Possible Shrike ability ideas.

Possible Shrike ability ideas.

Possible Shrike ability ideas.

Beast Master: Enhance the quality/potency of your animal companion, (for acting independently or coordinating with the Shrike’s actions) or gain new/additional companions or unusual/supernatural companion abilities (flight, spirit beast, invisibility, intangibility, shapeshifting).

Far Sight: Supernaturally discern the direction and distance to any specific person or item. You may spend stress equal to the magnitude of the distance and privacy (1–6) to also see and hear the target’s current activity.

Item Quality and Hold Question

Item Quality and Hold Question

Item Quality and Hold Question

Sorry if this is already discussed elsewhere, but in QS3, the crew can upgrade Item Quality. I love this. However, if we upgrade Weapons once for the crew, does the Cutter’s Fine Hand Weapon become a Quality +2 item? If the crew upgrades Weapons again, does the Cutter’s become Quality +3?

Also, hold appears to not exist independently from Claims and Rep. Development rolls give you Rep, and every Claim gives you +1 hold and possibly more. Yet, the Gambling/Drug Den Claim says “+3 hold, +1 coin per development” Does that mean each development roll gives you independent hold? Or should this say “+3 rep, +1 coin per development”?

Here are drafts of a second batch of work-in-progress prestige special ability options for cultist PCs, based on…

Here are drafts of a second batch of work-in-progress prestige special ability options for cultist PCs, based on…

Here are drafts of a second batch of work-in-progress prestige special ability options for cultist PCs, based on their deity’s traits. I posted Alluring ideas earlier. Here are some for Sinister.

I would love any and all feedback, criticism, and ideas! Many of these don’t quite do what I want mechanically since I’m partly awaiting revised ‘faction game’ mechanics.

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Sinister

Trust is for the weak: Gain special armor against betrayal, treachery, mutiny, or resulting demoralization. When you roll a crit while acting in direct betrayal of someone’s trust, clear 1 stress.

Hardened Soul: Gain special armor against fear or harrowing experiences. When you roll a crit while non-violently asserting your dominance over others (such as through intimidation or foretelling horrible future events), clear 1 stress.

Do Not Meddle: You may hold hostile human authority figures at bay with the power of your devotion and a symbol of your deity. This effect costs stress equal to the rank of the authority or or scope of the group (1-6). (only very slightly modified from Dylan Green’s cleric ability)

Grim Portents: You tend to foretell worst possible outcomes as if they are certain. Gain +1d on rolls during flashbacks in which you make a creepy declaration of a future misfortune or destruction that involves your crew. Such flashbacks cost -1 stress to trigger.

Divine Visage: Your appearance permanently manifests blatant signs of your deity. Describe how. Gain +1d to intimidate, sow fear, or interact with supernatural beings, but take -1d to appear trustworthy, inconspicuous, or holy.

More complex but flexible alternative: You may alter your appearance to manifest signs of your deity, though doing so temporarily submits your body to the wild appetites, whims, and aims of your deity. Describe how. Gain +1d on rolls to intimidate, cause terror, or interact with supernatural beings. Take the lasting condition Uncontrolled with 2–6 segments based on the magnitude and duration of the effect.

The Thrill of Terror: Gain +2d on any action roll by taking a 6-segment lasting condition Extreme Phobia toward something common that is featured in the current scene or score.

Friend of Misfortune: Gain +1d and ignore the effect of a lasting condition for one action by revealing how you intended to suffer prior harm, misfortune, or faiure as part of a mysterious, elaborate plan. Aggravate the ignored lasting condition by increasing its clock size by 2 segments. (You may only ignore and aggravate each lasting condition once on a given action, but may stack this ability as many times on a single action as you have separate lasting conditions.)

Transparency: You may attune to reveal an NPC has a mysterious employer or clandestine loyalty. If you succeed, spend stress equal to the tier of the NPC’s existing faction affiliation.

Conspiracy Theorist: Your ideas are ridiculous but compelling. Gain +1d when convincing others that a person or faction is mysteriously responsible for seemingly unrelated problems.

Sinister Smile: Increase your effect by 1 when harming friends, lovers, allies, and confidants.

Wheels Within Wheels: [Something about intricate plans involving extensive webs of connected factions. Maybe the following?] Gain +1d during flashbacks in which you reveal an additional faction’s interests in an element of the present score. Such flashbacks cost -1 stress to trigger.

Double Double: Gain a tick on playbook advancement when you double cross your employer on a score. [Alternative benefit could be +2 coin or hold or a single-use fine asset of your choice (as if with an acquire asset roll).]

Spider in a Web: When the outcome of a score would negatively effect a faction status, you may attune to instead apply that negative faction status to a different faction.

Profound Company: You may seek and interact with one of the following abstract concepts as if they were humans on your list of friends. Take a lasting effect Addled with segments equal to the magnitude of the knowledge, boon, or manipulation sought (2-6). You may take this ability multiple times to choose additional concepts. 

