How have you handled Vitality Potions in your game?

How have you handled Vitality Potions in your game?

How have you handled Vitality Potions in your game?

Did you give some kind of limitations to their use?

I find that without some form of limitation they seem to diminish the purpose of the recovery action, but I’m curios to hear about your experiences.

I have some problems with the interactions between Items and the Tier/Quality factor.

I have some problems with the interactions between Items and the Tier/Quality factor.

I have some problems with the interactions between Items and the Tier/Quality factor.

Usually, higher Tier factions have better quality stuff: that’s way Quality and Tier are two aspect of the same factor.

Fine Items count as +1 Tier.

It seems that what is considered “Fine” is relative to your Tier: a “Fine” Item for a Tier 1 faction is actually “Standard” Item for a Tier 2 faction.

So, for example, if you’re Tier 0 and you obtain Items from a Tier 2 faction, they should count as “Exceptional” (because they should give you +2 to your Tier: you’re using the same stuff they use).

The problem is: what happens when you then become Tier 1? Do this Items just become “Fine”?

I guess they should, because members of the other faction doesn’t count as Tier 3 when they use them, and now you would.

However, this seems too convoluted.

How have you approached this kind of problem?

Wouldn’t be more simple if Items had just a Quality of their own (example: a Quality 1 sword)?

John Harper post about Bad Engagment Rolls made me about how to use them.

John Harper post about Bad Engagment Rolls made me about how to use them.

John Harper post about Bad Engagment Rolls made me about how to use them. 

In the rules, they’re meant to be used as something proactive by the opposition, but sometimes I used them to introduce some unforeseen hypercomplication introduced during the score.

Example:

One of the Red Sashes you murdered was the son of a highly influential Iruvian noble: now it’s looking for revenge.

What do you guys think? Too harsh? Unfair? Not the “right” way to do it? 

I’ve asked this a couple of days ago but got no answer (and my next session is scheduled for tomorrow), so I’ll try…

I’ve asked this a couple of days ago but got no answer (and my next session is scheduled for tomorrow), so I’ll try…

I’ve asked this a couple of days ago but got no answer (and my next session is scheduled for tomorrow), so I’ll try again 🙂

In my last session, the Whisper called a Flashback to create a one-shot freezing device. I used the rules for Magnitude to assign a Stress cost but that felt kinda wrong (too much similarity with the Tempest ability).

How have you managed “Strange Methods” in Flashbacks? 

How have you managed “Strange Methods” and “Artificer” in Flashbacks?

How have you managed “Strange Methods” and “Artificer” in Flashbacks?

How have you managed “Strange Methods” and “Artificer” in Flashbacks? Did you charge Stress using the Magnitude rules? Called action rolls to enstablish the usefulness of the object? Something else?

Last session I had my Whisper pay Stress to use a one-shot electroplasmic freezing device: it was cool (pun intended), but it seemed to overlap too much with the Tempest ability.

Any suggestions/ideas?

If a score involved stolen goods, does the payoff automatically implies the sale of those goods (and the resulting…

If a score involved stolen goods, does the payoff automatically implies the sale of those goods (and the resulting…

If a score involved stolen goods, does the payoff automatically implies the sale of those goods (and the resulting Coins)? How do you guys manage payoffs without immediate profit?

John Harper Are Claims predefined?

John Harper Are Claims predefined?

John Harper Are Claims predefined? I get the idea to have a set of preferred Claims for each crew (and some kind of limit to the number of Turf), but what if a Crew wants something which is not part of their Claim map? Is 14 the maximum number of Claims a crew can have?

A quick question: how do you manage Harm during Flashback without breaking the continuity?

A quick question: how do you manage Harm during Flashback without breaking the continuity?

A quick question: how do you manage Harm during Flashback without breaking the continuity? Should it be avoided altogether?

Just finished rewatching Hustle (the BBC Tv show): great inspiration for a Grifter game and the use of flashbacks.

Just finished rewatching Hustle (the BBC Tv show): great inspiration for a Grifter game and the use of flashbacks.

Just finished rewatching Hustle (the BBC Tv show): great inspiration for a Grifter game and the use of flashbacks. If you have the chance, I highly recommend it!