Hacking Blades for a Mythic Approach: Rules for you scoundrels to try out.

Hacking Blades for a Mythic Approach: Rules for you scoundrels to try out.

Hacking Blades for a Mythic Approach: Rules for you scoundrels to try out.

Hello folks, here is the current version of the Typhoon Atolls hack for Blades.

Would you like to run the ultimate score and steal fire from the Underworld? Would you like to put on the mask of a mythical hero and get the hell beat out of you by powerful beings while trying to make life better for your people and build a whole mythic cycle?

Then this may just be the hack for you.

Also included (in the first comment): 40 Spirit Cards to print out and represent the powerful beings that replace the Devil’s Bargain and Factions in this hack.

This is for play testing purposes, so please, let me know what you think, and how I could make this better.

https://drive.google.com/open?id=19tnp2pDyQpzagavKoJABxGGUJ8m5ivAg

21 thoughts on “Hacking Blades for a Mythic Approach: Rules for you scoundrels to try out.”

  1. At first glance, this is great! I’ll dig in more later. I love the idea of the Spirit Cards. I could use something like that in core Blades, given how much I sometimes struggle with good devil’s bargains.

  2. My thoughts after a read through. The graphics and layout are fantastic. The spirit cards are intriguing and I love the modification to coin/stash (it is brilliant). The playbooks look compelling, but I need to spend more time with them.

  3. Personally, I need more help with character motivation. What is the story that the players are telling? Is it typical fantasy adventure tropes, or is it bigger than that? I’d love to read your thoughts on actual game play.

  4. Another question. How do the ship ratings work? I’m working on vehicle rules for a hack and am testing two ideas. 1. The stay is a cap for dice rolls. It doesn’t matter if you have 4 in finesse, the speed rating is 2, so that is what you roll. OR 2. The stat is the number of dice you roll to resist consequences during an action (eg. Your car crashed during a chase).

    How does it work in this game?

  5. Eric Brunsell thank you! Fair question, the best way I can describe the game loop is: What if you had to go personally acquire the tools, materials and plans to climb the tech tree while playing a game of Civilization?

    A lot of mythologies have demi-god heroes going out and say, stealing fire, as a way of explaining that discovery and its incorporation into a culture.

    In the Typhoon Atoll, you are those mythical heroes, mortals who gain mystical abilities by taking up heroic identities.

    An update soon will have more island types and each should come with list of adventure hooks to give you a better idea of how we’ve been playing it.

    If you want to go at it now though, ask your players what their island would need next, then grab a Spirit who might have that thing. Then make a Journey roll to start things off.

  6. Adam Minnie That’s a tough one, Ideally the art and names should get things rolling. Perhaps I could add a little text on how the Spirit Courts share an uneasy peace at best. The arrival of humans on the scene precipitates a spiral into chaos and conflict, forcing the players to pick sides and take missions for and against monarchs.

  7. Galen Pejeau Yes! That would help. Maybe something subtle but helpful could fit into the basic Journey formula, like optional tags at the end, “with the favor of ___ and disfavor of _” or more generally “under the eye of the Spirits __“?

    Something like the BitD explanation that everthing is already controlled by some faction in BitD so any gains made by the crew inevitably make waves with others. Claims and Coin are both clear, inherent goods and narrative motivation hooks in core BitD. What are the equivalent drivers to spur Journeys? How does seeking Stories and improvement of the Island entangle Spirit attentions? (I don’t see that Typhoon Atolls has entanglements but I may be missing it, but those plus Heat/Enmity are powerful sources for emergent narrative in BitD core. Do Spirits-as-factions engage similarly with the player’s ‘crew/island’ in Typhoon outside of the Journey structure?)

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