Which of these lists is best? (I’m leaning toward the first) 

—Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath

—Destiny, Death, Dream, Destruction, Desire, Despair, Delirium/Delight

—Luck, Fear, Hate, Hunger, Pride, Power, Love

—Power, Duty, Glory, Truth, Love, Justice

Other unformed ideas

Master’s Plaything: [something about benefits of a sinister deity being underhanded/mischievous toward the crew]

Hex/Superstition: [Something about manipulating NPCs superstitions/fears or employing hexes/curses]

Misfortune/Disaster: [something about twisting or foretelling disasterous fortunes]

I’m considering a compendium playbook of sorts, offering all players (at least on my players’ cult crew) new special…

I’m considering a compendium playbook of sorts, offering all players (at least on my players’ cult crew) new special…

I’m considering a compendium playbook of sorts, offering all players (at least on my players’ cult crew) new special ability options based on cult’s selected deity features. Basically this allows PCs to take on formal priestly or divine abilities not available to normal people.

The following are far from refined, but in the theme of others sharing ideas, here are some possible ideas that emerged from considering the Alluring feature. As I said, very much work in progress, but I’m enjoying the direction it’s headed. What do you think?

Lusts of the Flesh: Gain special armor against the sensual allures of romance and bodily lusts. When you roll a crit while seducing someone with romance or bodily lust, clear 1 stress.

Otherworldly Allure: Choose a gender. Characters who are attracted to that gender tend to find you irresitably alluring potentially improving your position on Mask rolls involving seduction. You may use your exposed body as a fine item for related effect and resistance rolls.

Spectral Touch: Your allure is no longer skin-deep, but crosses barriers between living and dead, mortal and immortal, or corporeal and ethereal. You are able to interact physically with the forms of willing spirits and supernatural beings as if they had normal, tangible human bodies (without the aid of electroplasm). This ability does not extend to weapons or gear you possess. You may attune to interact with unwilling beings as if they had normal human bodies.

Demands of Love: When you ask one of the following of someone who has fallen in love with you exclusively, your lover will trust you and do his or her best to comply. When there is risk in your requested task, roll Attune, Command, or a Mask action to determine the outcome or danger to your lover.

– Bring you something they possess (like acquiring an asset without using Supply)

– Kill or harm a competitor for your love or affection

– Develop a taste for something unsavory or unnatural

– Pursue an action that kills your lover

Flesh-forger: You may slowly alter your form by spending stress. A minimum of 1 stress alters your existing features to be unrecognizable.

  +1 stress to alter size or body composition (including gender).

  +2 to represent a specific person or intricate features that you have studied.

  +2 to also alter the appearance of your worn clothing and gear (they still function according to their original form).

  +1 stress to achieve any alterations immediately.

Heartstrings: When you make skin contact with someone for long enough, you sense his or her secrets. Reveal one of the following:

 – Their vice of choice

 – one of their most immediate lusts or infatuations

 – one of their lowest moments

 – one of their greatest achievements

 – one of their deepest desires

 – one of their greatest fears

What do you think the impact on BitD’s gameplay or tone would be if all the actions were replaced instead with Hard,…

What do you think the impact on BitD’s gameplay or tone would be if all the actions were replaced instead with Hard,…

What do you think the impact on BitD’s gameplay or tone would be if all the actions were replaced instead with Hard, Cool, Hot, Sharp, and Weird? (along with related mechanics like advancement, etc) Those could also serve as effect/resistance ratings and possibly replace crew effects.

NPC archetype (and cross-type) generator

NPC archetype (and cross-type) generator

NPC archetype (and cross-type) generator

While blog-hopping yesterday, I found this great table for making compelling archetypal and unusual NPCs. I find it more nuanced and clever than many random tables, especially with the subtypes and chance for cross-type results.

It’s designed for medieval fantasy, but can easily be adapted and useful for Blades games: https://docs.google.com/file/d/0BxxIbZkFu4wdMmYwODM1MDMtOWY1Mi00NWEzLTkyYmUtZGQxZTIwMzBiNWY0/edit?num=50&sort=name&ddrp=1&layout=list#

It is originally by Roger Giner-Sorolla. What do you think? I’d love to hear if you use this in play.

EDIT: I put this and some flavor details from Blades into Google Sheets and tinkered around a bit. As a result, here’s a semi-automated generator allowing standard, loose, and fully random outputs: https://docs.google.com/spreadsheets/d/1Ukg80uE2ygvp2J4RmtJ3m8g2rrOLsUcF7-_bzX5PulI/edit?usp=sharing

My players rolled the entanglement of a Demon offering a Deal.

My players rolled the entanglement of a Demon offering a Deal.

My players rolled the entanglement of a Demon offering a Deal. I don’t think what I provided was very good: the crew was tasked with bringing him the eponymous flame from their rivals the Circle of Flame. I don’t really know what that means yet, but they definitely don’t mind stealing something cool from their rival faction.

What are some good ideas of interesting and problematic deals a powerful demon may ask from/offer the lowly PC crew?

With the revised Development roll, is there any longer a mechanical benefit from having +/-3 faction statuses?

With the revised Development roll, is there any longer a mechanical benefit from having +/-3 faction statuses?

With the revised Development roll, is there any longer a mechanical benefit from having +/-3 faction statuses?

Pg 8 under Changing Roles says the person on point chooses someone new to be on point after they use a teamwork move.

Pg 8 under Changing Roles says the person on point chooses someone new to be on point after they use a teamwork move.

Pg 8 under Changing Roles says the person on point chooses someone new to be on point after they use a teamwork move.

I’m curious why not to let the non-point players just decide among themselves who next takes point. I like the idea of the players actually learning to work well as a team based on strategic point passing, but in play I see it working more openly with players just choosing for themselves who takes point.