I cobbled these position / effect cards together for my Blades game, so we have both a visual queue and a reminder…

I cobbled these position / effect cards together for my Blades game, so we have both a visual queue and a reminder…

I cobbled these position / effect cards together for my Blades game, so we have both a visual queue and a reminder to always set these before dice are rolled.

I want to share in case anyone else finds them useful.

https://drive.google.com/open?id=1pbzz8bofLFC-0mDkBEm99nPAV4cSelIY

https://drive.google.com/open?id=1pbzz8bofLFC-0mDkBEm99nPAV4cSelIY

4 thoughts on “I cobbled these position / effect cards together for my Blades game, so we have both a visual queue and a reminder…”

  1. Isn’t extreme normally 5 ticks on a clock? (Like fortune rolls, long term projects, NPC Downtime rolls and reduce heat rolls).

    Edit: I’ve searched my pdf… and the rules simply don’t say. I presumed the sequence was 1,2,3,5 because that’s the sequence used by all the downtime activities… but 4 probably makes more sense.

  2. Declan Feeney, I don’t think there’s an official rule to reference there, but my experience has always been that the Effect-Tick economy goes from 0-4. It has a nice scaling to it. Also remember that Position and Effect are for Action rolls whereas the rolls you mentioned are literally or essentially, Fortune rolls. I would say it’s a matter of focus and granularity as opposed to a more broad-stroke result.

    todd estabrook, those are nifty. They would’ve been handy at my last game, which had one Blades veteran, a Blades newbie and a “What are these dice for?” RPG newbie.

  3. If I remember correctly, 5 ticks happens on a critical result (increased effect). Nowhere does it say that Extreme effect gets 4 ticks, but that is how we extrapolate it. Feel free to ignore.

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