their way of taking control of Duskwall.

Specializing in sending brutal, violent messages and operating within the prestigious section of Charterhall known as Clerk Street, this ragtag band of Assassins has their work cut out of them. Only one way to go though; forward…day by day…one body at a time.

——————————–

With the last character generation I did, which was a Cult, I was a little too hands off of it and it led to characters not really meshing and the Cult addition feeling very tagged on. So for this one, I went about things in different orders and also was a lot more active in suggestions and ideas that I had and bounced them off the players.

Instead of making characters first and then the crew, I went in reverse and made the crew and then the characters. I think it helped people decide better on what kind of characters that they wanted to be and making the Crew helped mold the smaller details together more.

We’re all using the PDF still and I made sure to make players answer the questions that their playbooks and what the crew playbook asks. We also used the 10 minute character background process, which led to some of the excellent story hooks and goals that the players now have. Here is the link if anyone is interested.

http://www.giantitp.com/forums/showthread.php?91813-10-Minute-Background

I’m excited to use this process again come this Saturday, when my roommates and I will be restarting the group and seeing how things go. Sunday will be the next session of this game, where the Assassins will be aiming to kill off a Junior Inspector who has been poking his head too much into the business of the Bluecoats.

Recently really got in to this fantastic game.

Recently really got in to this fantastic game.

Recently really got in to this fantastic game. however i see there are quick start guides for previous versions. is there a quick start guide for 8.1 or something close enough to give to my players so they dont need to read all 336 pages??? or as a quick reference?

People looking for good materials to use with Blades, may I suggest Backstory Cards from Ryan Macklin.

People looking for good materials to use with Blades, may I suggest Backstory Cards from Ryan Macklin.

People looking for good materials to use with Blades, may I suggest Backstory Cards from Ryan Macklin. The basic set plus the Wicked Shadows expansion are a great fit for generating well, backstory, and to provide ties between the scoundrels at the start of a campaign.

Ok. Part 2 of the Devil’s Gambit report.

Ok. Part 2 of the Devil’s Gambit report.

Ok. Part 2 of the Devil’s Gambit report.

The crew has decided not to aggressively pursue the Wraiths horning in on their business, though the Cutter has started a project to get the runner-boy in their pocket through some late-night Command visits on his drug runs.

They decide they want to go after the Local Graft claim. I didn’t research the claim in the book however, so we didn’t make the score about officials and bribes. So seeing that the benefit is extra coin for shows of force and socializing, they decide to put on a flashy boxing match to put their name out as expert entertainers. We decide it’s a Social plan, and the Connection detail is the participants of the headline fight.

Gathering Information:

– The Leech’s vice is betting on boxing, so he goes to his favorite venue to find a boxer that could take a fall in the match. He finds Beef Wilson and recruits him.

– The Cutter (an ex-miner) goes to Coalridge to see if he can find a fighter to “win” the match. He finds a Skovlander fight club of sorts and recruits Viktor Olmvik.

– We decide that it’s enough of a setup, and we’re eager to keep trying the plan-on-the-fly setting so we go right into the score.

The Engagement roll comes up Desperate. Beef and Viktor are in the ring, and Beef shows no signs of slowing down. They didn’t get the best venue- they’re in the middle of a demolished building lot, and the crowd is unruly and drunk.

There’s a lot of money riding on this for everyone involved… did Beef understand what he’s supposed to do tonight?

-Flashback to the Slide, in Beef’s “dressing room” (a collapsed stairwell). Beef’s a punchy guy, pretty dense and addled so it’s hard to know if knows he’s supposed to go down. He rolls well to Sway him, and he can tell he isn’t lying, but it’s still hard to tell.

– I used his success in the flashback to improve my fortune roll to see if Beef will actually take the fall. I roll, and it still doesn’t look good. They decide they need to go into action.

– The Slide gives the Hound some trance powder. She maneuvers through the teeming throng that follows the boxers around, using Hunt to navigate the animal spectacle happening around her and putting herself in the right spot to administer a puff of the powder to Beef’s face. She succeeds on the roll and the drug takes effect. Beef slows enough to let Viktor land a knockout punch.

