I noticed that Breakers have Thugs and a Cult has Adepts listed.

I noticed that Breakers have Thugs and a Cult has Adepts listed.

I noticed that Breakers have Thugs and a Cult has Adepts listed. Are these special instances supporting the crew themes and are exclusive, or will each crew type have a cohort type?

Also, will the book have examples/suggestions as to things the Ghost Echoes crew advance for Shadows interacts with?

I was wondering if the Blades system would work for wuxia.

I was wondering if the Blades system would work for wuxia.

I was wondering if the Blades system would work for wuxia. Is it “robust” enough to handle secret techniques and the like? My experience is sadly close to nothing, other than reading, so I was curious if somebody’s had this idea.

My alchemical romance! (Yes, I had to…)

My alchemical romance! (Yes, I had to…)

My alchemical romance! (Yes, I had to…)

I created this potion for my Gods of the Fall game but it seems (thematically, not mechanically, of course) to fit with Blades. I was hoping to get some advice on what mechanical bits you all feel it might have. I’ve left the Cypher rules in place on the off chance one of you likes it and plays Cypher games. (I’m not advertising on accident again!)

Plus, I’m being lazy and don’t feel like chopping it up.

Chameleon’s Kiss (potion; difficulty 7 to create one dose; difficulty 6 to resist effect)

Often used by assassins and spies, this thick, bitter potion grants the imbiber the vile power to steal another’s form and mind with a kiss. Upon embrace the victim must succeed at Difficulty 6 Might and Intellect defense tasks, or fall prey to the potion’s power. If failed, the attacker morphs into a perfect copy of the target (minus garments, accoutrements, etc), while the inverse happens to the victim, who falls dead, their heart stopped. A nearly perfect transference of the target’s mind also occurs, granting the assailant 3 steps in their favor to mimic the victim’s mannerisms, memories, etc. The attacker’s mind does not transfer, however. During the mental transfer, the attacker must succeed at a Difficulty 4 Intellect defense task or have the difficulty of all tasks increased for a day. If the poisoner wishes to assume their prior form, they must perform the attack again (with a second dose), although many don’t, instead moving from body to body; persona to persona.

Since souls matter more in Blades, I’m toying with the idea that the attacker “eats” the victim’s soul, but there can be nasty side effects.

It’s been a while, so did I miss a clarification as to what ghost keys do? Are they still up to us?

It’s been a while, so did I miss a clarification as to what ghost keys do? Are they still up to us?

It’s been a while, so did I miss a clarification as to what ghost keys do? Are they still up to us?

I had an idea for a nifty (and HIGHLY illegal) toy for criminals, especially violent ones: the Crow-Killer.

I had an idea for a nifty (and HIGHLY illegal) toy for criminals, especially violent ones: the Crow-Killer.

I had an idea for a nifty (and HIGHLY illegal) toy for criminals, especially violent ones: the Crow-Killer. This avian clockwork hunter is made of matte-black brass. Inside its frame beats the magically animated heart of a ritually slain bird-of-prey. It can be set to go on a killing spree, attacking any Deathseeker crow it finds, or, more often, attuned to an impending murder. After the deed is done, the Crow-Killer waits for the Deathseeker to arrive. The dark magics powering the hunter masks their presence, giving them an edge against the interloper. The Crow-Killer devours the heart and essence of the Deathseeker, masking its loss to both the Wardens and the murder it came from.

Not sure if it’s setting-breaking or even necessary, or of any mechanics. It just popped into my head as a creepy-cool widget.

As an aside, I’ve wondered if the Deathseekers are tougher (magically or otherwise) than normal crows. In either case, I assume attacking and/or killing one is a HUGE no-no.

Handling XP for new crew members.

Handling XP for new crew members.

Handling XP for new crew members.

How do you do it? For example, Shane has been playing Valos the Spider for a good while and wants to try a Whisper. Valos leaves Doskvol, returning home to deal with a “family thing”. Imlis Copperheart, a Whisper friend-of-a-friend, joins the crew. Does Imlis start from square one? Does she get the same amount as Valos (which would take some serious bookkeeping from the beginning)? Do you just allow group consensus to build Imlis?

How have groups been handling this?

John, will there be advice about this?

Is there a place where we post noticed “oopsies” (misspelled words, etc.)?

Is there a place where we post noticed “oopsies” (misspelled words, etc.)?

Is there a place where we post noticed “oopsies” (misspelled words, etc.)? I didn’t want to spam John with oodles of messages. Thanks!

Is there a mechanical use for the dots associated with each section of the city that I’m missing? Thanks!

Is there a mechanical use for the dots associated with each section of the city that I’m missing? Thanks!

Is there a mechanical use for the dots associated with each section of the city that I’m missing? Thanks!

Assassin crew musing: Might they have a crew ability which offsets the additional Heat penalty for killing during a…

Assassin crew musing: Might they have a crew ability which offsets the additional Heat penalty for killing during a…

Assassin crew musing: Might they have a crew ability which offsets the additional Heat penalty for killing during a score (or downtime, if your character rolls that way)? How might it manifest in the fiction? Should it cost Rep?

Just thoughts to stoke the fires. 🙂