Some stills from the A Nocturne roll20 campaign I’m running.

Some stills from the A Nocturne roll20 campaign I’m running.

Some stills from the A Nocturne roll20 campaign I’m running. We’re running a sector I designed using Calum Grace’s inspiring creation tables. Thematically, it’s a string of stars that have been pulled away from a galactic disc by a high-velocity Super-Massive Black Hole (these are called Hyper-Compact Stellar Systems (https://en.wikipedia.org/wiki/Hypercompact_stellar_system) and they are an awesomely weird theoretically-real stellar phenomena).

A NOCTURNE v0.9 is out now!

A NOCTURNE v0.9 is out now!

A NOCTURNE v0.9 is out now!

It’s out, it’s big, it’s lovely, it’s dark and weird, and you can buy it for just €5 – that’s the price of a nice pint of ale! I’ve been working on this game for the best part of two years, so frankly this is an absolute steal. And, if you want to share it around, or just want to check out the playbooks, the sheets pdf is still available as a free download!

You can find it linked as part of this post, but if you’re interested in the changelog you can read that here: https://thysane.itch.io/a-nocturne-play-test/devlog/55458/a-nocturne-v09-is-here

https://thysane.itch.io/a-nocturne-play-test

Hello folks, before this platform goes blit, I thought I’d share one last bit of art.

Hello folks, before this platform goes blit, I thought I’d share one last bit of art.

Hello folks, before this platform goes blit, I thought I’d share one last bit of art.

My table is going back to the star-filled sea to try out the new Leviathan hunter flowchart, and here’s a little poster I put together for them. Hope you enjoy.

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your…

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your…

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your upgrades. Do you do this for both of the upgrades you select (so, if I take a Cohort, does that give me +1 with one faction and -1 with another, then my second upgrade does +1 with one faction and -1 with another)? Or do I simply take a single +1 and a single -1?

Scum and Villainy: Heavy Armor

Scum and Villainy: Heavy Armor

Scum and Villainy: Heavy Armor

Heavy armor exists on the character sheet and is briefly mentioned on page 57 (PDF version) but otherwise I can’t seem to find it explained anywhere else.

At a guess it seems like the game is expecting me and mine to fictionally decide if one of the PCs has heavy armor or not.I am totally cool with that but just want to make sure that I’m not missing something.

So, my actual question is: How does heavy armor work and, if it’s mostly a fictional idea, how do you apply it at your table?

Still more questions.

Still more questions.

Still more questions.

Yep, I’m back with a new batch of questions. I’ve collected a few.

1. Is finding a new vice purveyor a downtime activity? I can’t find a rule in the book that says so, but it feels like it would fall under the Acquire Asset activity.

2. How do some of the more abstract Claims manifest, and how would you go about turning them into a score (sometimes without destroying the claim)? For example, Bluecoat Confederates/Bluecoat Intimidation doesn’t sound like a physical location that can be raided, and even if it was it feels like you run the risk of battling the actual Bluecoats instead of the opposing faction. Would you, perhaps, have the crew run the opposing faction out of a territory? Or maybe track down the Bluecoat head honcho and “convince/bribe/blackmail/etc” him or her to switch alliances? I might ask the same about Informants. Cover Identities is another one. Is that a guy in a back room forging false papers, or something more abstract? How about Secret Pathways? Are you more or less just running off an opposing faction that guards those routes? There’s more, but I think you get my drift.

3. Do starting playbook supplies sort of resupply after use, or does the player have to acquire them again once used/lost/broken? For example, our Cutter recently used his Rage Essence Vial and then later broke his Fine Claymore in a fight against a hull. Do those items resupply out of the nebulous non-coin expenditure the crew is just assumed to use, or do they need to actively seek them out ala Acquire Asset? Should some of the pricier items cost actual coin?

4. Does actual coin play into the Luxury vice? I have a PC with the Luxury vice and he’s outfitting his apartment with some pretty swank swag. Should I be charging him coin for that stuff? That doesn’t feel quite fair, given that the rest of the PC’s are basically indulging their vices for free. And yet, that painting over his fireplace has got to cost something to make it Luxury. And how then does this play into Stash? It feels like, mechanically, they are totally separate, but at this point his lifestyle is quite beyond his fellow crew members. I’ve sort of funneled him into non-permanent vice indulgences (nights at the opera, museum visits, etc), but in the early game I did allow him to simply hand wave filling his little apartment with luxurious items.

Thanks for any and all advice. You guys are the best!