With regards to hacking this game, I am interested in talking about how best to reuse the original Blades mechanics…

With regards to hacking this game, I am interested in talking about how best to reuse the original Blades mechanics…

With regards to hacking this game, I am interested in talking about how best to reuse the original Blades mechanics and advice (they’re so good!), while also customizing many parts of it.

The problem I am having, for example, is that when I talk about “Do this like in Blades, but..” it ends up all scattered and confusing. Some sections have the same things in them, but when I add a couple GM Principles, I have to say something to the effect of “use the GM Principles in Blades, but not #3; instead use this one.” and then describe that one.

And when I reflavor one of the GM Goals to better match the setting, I tried including them all to make it read better, and realized that this is just repeating material (probably says roughly the same thing).

TL;DR How do I hax all the gamez?

Are Hulls and Vampires supposed to have different item lists?

Are Hulls and Vampires supposed to have different item lists?

Are Hulls and Vampires supposed to have different item lists? They both are inexplicably missing demolition supplies and the lantern from their item lists.

Is the Hull supposed to have a Heavy load of 7?

Also when comparing the Ghost and Hull playbooks, the Hull playbook appears to be missing the line “When you would take trauma, take wear instead”. The instruction appears in the playbook detail within the text, but is probably worth mentioning (like how it appears on the Ghost playbook).

And the missing heading on the Ghost playbook (which used to say to transfer Ghost abilities) threw a player for a loop. Probably just going to bother me, since I know the abilities Do get transferred, but I figure it’s worth mentioning if nothing else.

EDIT: oh snap. noticed Vampires and Hulls have the old set of armor boxes too. (1 for light, +2 for heavy). Looks like some of the old sheets made their way into 8.1’s sheets document.

I will report these issues in the typos thing if that’s the right place for this

Hi, curious if anyone knows anything about the roll20 Blades template development?

Hi, curious if anyone knows anything about the roll20 Blades template development?

Hi, curious if anyone knows anything about the roll20 Blades template development? Perhaps Matthew Harris Glover (you are the only listed contributor who I was able to find in this community).

Load interface cannot accept three ticks. Armor’s load costs are out of date. And most importantly, the crew tab is no longer updating across the Characters (filling one out does not fill in the others)

In the rage essence entry in the Cutter playbook detail, it says that two precarious consequences are added.

In the rage essence entry in the Cutter playbook detail, it says that two precarious consequences are added.

In the rage essence entry in the Cutter playbook detail, it says that two precarious consequences are added. In the rage essence entry in the alchemical section, it says you start a clock for Spirit Wardens and tick it once per use. Is this right; and so all three things apply to each use of rage essence?

https://drive.google.com/folderview?id=0BwzNN7yL3u8NdjBhX1Zzdlhfd3M

https://drive.google.com/folderview?id=0BwzNN7yL3u8NdjBhX1Zzdlhfd3M

https://drive.google.com/folderview?id=0BwzNN7yL3u8NdjBhX1Zzdlhfd3M

Runners in the Shadows, my Shadowrun hack of Blades, got all the updates. 

What does the second Vehicle upgrade (for Smugglers) do?

What does the second Vehicle upgrade (for Smugglers) do?

What does the second Vehicle upgrade (for Smugglers) do? I am guessing its like a multipurpose upgrade which could be Boat/Carriage as needed, and does what those do when second box is spent there.

If so, then it provides armor like the second Carriage or Boat upgrades, and this is being duplicated by Like Part of the Family’s benefit for having the upgraded Vehicle; so I would then wonder if this was an oversight or intentional?

I see no section on “Veteran Advances” alone, and other than the methods for changing playbooks, I see no limit…

I see no section on “Veteran Advances” alone, and other than the methods for changing playbooks, I see no limit…

I see no section on “Veteran Advances” alone, and other than the methods for changing playbooks, I see no limit mentioned in the text for the number one can take – just the limit of slots on the sheet for them; which some playbooks have more of, and I would assume that is the limit). In Rollplay Blades, though, I saw that the number of possible Veteran Advances per PC was not necessarily linked directly to the number of Veteran Advances on one’s playbook.

I assume that the ruling made in RPB was part game dev, part houserule territory – but I am interested to know the official ruling on that: How many Veteran advances may a PC take?

Probably going to adjust that limit in the Midgar hack, but I want to know in what ways I might differ from the vanilla rules on that

Re: magnitude, but asking about the force/quality factor

Re: magnitude, but asking about the force/quality factor

Re: magnitude, but asking about the force/quality factor

What kind of tier/force is a power that watches someone? Seems like 0 since you don’t actually affect them but it does help you. The examples for force don’t seem to account for those sorts of effects

The Inventor’s Shop

The Inventor’s Shop

The Inventor’s Shop

I thought of a potentially fun writing prompt game to stretch our creative muscles a bit and spawn some interesting ideas you might not have thought about. The idea is you come up with a Flamethrower type thing of your own (see p.228), and give a prompt for someone else to do the same. 🙂

Rules_

Participating: You play by commenting. A valid answer has three components. Being first, have a valid answer, and include a prompt of your own. Answers that definitely don’t fit the last prompt are invalid. Answers that answer a previously answered item a second time are invalid. Answers to your own prompts are invalid. Any invalid answer is subject to deletion.

Not required but try to keep the description under 20 words. Be sure to list the factors (area/scale, duration/range, tier/force) and their magnitude for clarity, and the drawback for completeness. If you have a graphic for the thing, post that if you want too!

In your prompt, be sure to include the desired level (no more than 8 if its a spell), and specify a type of item (gadget, drug, oil, poison, potion, etc) and/or genre to get the person thinking of something fun.

How to Follow this thread: Say “Be careful what you wish for” in a comment to let us know you are watching 🙂 and join in if you are feeling inspired

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Just need one to get us started..

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Level 6 thing: a clockwork device worn on the belt which scatters electroplasmic vapor that can render a small gang silent and invisible

Area/Scale: 1. Duration/Range: 1 (few minutes). Force: 4.

Drawback: Rare and Consumable. Requires a specialized vial to hold and disperse the electroplasm, plus a bit of raw spirit essence which is consumed every other use (essence is a quality 2 item).

Now you go… give me a…

Level 5 chemical