A new challenge.

A new challenge.

A new challenge.

I’m running BitD in Marienburg with one group (let’s call them Red Team) as Shadows in the Old Money Quarter – the Crowtalons.

My long-time sci-fi group has decided to take a break from space and play in Marienburg as well, as Hawkers (the Dustmen), in Rijk’s Gate.

Any ideas about how these groups might interact…. remotely. They have different focuses, but perhaps one team hiring another to “get things done” would be interesting.

Looking for some mechanical ideas.

5 thoughts on “A new challenge.”

  1. Obvious one would be the Dustmen need a rare ingredient for their product, one that needs stealing.

    I’d also be very tempted to see what could come out of the faction game. Is one of them in good with someone the other wants to make friends with? Or perhaps they share an enemy? One crew does a setup that gives a much better position to the other?

  2. Unless you changed the contacts on the character sheets, there should be a lot of overlap in the NPCs they know.

    It might have some potential if for example the best friend of a character in one group is the rival of a character in the other group.

  3. Well, with a hand wave mostly.

    Most of the characters are thieves, and have few arcane aspirations. That said, for the Whisper I’ve replaced the special abilities of Tempest with Minor Magics (Arcane) and Minor Magics (Hedge).

    Petty Magic (Arcane)

    You can Attune to the Winds Of Change to produce the following magical effects:

    Glowing Light

    Sounds

    Drop

    Marsh Lights

    Magic Dart

    Sleep

    Each of these abilities produce a limited effect and you may push yourself for great effect.

    Petty Magic (Hedge)

    You can Attune to the Winds Of Change to produce the following magical effects:

    Protection from Rain

    Magic Flame

    Gust

    Ghost Step

    Ill Fortune

    Shock

    Each of these effects can produce a limited effect and you may push yourself to produce greater.

    In addition, I’ve created a list of Arts that characters who REALLY want to be mages can explore; these are lifted directly from Warhammer.

    Apprentice (Art) – Costs two Advances

    You have learned a greater magical Art. You may product Limited Effect with a simple attune role, or push yourself to produce greater effects.

    Adept (Art) – Cost two Advances

    You have mastered a greater magical Art. You may product Standard Effect with a simple attune role, or push yourself to produce greater effects.

    Magus (Art)

    You have perfected a greater magical Art. You may product Greater Effect with a simple attune role, or push yourself to produce greater effects.

    Magical Arts/Lores

    White (Light), Blue (The Heavens), Yellow (Metal), Green (Life), Brown (Beasts), Red (Fire), Grey (Shadow), Purple (Death).

    Channeler

    When you enter combat you may pause to summon your energy. You Attune to the winds of change: on 4-5 you hold 1, on 6 you hold 2 and on critical you hold 3. You may spend this hold to push yourself for magical effects related to the Arts.

    As for the mystical effects from within Blades in the Dark, I’m kind of down with the ghost-haunted feel and so I’ve retained most of the ghost and spectre effects. Sparkcraft has become a kind of magical artifice (called Enchanting) and everything else just sort of falls into place.

    PS: Tip of the hat to Urban Shadows.

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