– The obstacle for the score was to throw a successful event, and in our estimation they did it. They gained the Local Graft claim, and we ended the session.

Questions:

– The flashback with the Slide talking to Beef: I figured this was ok, since the flashback was addressing a situation that could go either way- they didn’t know what Beef was going to do, but it didn’t look good. He wanted to be sure the message got through so we went back to do it. Is that ok?

– Local Graft, in the book, says “A few city officials share bribe money with those who show that they’re players on the scene”. What could the score consisted of if we had the right idea, and how can I connect the crew to what the claim actually means, after we did the boxing match score?

I’m wondering what service is used in spain to deliver the books.

I’m wondering what service is used in spain to deliver the books.

I’m wondering what service is used in spain to deliver the books… I’m waiting for the basic hardcover and would like to keep an eye on the proper postal service… Or if there’s any way to keep an eye on the delivery…

We’ve done 2 sessions with a new group of Hawkers called the Devil’s Gambit.

We’ve done 2 sessions with a new group of Hawkers called the Devil’s Gambit.

We’ve done 2 sessions with a new group of Hawkers called the Devil’s Gambit. They’ve taken Ghost Market as their first crew ability, and their basic enterprise is proffering tactile gambling and gaming, and um… other things to touch… to ghosts without them draining all their energies away.

I’d like to post the two scores we’ve run, to see what kinds of things, rules or otherwise, I could do differently, and to ask questions about certain things. We’re really trying to focus on the “don’t plan before” thing, so I’m interested to hear peoples’ takes on that. So:

First session: The crew has been seeing their ghost clientele diminish beause the Wraiths have set up something like theirs, but better for some reason. They decide they can’t let that stand, so I put it to them, “what do you do?” They’re not sure yet, so they do some info gathering. They find that the Wraiths have found a way to administer drugs to the ghosts- something having to do with “the ghost breath”. They’ve tracked their drug runner-boy to his connection on a bridge to Crow’s Foot, where he meets another runner from the Red Sashes. They hear the name Templeton in connection with the operation, and Loop (Wraith top-brass) is on the premises of the operation.

So they decide that they’re going to stop the runner and swap his load out for fake shit, making the ghosts’ next highs be lackluster at best. We decide it’s a Deception plan, with the Method detail being it’s a stop-and-frisk done by the gang’s buddy, Laroze the Bluecoat.

Questions:

• Was any of this crossing over to what can be done with flashbacks? How do you guys draw the line?

• What makes Gather Info rolls different than other actions? Do consequences happen if the rolls are bad? Does the effect level chart on page 37 correspond to the 1-3, 4/5, 6 mentioned in the example on the previous page?

So the engagement roll turns up Risky, no big deal. They see the runner make his connection on the bridge and he turns back.

– Laroze sidles up to him, I make a fortune roll, and it’s critical. She’s got the boy face down on the ground, his heavy satchel is tossed to the side.

The Slide rolls up, swapping the fake drugs for the real payload while Laroze keeps the boy busy with some mild police brutality. Still risky. He rolls a 4/5 he makes the swap but the boy makes eye contact. The Slide quickly sidesteps suspicion by moving the satchel closer to the boy, telling Laroze that she should really lay off kids in the street that haven’t done anything wrong. I consider that a “good idea” and don’t ask for a roll.

– The Leech does a flashback to see how well they did producing a fake drug. It was a 4/5- it looks and feels right- the consequence being that they couldn’t tell for sure.

– Laroze lets the kid off on a warning, and we end the session.

I’d like to see what y’all think, and if there are any suggestions or alternate ways to do things. The above scenario was pretty short and smooth. I’ll post the second session in a minute.

So I was really excited to bring the Hardcover rules to the table last night; we passed it around and everyone loved…

So I was really excited to bring the Hardcover rules to the table last night; we passed it around and everyone loved…

So I was really excited to bring the Hardcover rules to the table last night; we passed it around and everyone loved the design.

A few minutes into play, I opened it to look up a rule, thumbed through a few pages, and exclaimed “there’s no Command-F!”

I used the pdf for the rest of the game but I love how the book looks