Pushing for +1 effect after the roll

Pushing for +1 effect after the roll

Pushing for +1 effect after the roll

The example of play Showdown at the docks ends with Canter pushing for +1 effect and taking 2 stress, which bumps his result to extreme effect. But, he does this after the roll, while the GM is describing what the result of the roll is.

I always assumed you had to push for +1 effect before the roll. I think the rules could be clearer here. Particularly because the rules reiterate repeatedly when you can push for +1d (before the roll).

I know the example might be an edge case, because effect is established before the roll. However, crits and reduced effect happen pretty regularly so calling this option out may be worthwhile.

For example, page 13 under Pushing Yourself could mention you can push for +1 effect before or after a roll, maybe even comparing to pushing for +1d which needs be before the roll.

The Action Roll procedure could also have a single line, for example on page 22 under step 6 Roll the dice and judge the result as well as in the Action roll summary.

Pages 24-5 under Assessing factors, where it mentions pushing yourself for increased potency or +1 effect might also mention you can do that before or after the roll.

Showdown between two Leviathan Hunting Captains

Showdown between two Leviathan Hunting Captains

Showdown between two Leviathan Hunting Captains

When only one player could make it to our Blades in the Dark session, we decided to crack out Seth Ben-Ezra’s Showdown. If you don’t know it, it’s an awesome two-player RPG about a duel to the death and the story behind what led the combatants to that point.

We agreed on a nautical battle, and keeping with our Blades theme, we set it as a duel between two Captains with their Leviathan Hunting ships and crew as their weapons.

We were on the void sea, on the precipice of the storm that swirls in the wake of a Leviathan. The Blood Rose of Tycherosi fame is captained by my character Captain Phin Farros. The Chance’s Kiss is captained by my opponent’s character, Captain Jasper. There was burning barrels, electroplasmic shields, undead crew, necromancy, dark pacts with ancient demons, scuttled ships, fire, sword fighting and more.

The game intersperses the duel with scenes exploring when our characters first met, how their feud grew, revealing who they really are and why they ultimately had to fight each other to the death.

The Blood Rose is also the ship that was found adrift and carrying a powerful artifact that the Blades have discovered and are working to reveal its true powers. So a fun game and a neat way to explore a side story in our Blades game

Sean Nittner suggested a new fangled method for character creation, intended for one shot games of Blades, here:…

Sean Nittner suggested a new fangled method for character creation, intended for one shot games of Blades, here:…

Sean Nittner suggested a new fangled method for character creation, intended for one shot games of Blades, here: http://www.seannittner.com/actual-play-the-strangers-6172016/ I want to highlight how good one part of this method really is.

The standard method (v7.1) uses a separate faction-ticking step where the players look at a long list of factions names and have a strict allotment of ticks they can make to indicate the crew’s status with factions of Doskvol. Sean’s new method suggests the GM instead should mark ticks against factions throughout character and crew creation based on what the players say about their characters and crew.

This how Sean put it:

If they tell you anything that smacks of interacting with a faction (Imperial Guard, Skovlan Consolate, Lampblacks, etc.) ask them follow up questions about how they either gained favor or made enemies in that faction and then mark a tick on the faction sheet accordingly…This is an opportunity to start making faction ticks and let them know as you do it. Oh yeah, you used to work for the Crows but now you’ve set off on your own? Damn, I bet that happened after Roric died and the gang crumbled a bit, I bet Lyssa hates you for leaving, doesn’t she?…if they even give a wiff of association with factions keep making ticks. It really doesn’t matter if you exceed the normal allotment, you’re looking to have their narrative reflected in the faction status sheet.

The GM obviously needs to be pretty well across all the factions, but I found it works really well to reflect the rich fictional setup the players create. It also skips a step that I’ve found to be rather cumbersome, because most players aren’t familiar with who the factions are and so are essentially just guessing, and it acts as a good reminder for the GM to pepper the players with questions throughout character and crew creation, helping to create richer and more concrete people and situations.

