Modifying a Vehicle

Modifying a Vehicle

Modifying a Vehicle

The base book includes rules for vehicles in the Smuggler’s Crew Playbook, which treats them as a special type of cohort with “vehicle” edges and flaws. If my crew wanted to modify their vehicle and give it special properties how might this be represented mechanically?

A couple of ideas im playing with:

– Use the rules for modifying an item to give it new fictional positions.

– Start a long term project to add an additional edge and flaw.

Thoughts, ideas, and suggestions welcome!

Some enterprising individual in a forum thread from a few years ago created an infographic to explain the…

Some enterprising individual in a forum thread from a few years ago created an infographic to explain the…

Some enterprising individual in a forum thread from a few years ago created an infographic to explain the ever-expanding “City” megastructure from the manga Blame!, and it’s so deeply in line with my aesthetic headspace when it comes to A NOCTURNE that I had to share it.

(the thread in question: https://forums.spacebattles.com/threads/tenno-in-the-city-blame.329844/)

Ran Session 0 for a new Blades group last night.

Ran Session 0 for a new Blades group last night.

Ran Session 0 for a new Blades group last night. We’re all new to Blades, and most of the folks in my group are new to tabletop roleplaying, so I wasn’t exactly sure what kind of a vibe to expect from this group. Overall, the tone was less daring-scoundrels-in-a-grimdark-reality drama/thriller and more misfits-in-over-their-heads screwball comedy. Basically, the group decided that each member of their crew was drawn to their abandoned watchtower lair for their own personal reasons, and, before they knew it, they were all sort of living together. And the fact that they’ve formed a crew of assassins happened essentially by happenstance according to the group — they were unwittingly involved in a murder, and when others in the underworld took notice and assumed that my crew of misfits was responsible for the murder, the misfits just kind of played along.

I’m wondering if anyone else has experience GMing for a group that leans more toward this kind of over-the-top comedic feel, and what that was like. It seems to run against the grain of the setting, so I’m wondering if it makes sense to have a more explicit conversation with the players about the genre before we jump in or if I ought to just lean into it for the time being and perhaps see if the harsh reality of the setting ultimately sets in. At the end of the day, I’m happy as long as everyone’s having a good time, but I’d rather not see the game devolve into Paranoia/zap levels of slapstick, as my experience is that that is rarely sustainable in any setting.

In which the gang burgles the library in the haunted manor of the Dimmer Sisters to steal a book about demons,…

In which the gang burgles the library in the haunted manor of the Dimmer Sisters to steal a book about demons,…

In which the gang burgles the library in the haunted manor of the Dimmer Sisters to steal a book about demons, written by the Emperor before the Cataclysm, for Lord Scurlock, the book’s original owner.

A fine night of burgling with Pete Cornell, Sean Nittner and Jason Bowell.

https://githyankidiaspora.wordpress.com/2018/01/29/the-wobbegong-crew-and-the-daemonic-lexicon-volume-iii/

After a long hiatus, I’ve gone in a radically different direction with Green Frontier.

After a long hiatus, I’ve gone in a radically different direction with Green Frontier.

After a long hiatus, I’ve gone in a radically different direction with Green Frontier.

Here’s the pitch:

The Green Frontier is a lush and deadly land on the border of a great empire in turmoil. Wild beasts stalk the overgrown forests, rival factions jostle in the streets and the ruins of an ancient civilisation dot the wilderness. Together you will play a group trying to survive and advance their goals in this harsh and bountiful landscape.

Here’s the first draft of the first character sheet:

https://1drv.ms/b/s!Al2jZPjmDhpQhtxhDXDS4-XyIPvrfA

Here’s the first draft of the first crew sheet:

https://1drv.ms/b/s!Al2jZPjmDhpQhtxgOd8UhVUFnbe0nA

Here’s a rough summary of the rules:

https://1drv.ms/b/s!Al2jZPjmDhpQhtxivW7U3ngreuNDPw

Here’s the Drama sheet (kind of like fronts):

https://1drv.ms/b/s!Al2jZPjmDhpQhtxj1ajLN69IHlhaRg

And here’s what I’m interested in:

Do you get a sense of how the game would work? Is there anything you find appealing or interesting? Anything you want to know more about or find confusing? What vague impressions do you have?

This is all still very first-drafty and has yet to be playtested.

https://1drv.ms/b/s!Al2jZPjmDhpQhtxhDXDS4-XyIPvrfA

I might have spotted an error on the Playbook Sheets.

I might have spotted an error on the Playbook Sheets.

I might have spotted an error on the Playbook Sheets. The latest version of the rules says that the Whisper’s Fine Lightning Hook is a 1-load item due to its’ unique, collapsible nature, but I’m pretty sure the latest charsheets list them as 2-load items. Page 87 in the book.

Hey all!

Hey all!

Hey all! I’m looking for advice and I’ve had a creative road block. The Circle of Flame faction blurb on page 286 mentions a Kotar. Welp, my crew did a job to acquire the Hand for them but then decided to keep it. They started a long-term project on Kotar’s Legacy, and are closing in on completing it but I dont know what to have happen when they do!

Hacking Blades for a Mythic Approach: The map, finished.

Hacking Blades for a Mythic Approach: The map, finished.

Hacking Blades for a Mythic Approach: The map, finished.

In the end I decided to go with no labels, but a few suggestive monsters. My players have decided that the tree on the bottom left is the entrance to the underworld, the one on the top right allows them to climb to the domain of the air spirits.

Next up, the Wayfinder, my last test playbook, and then the upgrades for the Island.

A question about electroplasm ammo and vials.

A question about electroplasm ammo and vials.

A question about electroplasm ammo and vials. Both can injure ghosts, who are “composed of semi-solid electroplasmic vapor.” Does anyone know the reasoning why something made of electroplasm can be injured by electroplasm?

And if the answer is “because that’s the way the world works” I’m fine with it. Thank you!