Dears

Dears

Dears,

Looking for some ideas for the early game of mine. I’m going to gming a crew a Shadows who want to acquire the Loyal Fence Claim.

As they has as territory a part of the gost-train station, I was thinking of a smuggler PNG, a really rich and elusive one, which move stolen and exclusive goods to the capital.

How do you feel about him?

Some ideas on HOW they can obtain his services?

And on a larger scale, what score did you run in your fiction corresponding to this claim?

Thanks!

I’ve been an avid promoter of Blades in the Dark since the early draft/playtest rules and have run it many times…

I’ve been an avid promoter of Blades in the Dark since the early draft/playtest rules and have run it many times…

I’ve been an avid promoter of Blades in the Dark since the early draft/playtest rules and have run it many times both as a one shot and in some short campaigns. I recently acquired the hard copy of Scum and Villainy for running scoundrels in space. Our local group has been playing a Traveller campaign for about a year on Friday evenings and on being asked to run something at Consquences (a local UK LARP convention) immediately though of running S&V as a low/no prep game in the Saturday evening slot.

My first impressions on going over the playsheets, handouts and GM ref sheets was Wow! The amount of effort that has gone into providing four planetary systems with places and people as a default background for running jobs is wonderful. In the usual Blades style a number of factions are predefined to give the GM plenty of ideas for some interaction between the characters and potential allies and enemies.

One of the players was a long time Traveller fan, one who had played Blades before and one who had experience, but not necessarily with Traveller or PbtA games. I quickly covered chargen and we got down to playing. They choose the Firedrake option and we immediately went into the Escaping from Prison opening sequence. This was very much a Blake’s 7 moment for all of us with distinct memories of the second episode of the series. Having escaped and recovered their ship the team did a short downtime session and started the first real Job.

The Heat and Wanted mechanism having been adjusted for the new setting was extremely well thought out and worked extremely well in practice with the 8 points of Heat swiftly disposed of by heading for a different system. The players checked out the Factions they had gained favour with and settled on the base of one of those as the location for their escape destination.

I shall make up a set of three booklets containing the information about the various Factions to hand out to players in future as that will definitely make it easier for p[ayers to know who and what to work for or against.

I really liked the new Gambit mechanism whereby the characters get extra dice allowing for up to 3 bonus dice on any roll where they can spend those Gambit dice. I’m tempted to take a run at doing the planetary systems from Firefly and run it as a Serenity game at a con sometime, I know there’ll be a load of interest from other Browncoats.

Hi, got a question about ship creation in S&V:

Hi, got a question about ship creation in S&V:

Hi, got a question about ship creation in S&V:

What is an available System? Cerberus has COMMS 2/4 with only “nexus link” available. If I install it, will I be stuck at comms 3/4, or may I consider, say, a fake transponder, because yes?

The blue dwarf Dulcinea lies at the edge of the accretion disk spiraling around HCSS-1185’s center of mass.

The blue dwarf Dulcinea lies at the edge of the accretion disk spiraling around HCSS-1185’s center of mass.

The blue dwarf Dulcinea lies at the edge of the accretion disk spiraling around HCSS-1185’s center of mass. A trickle of plasma lit by the occasional flare in the direction of the event horizon signals the star’s gradual sacrifice of mass to astral physics. Some great calamity reduced the dominant civilization in this system to fragmented shadows of their former selves.

Images. The dazzling corona of Super Massive Black Hole-1185’s accretion disk, illuminating the void with pulses of stellar radiation. Forgotten husks of half-made artificial satellites cluttering planets throughout the system. Cold shapes flickering briefly in the radar shadow of an ice giant.

Rules: Powerful magnetic currents in the accretion field play havoc with electronics in-system, while sensors must peer through dense Lorentz scattering or be blinded by exposure to the radioactive bursts periodically flaring from Dulcinea’s millenia-long process of matter transference. All actions made relying on craft sensors and comms have reduced effect, and Tech plans have -1d to the engagement roll.

Points of Interest

The white ice giant Menat, home of the Sifter’s Guild.

Pantheon, a partially-constructed Stanford Torus orbiting Dulcinea-Cyrene’s L5. Headquarters of the fading society of New Dawn.

