A player recently asked me: Do cohorts pretty much always have the ability to mark armor except when they…

A player recently asked me: Do cohorts pretty much always have the ability to mark armor except when they…

A player recently asked me: Do cohorts pretty much always have the ability to mark armor except when they specifically don’t? Or are they assumed to have “armor on” but can’t mark it until there is a PC with the Leader ability? The lack of a second armor box, and the lack of any mention of cohort armor limitations made it difficult for me to confidently answer.

Looking for players for a playtest of a Final Fantasy hack of Blades.

Looking for players for a playtest of a Final Fantasy hack of Blades.

Looking for players for a playtest of a Final Fantasy hack of Blades. In Midgar, you play as an adventurous crew of criminals in the slums of Sector 6.

EDIT: got four PCs at the moment. Feel free to join our server to be considered for future games or to check out what we got going on

The civilians of the mechanical, floating city are shaken over the terrible tragedy which befell their neighboring district- the mass murder of the residents in Sector 7. Official reports say it is the fault of a now-fractured rebel group, but hardly anyone believes that. The crew stands poised to profit from the situation, and make a lasting change on the city. So grab your giant swords, load your gun arms and dangerous materia as we take the Shinra corporation down a peg!

Playtest next week, Monday or Friday start time between 6pm-8pm or Thursday 6pm* (GMT+0) whichever fills up first. Play should last about 2-3 hrs, so we can discuss after.

Re: Runners in the Shadows.

Re: Runners in the Shadows.

Re: Runners in the Shadows. How many playbooks is too many? To cover all the different tech and magic niches, I came up with some extras. In all I’ve got 8 core books: Brains (Spider), Face (Slide), Muscle (Cutter), Trigger (Hound), Shadow (Lurk), Rigger, Hacker, Street Doc (the closest thing to a Leech would be Doc/Rigger). There are also 3 special books (usually character creation only), the Awakened, Adept, and Technomancer.

Feeling like a lot, but then they all seem to have different approaches and purposes, and it feels weird having one tech or magic book given the lore of the Sixth World. My worry is I’ve gone too far by adding abilities to separate medical assistance/terrorism from hands-on tech mayhem from digital warfare, but also that cutting them will make the roles too same-y. How do I know when I’ve gone too far?

Here are two little hacked contributions for you.

Here are two little hacked contributions for you.

Here are two little hacked contributions for you… The first is perhaps an alternate ability for a custom playbook that resembles a Slide? or perhaps the Spider? It’s going in my Runners in the Shadows playset, and I feel like it could work well as an add-on for all you scoundrels too. The second is a little reminder handout I use to be a more consistent GM.

Deal Shark: You are not affected by quality or Tier when you negotiate extra payment for a score.

This ability turns you into a shark at the negotiation table; you always land a sweet deal, either by easy confidence or ferocity. Without it, attempting an excessive negotiation (asking to increase it by more than the initial offer, for example) would only insult potential business partners.

Which I wrote because I defined “excessive” at my table, and once I set a limit, the players will want to break it. And the way I figure it, a negotiation for desperate action with equal factors theoretically should cap out at double the initial offer (because anything else would be uncivilized), or the offer +4 (because a controlled negotiation ought to be for the minimum increase, or an offer +1; and thus get you offer +2 on a crit). So, I extrapolated that and made the attached result table as a play aid, which you could probably edit for your own, adjusting the scale I wrote by 1 or 2 to reflect your table’s lighter tone when it comes to this stuff. YMMV if you like to willy-nilly decide, but I like to be transparent and consistent with my rulings when I can.

Anyone interested in alternate armor rules? I have some on my mind for Runners in the Shadows

Anyone interested in alternate armor rules? I have some on my mind for Runners in the Shadows

Anyone interested in alternate armor rules? I have some on my mind for Runners in the Shadows

Player wanted to forge a pact with a demon.

Player wanted to forge a pact with a demon.

Player wanted to forge a pact with a demon. And it was going to be a project, until the Demonic Notice entanglement came up: so I decided it should offer up a double-edged sword of a deal. Perform the “arcane ritual” of binding (p.235) to get its service and/or take a voluntary Trauma to get Dark Attendant for free. I think this was kind of a bad deal for the PC, but she accepted! I just hope I can make it worth it for her.. (without making it an insta-win thing – since the demon is magnitude 5)

I guess the description of DA is basically saying to speak up when the PC needs advice, or to fight off threats to the PC, but when? It threatens to be a catch-all (and I don’t really like that). What are some ways to keep it from being that, but still give it teeth?

Edit: the pact says “it must be well-satisfied” which I am not having trouble with (it desires control, and the PC knows this, or else I couldn’t rightly enforce when it will work towards her destruction). This is more about the fact it “may not refuse” her, combined with it being “ready to appear at an instant”, “will manifest” to fight for her, and offers advice “without need for specific command.” Is this meant to be end-game material?

xD Maybe it wasn’t such a bad deal after all..

Does the temporary tier drop for an NPC crew going to war with the crew also affect the XP earnings, and rep gains,…

Does the temporary tier drop for an NPC crew going to war with the crew also affect the XP earnings, and rep gains,…

Does the temporary tier drop for an NPC crew going to war with the crew also affect the XP earnings, and rep gains, AND effect determination of the PC crew? Tier factors in somehow, but should I use the temporary tier or the actual tier? Seems a bit much to do the former, especially when they have the War Dogs ability – as it has costs to the table if their rivals’ tier drops and their own does not

Seeking 1-2 scoundrels for new business venture

Seeking 1-2 scoundrels for new business venture

Seeking 1-2 scoundrels for new business venture

When: Tuesday evening (time and frequency flexible)

Crew so far (2): Skovlander war refugee & Leech, Akorosi orphan & Whisper.

Past accolades include: stealing secret plans for experimental ale, burning corpses of victims to evade the Spirit Wardens, snuffing out the Skovlander Puritan Remnant, tracking down and murdering the spy Veleris

Follow up on my lobby on discord for more info: https://discord.gg/Ynmhw3h

John Perich cant respond to your question on Blades because comments disabled- but I’d sure like to!

John Perich cant respond to your question on Blades because comments disabled- but I’d sure like to!

John Perich cant respond to your question on Blades because comments disabled- but I’d sure like to! edit plz & thank you

re: Replacing Cohorts, p.97

re: Replacing Cohorts, p.97

re: Replacing Cohorts, p.97

Is the reason why replacing one costs coin equal to Tier +2 (rather than say.. coin equal to Tier, or Tier +1) because they are about on par with other assets of the critical effect level quality? Is the rule about two downtime activities there to backburner the process? ie: the long-term project that would normally arise for permanent acquisition of a thing