We played our first Blades session this week and ended with the end of the score.
We played our first Blades session this week and ended with the end of the score. I’m looking ahead at the upcoming Entanglements roll, and with a new crew and not much heat yet, seems like Usual Suspects is the most likely one I’ll have to deal with as GM.
“The Bluecoats grab someone in the periphery of your crew. One player volunteers a friend or vice purveyor as the person most likely to be taken. Make a fortune roll to find out if they resist questioning (1-3: +2 heat, 4/5: level 2 harm), or pay the Bluecoats off with 1 coin.”
* So, that fortune roll. Based on the crew’s current Tier, ie, zero, so roll 2d pick worst? Or is it just roll 1d by default where not otherwise specified?
* If the partial success comes up, the level 2 harm goes to the contact? That just seems kind of—who cares? Seems like most of the things you do with contacts, it doesn’t matter if they have a busted shin or not.
Or is the idea that this is meant to be kind of a weak entanglement, so it’s okay that the consequences are pretty soft?