The abandoned asteroid colonies of the Lacrima Belt.

Wherever it is that the secretive Outer Council convenes (?)

The Sanctorium in Brightstone was designed by the Immortal Emperor himself during his last visit to Doskvol, nearly…

The Sanctorium in Brightstone was designed by the Immortal Emperor himself during his last visit to Doskvol, nearly…

The Sanctorium in Brightstone was designed by the Immortal Emperor himself during his last visit to Doskvol, nearly five centuries ago. He was in Doskvol for a realignment, as a number of civic and religious structures had become wayward and required his personal attention to prevent a civil conflict that could have been on the scale of the recent Unification War. The death toll from the brief trials for heretics and dissidents ran up into the hundreds, and the bones of the executed were worked into the foundations of a monument erected in honor of the Immortal Emperor’s visit.

The Gates of Death, rebuilt; the Sanctorium was intended to echo the impression of the supernatural barrier that was shattered millennia ago. The Immortal Emperor tasked the founding families of the City Council with building the Sanctorium to conform to certain parameters, funded by Imperial coffers. This gift to Doskvol provided a place for its citizens to purify themselves of the traces of death that creep into life through age and impure thoughts, and to oversee the ritual destruction of rogue spirits. Catacombs below protect the remains of flesh without life, ashes of the notable contained in expensive urns, more eternal than memory.

The Founding Families have spiritual authority as well as temporal clout, because the Immortal Emperor laid upon them the mantle of policing the boundary between life and death while offering guidance and instruction to the living. They are stewards of the gates of life and death. They choose what endures and what is silenced forever. If they were merely people, like everyone else only with money, a reasonable person could conclude that their influence outstrips their authority. But if they are gatekeepers for this city’s soul-saddled flesh, we owe them everything. As I am sure you know, they seldom hesitate to collect.

From “Six Foundations for Revolt” by Concerned Citizen

Last night was my first chance to play Dishonored 2, a game I have really looked forward to eventually getting.

Last night was my first chance to play Dishonored 2, a game I have really looked forward to eventually getting.

Last night was my first chance to play Dishonored 2, a game I have really looked forward to eventually getting. (I played a LOT of Dishonored and all its DLC. Surprise!)

Anyway, when my wife Kristy is watching, I tend to do a Strongbad voice while playing because she thinks it is hilarious. She made this Twitter account to document Strongbad Attano’s adventures, and it hasn’t been updated in years because it’s just more of the same game. But now, with Dishonored 2, we’ve fired it up again.

I honestly don’t know if these are better with context (if you are familiar with the game you can probably identify some of the moments that inspired the quips) or without.

https://twitter.com/strongbadattano?fbclid=IwAR07pF8rli_g4TTKGGkQ29s5ouz3KH55gBQEVIHI-hdShLH5-A1SLQMSsfU

https://twitter.com/strongbadattano?fbclid=IwAR07pF8rli_g4TTKGGkQ29s5ouz3KH55gBQEVIHI-hdShLH5-A1SLQMSsfU

Has anyone got a blank character sheet for Band of Blades?

Has anyone got a blank character sheet for Band of Blades?

Has anyone got a blank character sheet for Band of Blades?

My Quartermaster would really like to be able to send members of his personal alchemical research group on the occasional mission. Mostly to fill the space of their permanently wounded Medic.

So, with all negatives this would entail (semi corrupted scholars having to fight along soldiers – a recipe for disaster) I would really like to facilitate it.

Probably I’ll homebrew something based on the Leech from core Blades, but I’d be incredibly happy to be able to keep the cool graphic design the Band of Blades sheets have going on – especially as some of my players explicitly told me they love it, to help them get into character.

A few new questions: Can the PC’s resist consequences of Entanglement rolls?

A few new questions: Can the PC’s resist consequences of Entanglement rolls?

A few new questions: Can the PC’s resist consequences of Entanglement rolls?

Not To Be Trifled With and Sharpshooter: How long do these abilities last? For only one action? Watching Roll Play Blades, it appeared that they lasted multiple actions, even for the entirety of a battle. Is this generally true? If so, does the +1d/+1 effect/etc last as well, or does the PC need to push themselves again to gain that benefit a second time?

As always, thanks for the advice and answers.