Seeking additional 1-2 players and/or a GM for PbP action!

Seeking additional 1-2 players and/or a GM for PbP action!

Seeking additional 1-2 players and/or a GM for PbP action!

We are 3 active and highly motivated players who lost our GM. We’ll be rotating GMing on an approximately per-score basis unless a full-time GM is interested in taking the reins. The game is being played on Myth Weavers.

Comment if interested!

Crew: first timers working together (no crew sheet established, no benefits to go along with it).

Crew: first timers working together (no crew sheet established, no benefits to go along with it).

Crew: first timers working together (no crew sheet established, no benefits to go along with it).

-Hook, a Whisper, a sometime student at the College of Immortal Studies (Jamesbot9000)

-Needle, a Lurk, local streetkid and drunken lout (Mike Leavitt)

-Echo, a Hound, Severosi mercenary tracker (Jonathan McGraw)

We used the War in Crow’s Foot as our jumping-off point. Baszo invited all of them individually; his war with the Red Sashes had escalated such that he couldn’t spare the manpower to chase down a lead. Convinced the Sashes were being funded by the Iruvian government, he wanted the Crew to investigate the consulate, find proof of his theory, and “deal with the situation.”

[cut to outside the consulate]

The Whisper attunes to the local ghost field, and summons a vengeful spirit that lives in the nearby canal, bound there since a union strike was lethally put down by the Bluecoats in the time before the Spirit Wardens. He Compels the ghost to enter the consulate and kill guards inside, then joins the Lurk and Houndin a group Prowl over the roof, onto the rooftop, and inside. Flashbacks confirm this open window belongs to the ambassador, and a little Study locates a ledger with strikingly vague payouts. Another flashback shows that the ambassador hasn’t left the grounds yet, confirming he keeps chambers and does business by night.

Two of the Crew don the uniforms of guards scared to death by the ghost, and make their way to the ambassador’s chambers. Claiming to have captured the intruder, they bluff a guard into opening the door, and group Skirmish a giant clusterfuck gunfight that ends with the ambassador and all his security dead, the office looted, our heroes scraped up, loads of Stress, severe Heat, a fat stack of Coin, and the Rep to go along with a bunch of nobodies shooting up an embassy. All of this before we even establish a crew.

Assuming this crew survives more than a session or two, I’m almost afraid to ask what they’ll get up to next!

John Harper​ I’ve been picking up the impression lately that a v8 ruleset, and be association, QS, might be near at…

John Harper​ I’ve been picking up the impression lately that a v8 ruleset, and be association, QS, might be near at…

John Harper​ I’ve been picking up the impression lately that a v8 ruleset, and be association, QS, might be near at hand? Just an assumption based on scattered mention of mechanical tweaks you’re still making, like faction ticks at character creation. Am I way off base here?

Don’t suppose there’s anyone out there running Blades as a play by post, with room for a new player?

Don’t suppose there’s anyone out there running Blades as a play by post, with room for a new player?

Don’t suppose there’s anyone out there running Blades as a play by post, with room for a new player?

The setting is very evocative and the art really conveys it well.

The setting is very evocative and the art really conveys it well.

The setting is very evocative and the art really conveys it well.  The parallel to the world of Thief really stakes it down for me.  Supposing one wanted to get in the mood while prepping, or set the mood during play, what might be some music that also fits the tone?