Leviathan hunting…in spaaaaaaace!

Leviathan hunting…in spaaaaaaace!

Leviathan hunting…in spaaaaaaace!

OK, not really. I just read the bit about the marriage of an ink-black sky and sea, both cradling ever-shifting stars, the result a maddening void which, presumably, seems likened to the cold darkness of outer space in our world. Hell (pun intended), it may actually be a three-dimensional journey, the various kingdoms shifting in the darkness. Only by navigating the strange, subconscious ghost-currents can members of the Cartographer’s Guild guide ships through the night-waves. Or not. Who knows? πŸ™‚

I see some great moments akin to Alien and Event Horizon happening to those who sail deep into the void.

Under the “Acquire Asset” downtime action it reads, “Since you can spend coin to get an extra downtime activity, you…

Under the “Acquire Asset” downtime action it reads, “Since you can spend coin to get an extra downtime activity, you…

Under the “Acquire Asset” downtime action it reads, “Since you can spend coin to get an extra downtime activity, you can essentially β€œrent” an asset indefinitely. Spend a coin during downtime for the activity, then roll Tier to see what quality it is right now”.

This is tripping me up. I was under the impression you rolled Tier regardless, so if you wanted to “rent” an asset by spending a Coin each DT, once you rolled initially, why would you roll again? To see if the asset somehow degraded?

Or do I take another DT action to “rent” it after the initial roll?

For example, our crew is Tier 2 so I roll 2d for Spirit Warden gear. I get lucky and crit. When do I spend the Coin?

This is probably obvious, but it’s eluding me. If it’s tripping up others, I’ll post it to the “Oopsie link”, but before I did that I figured others might have insight.

Is the payout for hunting grounds a one-time thing? I assume so, but wanted to check. Thanks!

Is the payout for hunting grounds a one-time thing? I assume so, but wanted to check. Thanks!

Is the payout for hunting grounds a one-time thing? I assume so, but wanted to check. Thanks!

Opinion on crew faction status:

Opinion on crew faction status:

Opinion on crew faction status:

I love how your crew upgrade picks are tied to the status with different factions, however the book states it’s the GM who decides who was affected. I really like how the players chose who they were positive and negative with as it tagged them for interest. So much…hell, most…of Blades is player-driven and I miss that drive when it came to faction status. I know you can do what you like at your table, I just find it jarring that the game is so fexible and player-empowering save that, especially since it’s the players who choose who they like and don’t like once the game’s started.

Question: Do characters and crew still get all their contacts and just choose one who’s favored? Or has that changed?

Question: Do characters and crew still get all their contacts and just choose one who’s favored? Or has that changed?

Question: Do characters and crew still get all their contacts and just choose one who’s favored? Or has that changed?

I finally ran a couple sessions for a two-person crew of Shadows, consisting of the creepy whisper Lanette “Doll”…

I finally ran a couple sessions for a two-person crew of Shadows, consisting of the creepy whisper Lanette “Doll”…

I finally ran a couple sessions for a two-person crew of Shadows, consisting of the creepy whisper Lanette “Doll” Dahlinger and the surly Lurk “Longshadow”. They were hired by the Red Sashes to sabotage the Lampblack’s most profitable brothel by placing a ghost beacon. The initial meeting with the Red Sashes went very well from Doll impressing Mylera with her knowledge of what the strange, metal pyramid covered in runes was (the beacon). Longshadow scouted the neighborhood surrounding the brothel, as well as the inside by paying for their services. Doll visited her contact Nyryx. While asking Nyryx for the favor of scouting the inside of the brothel to find the best placement for the beacon, two thugs tried to accost Nyryx. Doll intervened by channeling the ghost field and going from creepy to outright terrifying. The thugs turned and ran without so much as a word. Nyryx returns and informs Doll there’s a weakness in the Wall (our name for the barrier between the living world and the ghost field) in the NE corner of the main office.

That night, the two break in through the attic and move toward the office, bypassing a guard while he was chatting up one of the workers. They argue for a moment whether to risk entering the office (there was a person inside) or place the beacon in the SE corner of an adjacent storage room. Doll, wanting the best result possible, wins the debate and Longshadow grumbles as they prepare to enter the office. Doll slowly opens the door just as a Lampblack gets up from his desk. Longshadow quickly lets loose a blunt-tipped arrow, knocking the Lampblack out cold.

Doll gets to work on opening the ghost door as Longshadow peruses the ledger and steals the earnings (2 coin). The Wall tears, revealing the cause: the tell-tale signs of a murder in the corner of the room. Doll smiles as she places the beacon.

Longshadow decides to frame the unconscious Lampblack with theft and places some eels (1 of the 2 coin) in his pockets, then pours spirits on his face and shirt and drops the bottle next to him. He also steals his rather fine pistol. After a critical result on a Fortune roll to see if the ledger will support the lie (it does so very well), the frame job is set. Doll activates the beacon.

At this point, Doll’s player did a flashback where she asked Nyryx if there was another nearby ghost door to escape through. There is one close and it’s mildly safe to get to. The crew enters the ghost field and Doll shuts the door. The two saboteurs escape right through the doors and walk out with nobody the wiser.

They exit the ghost field in an alley but as an Attunement consequence, it’s past curfew (due to worker riots) and two Bluecoats see them exit the alleyway. Doll’s player decides to spend more loadout to support the excuse they’re hunting ghosts (which you do at night, of course). The officers don’t buy it, so Longshadow steps in and offers them a bribe (the 1 coin he stole) and things go well. The officer notices the pistol as well, so Longshadow says, “Here, take a look for as long as you want…” (the player said exactly that!). The Bluecoat gives a knowing nod at the sweetened deal and offers to escort them safely out of the district.

The crew returns to their lair (a basement vault in an abandoned bank, inaccessible from above due to the collapsed structure, with entry through a breached wall to the sewers), rests, then visits Mylera in the morning. She is more than pleased and makes sure they know the Red Sashes have more work, if interested. We ended after the post-score phase with the crew 4 coin richer and two ticks away from a crew advance. They cleared most of their stress and made solid headway on their playbooks.

It was a great time!

Had our first game tonight!

Had our first game tonight!

Had our first game tonight! Minor snags which mostly came from overthinking things, but the assassination went well. πŸ™‚

One thing we noticed (after an unexpected run-in with a ghost) was that the Leech doesn’t have a spiritbane charm listed. Is this intentional or an oversight (I’m assuming intentional, but also feel that in a city of ghosts most people should have one)? The Leech was almost pushed into Trauma save the Spider anchoring the ghost and putting it into a bottle!