I’ve used it for my new campaign and it works great and I doubt I’ll ever go back.

http://www.seannittner.com/actual-play-the-strangers-6172016/

I highly recommend watching the Bloodletters Youtube series, GMed by John Harper with a stellar cast of players.

I highly recommend watching the Bloodletters Youtube series, GMed by John Harper with a stellar cast of players.

I highly recommend watching the Bloodletters Youtube series, GMed by John Harper with a stellar cast of players.

I converted the whole video series into audiobooks so I can listen to them while travelling and doing chores. You can download each session as a separate audio-only file from here:

https://app.box.com/s/gplta5ov08abgzy1lh4liodcqtdtzghf

FYI the playlist of the Bloodletters Youtube videos:

https://www.youtube.com/playlist?list=PLQQW3Ew6DKsN0-Iv7n7144RbqKKRneqHH

Enjoy!

https://www.youtube.com/playlist?list=PLQQW3Ew6DKsN0-Iv7n7144RbqKKRneqHH

Destroying the gang of another faction

Destroying the gang of another faction

Destroying the gang of another faction

So my Hawkers crew took the job to run the Black Anchor for the Red Sashes, who recently seized the gambling den and animal fighting pit from the Billhooks. The Hawkers know the Billhooks are coming back to reclaim it, but my players want to defend their position and lay an elaborate trap.

Now the Billhooks are Tier II with strong hold, so they send a gang of 20 thugs at the crew. And all 20 Billhooks end up dead in the street.

Aside from all the other fallout, what happens to the Billhooks’s tier and hold? I’m leaning to dropping their hold from strong to firm, because it was just one of their gangs. But my players didn’t specifically perform an operation to reduce the Billhook’s hold (p14 of 7.1 Quickstart), so maybe the Billhooks’s hold shouldn’t change. On the other hand, 20 gang members are gone, so maybe the Billhooks’s hold should drop even further?

Question about Hawkers territory

Question about Hawkers territory

Question about Hawkers territory

I’ve started a new Blades game and the players have chosen a Hawkers crew. The vice they deal in is gambling. Their big ticket item is ghost fights. Typically, convicts and ghosts fighting for survival: the living fighting possession and other bodies possessed by ghosts, the ghosts hungry for life essence. Obviously highly illegal.

The crew’s special ability is High Society, largely because the Spider is a fallen noble trying to make good on his old networks. No doubt they’ll be pushing for the nobility to get hooked on betting on ghost fights.

The territory features on the Hawkers sheet are: covert sale, product supply, show-of-force and socialise. I suppose territory is the area the crew uses to deal their vice. But we’re not really sure what the features mean or how to differentiate them. Are they intended to be the crew’s preferred means of dealing vice?

Also, if the crew attempts a score in their territory that matches the feature they pick, do they get a free downtime activity to prep for the operation?

How does the engagement roll work when you have linked plans (either a setup manoeuvre or a diversion that’s it’s…

How does the engagement roll work when you have linked plans (either a setup manoeuvre or a diversion that’s it’s…

How does the engagement roll work when you have linked plans (either a setup manoeuvre or a diversion that’s it’s own plan)?

Should a Bad Outcome be applied to:

a) the setup manoeuvre/diversion plan only

b) both the setup/diversion and the characters waiting to enact the main plan, or

c) divvied out to either or both depending on circumstances and dramatic judgement?

Or should there be two engagement rolls, one for each plan?

The Lurk of #theHulls gets lost overindulging on their vice.

The Lurk of #theHulls gets lost overindulging on their vice.

