Fun question: Who feels Whispers are almost a necessity for a PC crew?

Fun question: Who feels Whispers are almost a necessity for a PC crew?

Fun question: Who feels Whispers are almost a necessity for a PC crew? I’m not saying the game suffers without one, but I myself would feel much better having one as a (hopefully) trusted crew member, especially if the crew is a Cult! 🙂

I wanted to thank the community for being so awesome, to me and everyone else.

I wanted to thank the community for being so awesome, to me and everyone else.

I wanted to thank the community for being so awesome, to me and everyone else. This is one of the best RPG communities I’ve dealt with, so hats off!

John, get back to work. 😉

Simple question: What’s the general level of firearms in the game (or your game)?

Simple question: What’s the general level of firearms in the game (or your game)?

Simple question: What’s the general level of firearms in the game (or your game)? Flintlocks, I would assume, however I can see some crazy-ass clockwork revolvers, too. I’m curious because the interplay of guns and fictional positioning has been on my mind.

Quick question: What’s the “legality” of vampirism?

Quick question: What’s the “legality” of vampirism?

Quick question: What’s the “legality” of vampirism? For example, is Lord Scurlock left alone only because he’s, well, Lord Scurlock, or is society “accepting” of vampires?

I was thinking a new vampire might be shunned by society at best, but a being of Lord Scurlock’s power is left alone because meddling with him is more costly than it’s worth, unless he himself meddles enough to warrant retribution.

When a Spider has Jail Bird and gains a +1 faction status, who is that with? Ironhook Prison?

When a Spider has Jail Bird and gains a +1 faction status, who is that with? Ironhook Prison?

When a Spider has Jail Bird and gains a +1 faction status, who is that with? Ironhook Prison?

So, we played and two of my players aren’t fans.

So, we played and two of my players aren’t fans.

So, we played and two of my players aren’t fans. Some of that is my fault as I probably made consequences too harsh. The other complaint was that you rarely succeed without a consequence. As a GM, I love it.

Anyway, one sticking point was what’s considered a “tough challenge”. Any advice would be appreciated.

So, we tried out a session with v6 and overall we had a blast.

So, we tried out a session with v6 and overall we had a blast.

So, we tried out a session with v6 and overall we had a blast. The expected snags of everyone getting used to something new, but a success I would say.

The one bit I, as GM, struggled with is dtermining effect. I read the examples and think, “That makes sense”. However, for some frustrating reason when we played it didn’t click as well as I thought it would and I kept having to re-read those pages. I felt like an idiot!

Is there any advice somebody can give me? I see the genuis with it but for some reason adjudicating effect is eluding me.

Oh, John, one other bit: on the Lurk playbook it lists “Darksight mask” but in the equipment section it’s “Darksight goggles”. It’s beyond minor, but I figured you’d want to know.

So, we FINALLY played last night and overall, it went well!

So, we FINALLY played last night and overall, it went well!

So, we FINALLY played last night and overall, it went well! We do, however, have a few questions/sticking points. If these have been asked and answered, please hit me up with a link.

1) What good are crew effects that obvious affect gangs, if you take no gangs? How are the effects used with just PCs?

2) Can an NPC provide Backup and give a +1 die? As they can’t take Stress I assume not, but I wanted to ask.

3) Can a spirit mask add an Effect die to the manipulation of electroplasmic energies via “Channel”? This was the Whisper player’s question. I said it does as electroplasm has inherent supernatural properties. (This isn’t so much a query of rules, but opinions on flavor)

4) Can an assisting PC add their Background die (if it pertains) when another PC’s leading a Team Action?

5) If an Overindulgence gives a PC a bad rep, does that only apply to that PC or the crew?

That’s it, but one thing we did notice is that they failed…a lot. They almost took Trauma on the very first score. That was partly my fault as I used clocks that were probably too big, however there was a lot of frustration as to how quickly Stress added-up through bad rolls.

I understand this is part of the system, but I’d like some advice on how to possibly soften the blows. I want them to want to play, but I understand not liking constant failure.

Oh, I am very much looking forward to a list of dangers for Action rolls! 🙂

Anyway, I feel this game has a megaton of awesome and want it to be the best I can make it, so any help is appreciated.

Let’s make monsters!

Let’s make monsters!

Let’s make monsters!

Well, more animals. What kind of flora and fauna might have survived the Shattering?

-Wraith flowers: glowing, tulip-like flowers often used by the wealthy (they only grow in the wastes) as a indulgent lamp of sorts. Must be planted in the corrupted soil found outside the cities.

-Tumbleshrooms: large-capped fungi whos tops fall off and roll away. Often found in the sewers of Duskwall, their caps floating in filth. Can be used to make a power hallucinogen or, if mixed with wraith-flower oil, a remarkably deadly poison known as “Tymarra’s Kiss”.

-Cacklesnake: a desert-dwelling viper whos venom creates a paranoid, hysterical madness in the victim. If envenomed enough the victim will suffer permanent brain damage and be reduced to a mad wretch. Used as a poison and to make the drug known as “Chitter”. Chitter addicts are known by their manic stare and near-constant giggling from the hazy euphoria of the drug.

Well, work calls! 🙂

I’ve been brainstorming some Shattered Isles tech. By all means add!

I’ve been brainstorming some Shattered Isles tech. By all means add!

I’ve been brainstorming some Shattered Isles tech. By all means add!

-Electroplasmic blades

-Garret’s arrows (a must!).

-Electroplasmic explosives. Highly unstable and illegal. A death-sentence to possess.

-A rig for non-whispers to see the possessed (expensive and proprietary; used by higher-tier official agents).

-“Light” prosthetics (Garret’s eye).

-“Demon-tech” (made from demonic parts; illegal and dangerous). Examples: A coat made of demon-skin that gives the wearer the ability climb walls like a spider. The wearer gains larger, all-black eyes and leaves wispy, web-like strands while climbing that disappear a few hours after use.

A choker made from U’Duashan brass that gives the bearer the power to bend wills through speaking. Leaves the taste of blood on the bearer’s tongue.

“Eye of Urfane” (a demon’s eye, fueled by refined leviathan blood. Grants the ability to scry, even through powerful wards. Lost and greatly sought after).

-Ghost-mine (think “Ghostbusters”).

-“The Book of Cold Martyrs” (a legendary tome with the secret names of Skovlan heroes. Allows the reader to call forth the spectral memory of great Skovlan leaders who died in defense of Skovlan freedom).

*In my “world” to call another Skovlan “cold-blooded” or “cold” is a honorific. It heralds the oldest days when Skovlan tribes roamed the harsh, freezing wastes, surviving against incredible odds. To call a Skovlan “warm-blooded” is a great slight.