I didn’t back it (found out about it too late) but I’m really interested in Hack the Planet.

I didn’t back it (found out about it too late) but I’m really interested in Hack the Planet.

I didn’t back it (found out about it too late) but I’m really interested in Hack the Planet. Unfortunately there little info to be found about it. Any idea when it might make a publishing appearance?

So, this happened: my crew – the Nameless, are smugglers.

So, this happened: my crew – the Nameless, are smugglers.

So, this happened: my crew – the Nameless, are smugglers. Their lair is/was an old rail car. They are in contention with the Fog Hounds, from whom they stole a couple of lucrative scores. They are currently Tier 0/Weak

During one score, the street was awash in blood (7 heat) and for Entanglements I rolled: Show of Force.

_A faction with whom you have a negative status makes a play against your

holdings. Give them 1 claim or go to war (drop to -3 status). If you have no

claims, lose 1 hold instead._

As they had no claims, they lost one hold. Okay, on to rule #2:

If your crew is Tier 0, with weak hold, and you lose hold for any reason, your Lair comes under threat by your enemies

Under threat by your enemies? Their location was not secure or concealed. I ruled (perhaps too harshly) that the Fog Hounds, as a reprisal, burned their lair, leaving the crew “lairless” and that to establish a new lair would require Tier +2 coin or a score.

I further ruled that with the crew “on the run” they were limited to a single downtime action (without spending rep/coin) until they could establish a new lair.

Anyhoo, just curious how others would have adjudicated this one.

From the Lurk:

From the Lurk:

From the Lurk:

Ghost Veil: You may shift partially into the ghost field, becoming

shadowy and insubstantial for a few moments. Take 2 stress when

you shift, plus 1 stress for each extra feature: It lasts for a few minutes

rather than moments—you are invisible rather than shadowy—you

may float through the air like a ghost.

How would this work in combat? Could a lurk fade in and out of reality in combat. If so, anybody care to give my a guess at the mechanics of it?

The Gather Information questions in Playbooks: some time ago I read an article about their purpose, but I’m hoping…

The Gather Information questions in Playbooks: some time ago I read an article about their purpose, but I’m hoping…

The Gather Information questions in Playbooks: some time ago I read an article about their purpose, but I’m hoping someone can point me to that discussion or refresh my memory.

For example: On the Spider sheet there’s the question: What’s the leverage here?

1. Is the list of questions finite? Does it mean these questions are the ones the Spider/Cutter/etc has the ability to discern?

2. Is this list more situational (a la AW): when you’re in a tense situation the Spider can discern these answers? (A Spider in a tight spot would look for leverage, a cutter for weakness (for example)).

3. Are the questions suggestions or examples to allow players to get into the mindset of the Playbook.

This came up in a game I played the other night and it left me wondering if I recalled the conversation correctly.

How many is too many?

How many is too many?

How many is too many?

I’m fortunate, I have two BitD groups of five players each running in the same city on different nights.

What I’ve discovered, however, is due to the “thiefy” nature of the game, the party of five is a bit unwieldy for regular play. My Crowtalons crew, a Shadows gang, regularly spends a ton of time in the shadows, leaving the Cutter and Slide without a ton of play time. In my Dreamtraders crew (Hawkers), they are a very social group – in seven sessions they’ve only drawn steel once, leaving (again) their Cutter out in the cold.

Due to vacations, the Dreamtraders played a game with only three crew members this weekend and I found it went much smoother. The Cutter was one of them and her involvement was much more pronounced – because there was fewer players. During one previous score, she basically waited across the square for things to go wrong because the crew couldn’t find a role for her in the score. I introduced complications but realistically she knew the complications existed only because I wanted to involve her in play.

So, I guess I’m looking for thoughts. What’s been your experience? How many players do you run regularly?

First off: apologies if this has been asked elsewhere. I find finding information on G+ a little confusing at times.

First off: apologies if this has been asked elsewhere. I find finding information on G+ a little confusing at times.

First off: apologies if this has been asked elsewhere. I find finding information on G+ a little confusing at times.

On page 49 it states: “Every time the crew advances, each PC gets +1 stash (+2 per crew Tier) as a bonus payment, to represent profits generated by the crew as they’ve been operating.”

Does this mean, every score the crew gets XP they get paid or every time the crew fills it’s XP bar and chooses an advancement they get paid?

A new challenge.

A new challenge.

A new challenge.

I’m running BitD in Marienburg with one group (let’s call them Red Team) as Shadows in the Old Money Quarter – the Crowtalons.

My long-time sci-fi group has decided to take a break from space and play in Marienburg as well, as Hawkers (the Dustmen), in Rijk’s Gate.

Any ideas about how these groups might interact…. remotely. They have different focuses, but perhaps one team hiring another to “get things done” would be interesting.

Looking for some mechanical ideas.

Question regarding Crew XP.

Question regarding Crew XP.

Question regarding Crew XP.

(PS: Spoilers for the Pathfinder adventure path Edge of Anarchy are within)

(PSS: My crew runs in Marienburg of Warhammer fame)

My Shadows crew, the Crowtalons, are contacted by Zellara, a fortune teller from Dead Canal who wants them to steal back her heirloom Harrow cards (used to read the future).

They have been stolen from her by Lamb, a old man with the magical ability to charm children and simpletons.

(In my world, the Dead Canal is the home for the Lampblacks and Red Sashes, as well as the Bloodletters – see below)

They head down to the Dead Canal and begin asking around and run afoul of the Lampblacks who, as it turns out, are also looking for Lamb. Pickett agrees to overlook their transgression and let them have run of the Canal if they agree to bring the Lamb back to her when it’s over. As they are after the cards and not the Lamb, they agree.

Ultimately, they find the Lamb holed up in a ruined fishery. The Leech climbs the roof to create a distraction so that the others could rush in and take the goods. Many failures were rolled but ultimately the characters prevail.

Finally the question:

When they set out, this was a fairly straight-forward burglary (steal the book back). After they meet the Lampblacks it becomes a possible kidnap (capture and return the Lamb). Finally, their tactics were smash and grab (break stuff and rush in).

Do the Shadows get experience for the burglary job, despite the fact that it became something else?