I’m looking for feedback on my first sets of crafting and rituals. These might be a bit more complicated than they need to be, but the crew (hawkers) is intending on creating their own product and I wanted to let them do that and still do the cool stuff that Leeches and Whispers are supposed to be capable of.
I’d appreciate any and all feedback you’d be willing to give me!
– The Leech performs crafting as downtime action to distill a catalyzing substance from Leviathan Blood
– Must reach tier 2 on Tinker roll (automatic tier +2 for workshop and alchemy)
– Devil’s Bargain – Failure results in exposure for anyone involved in in production – Level 2 harm – deafened, blinded, or choked, tick clock “tainted” (4-segment)
– As long as tier is reached on the roll, the crafting is a success and production continues, with the added bonus of the Leech’s TBD alchemical recipe (which is effectively a byproduct of the above process)
– After the catalyst has been crafted the Whisper performs a ritual as downtime action to imbue the catalyzing substance with the essence of a spirit from a live subject, also providing an easy target for his ghost friend to draw energy from
– Tick Setarra’s clock (12-segment) – This is to reflect that the crew has found a source of vagrants and hollows in a grotto beneath the Docks; Setarra has been luring these people to the grotto for her own means, and once she realizes the crew is stealing from her she will retaliate
– Roll attune, risky position/great effect
1-3 = The ritual fails and must be attempted again at a desperate position
4-5 = The ritual succeeds with standard yield but the spirit is extracted in a manner that could be detected by the Spirit Wardens (tick 8-segment clock)
6 = The ritual succeeds with standard yield and the Whisper’s ghost friend feeds (tick 6-segment ghost clock once)
crit = The ritual succeeds with greater yield and Stavrul is satiated (tick 6-segment ghost clock twice)
– On a desperate roll
1-3 = You fail completely, the production is ruined, take level 2 harm, tick “tainted” clock, tick Spirit Warden clock twice
4-5 = The ritual succeeds with standard yield but the spirit is extracted in a manner that could be detected by the Spirit Wardens (tick clock twice)
6 = The ritual succeeds with standard yield
crit = The ritual succeeds with greater yield and ghost friend is satiated (tick clock twice)
– Ghost friend’s potency is represented by a 6-segment clock. When the clock is full he is tier +1, when the clock is partial he is = to tier, and when the clock is empty he is tier -1 – Every time ghost friend is invoked in any way the clock ticks down 1; there are some actions that may cost more than 1 segment (this is a consequence that can be resisted by the Whisper)
– Essentially, the ghost either diminishes when he acts or the Whisper must take stress
– Replenish the clock by conducting the ritual either for production purposes or just to feed the ghost (effect drops to standard for the latter and there is no exposure consequence)
– If the clock is empty the ghost can can only perform minor actions but there is no effect on the clock, unless the crew’s tier is 0 (you cannot roll at less than 0)
– If the clock is full any extra ticks are not held or rolled over (or does this empowerment cause the Whisper to lose control temporarily?)
I’m a bit irritated: Don’t you use the questions as stated in the rules? Cool thing with those questions is that Player and GM both have their parts in creating stuff.
We did ask the questions at the table, but because this was all our first time coming up with this stuff I told the guys I would work out some details (especially for the ritual) away from the table and deal with it via email. Before sending them these suggestions I wanted to check in with folks who have done this before to make sure I’m on the right page…
A lot of the content above did come from those questions, like the details about feeding the ghost and distilling demon blood. I cut out the details about the drug and its effects because the post was getting too long.
I could tell I was starting to lose the Cutter and the Spider during our last session when the q and a discussions from the book were taking place (it takes a while when you do a crafting recipe and a ritual back to back). I really don’t think I’m cheating my players by moving the discussion to email, or by checking with experienced players and gms.
I’m sorry I annoyed you, but to be honest now I’m annoyed. I thought this group would be useful for a first time Blades gm to fly some ideas and get a feel for what works for others. Now I’m feeling the need to get defensive over my gming based on an assumption.
Yes, this group is exactly for those questions. Me, being irritated was just being irriated not annoyed. Sorry if my question was offensive in your eyes. That was not what I had in mind. I was communiting and saw lots of text and no questions and therefor I just wanted to know if you missed that part. This is because a lot of old-school-players (like me) having trouble in the beginning with the mindset that in Blades not only the GM but the players as well are responsible for content.
John Scott I and the other Blades GM in my group run more like you, with a little more slant towards “GM creates the content based on the players’ stated interests” rather than the fully collaborative stuff, and I think these tables are great. I did a something like this for an alchemy situation in my game, and the crew loved it- but we’re all completely fine with throwing the whole “players decide what happens” part out the window. Game works wonderfully either way.
Rebecca W I’m willing to give the players agency so far as they’re comfortable contributing. Though they’re all experienced gamers and roleplayers, they aren’t used to a system like this, so until they find their sea legs I’ll probably be doing most of the heavy lifting.
That said, the guys playing the Whisper and the Leech are two of the most creative people I’ve ever played games with, and much of what I described in my post is from their input. I’m really just looking for help with the mechanics and whether or not the Whisper’s ritual is appropriate or if I’m heading in the wrong direction.
John Scott also, just a small error regarding the catalyst crafting above- a Devil’s Bargain is something that ALWAYS happens when the player accepts it (p. 21), merely by accepting the extra die- it’s a condition that will occur succeed or fail. If you change it in the manner you are doing in the example, you weaken its impact, making it a “cheaper” bargain than default- it becomes simply a gamble instead of a guarantee of consequences. Something to consider.
Rebecca W That’s a good point. Would you suggest that simply causing the exposure effects in return for the bonus die would be more appropriate? Is level 2 harm and a tick towards becoming tainted too harsh?
John Scott when I’m offering my players a Devil’s Bargain, I’ve codified beginning my statement with, “Whatever else happens, (this happens for certain).” Your example is good, but it’s definitely harsh- I’ve done similar (“Whatever else happens, the extra time you’re taking means he throws the little boy off the roof before you reach him.”) Too harsh? I can’t judge; I don’t know how potent the stuff is in your fiction, and how much power is in play (i.e. does the risk match the reward?).
Rebecca W Thanks for the advice. I think I’ll leave it as is, mostly to reflect that what they’re doing is pretty risky. The harm will be tough but if they allow themselves to get fully tainted that could have some real consequences, so eventually taking that bonus die will become a much more difficult choice.
John Scott Good call. I like hardball choices. 😊