The Lurk of #theHulls gets lost overindulging on their vice. Picking the Cutter, the player notes on the Cutter sheet the contacts Grace (an extortionist) and Mercy (a cold killer), which triggers this epic background pitch:

___________________________

When the gates failed, and the known world was thrust into darkness, it could be argued that no archetypal legacy suffered more than that of the knightly orders. The secular military remained, the criminal underworld blossomed like never before, and the collective bodies of natural and supernatural knowledge became the keystones of sanity amid the chaos. The Paladins, however, were strong in sentiment, rooted in tradition, and completely lacking in common sense. The poor, shining twits sacrificed themselves faster than it took the spirit world to realise they’d even existed. In the millennia since, most of them have become no more than ancestral mascots for a certain grasping type of family, who enjoy styling themselves as “Sir So and So, of Such and Such’s line”, but whose knightly virtues fall slightly short of the common tax clerk’s.

One such individual in contemporary Doskvol was “Sir” Hubertus Myebrow, scion of the dwindling Order of the Weeping Rose. As you might expect, Myebrow was iron-grey of hair and full of moustache, however, his resemblance to the Paladins of yore ended there. He was a narrow-shouldered, bandy-legged, pot-bellied buffoon whose only achievements, by the old knightly measure, were to marry a woman far above his station and to subsequently sire three remarkable daughters. Being the token religious sort, he would shrilly proclaim that each daughter bear the name of a virtue he held nominally dear. The first born was Grace. Willowy, ethereal and highly intelligent, Grace learned how to use her looks and poise to command the attention of others from a very young age. She would grow to use this to thrive in a world of petty tyrants like her father. Next, there was Honour, who had the misfortune to have been born with a large frame, a dour expression and a temper that, while slow to burn, would strike white hot when it did. Naturally, her lot in life was to be the loyal dog to Grace’s scheming cat. Finally, there was Mercy, whose birth cost the life of the girls’ mother. Beautiful, brilliant and fragile, Mercy was actually the product of an unholy union between Lady Myebrow and a daemon, whose vicious attentions were brought upon by the secret dealings of Sir Hubertus with a supremely powerful occult society. Never one to accept blame when it could be avoided with bluster and cruelty, Myebrow chose to publicly blame the infant Mercy for her mother’s death. In private, he would routinely pretend to lock her in a cell within the family keep, using her madness as the excuse. In these “asylum” periods, isolated from her sisters and the wider world, Mercy was trained to become a pawn of her father’s nefarious benefactors. Sweet, mad Mercy became a daemonic assassin.

Years went by and the elder sisters received their educations too. Grace, ever the favourite, was taught the arts of statehood and intrigue by an esteemed, shrewd and indebted cousin of high birth. In the absence of a son, and because she was not Grace, Honour was reluctantly given the right to learn the science of the battlefield under the Order’s master at arms. She was just shy of her seventeenth birthday when she was sent to war, and her father never shed a tear. Her record in tournaments and mock melee had been astounding, and Myebrow saw little value in a daughter whose talents weren’t those of the stateroom, ballroom or bedchamber. Perhaps she could die gloriously in battle instead.

The war lasted a long time, but Honour lasted longer. When she finally returned home, she was even more heavily muscled, hideously scarred, and sported the giant claymore of a Skovlan chieftain. To this day no-one knows how she got it, but there are plenty of educated guesses. Upon arriving at the keep, she was shocked to learn of her father’s death at the hands of some supremely powerful occult society. What’s more, Grace said, the assassin was their twisted, hateful little sister Mercy. She had been in cahoots with the blaggards the whole time.

Honour’s temper kicked in. The first thing she did was to forego the name her father had given her. She’d adhered to its knightly implications for as long as she’d been aware of herself. Even in her darkest hour, in the icy north with the bloodwind howling and the beasts gnashing, she’d repeated her name like a mantra against the cold. She’d lived up to it the way she’d been taught that their ancestors would have, and it had kept her alive and whole. Now her father was gone, and along with him, dare she admit it, the burden of proving herself to him. She experienced the desire for vengeance for the first time, and she experienced elation as she was able to give into desire. She named herself after that other virtue called Justice.

Grace ably took over her father’s businesses and trebled his assets within five years. She became one of the scariest crime bosses in Doskvol, feared by nobles, peasants and scoundrels alike. Justice went on the warpath, and together they eventually tore the empire of their father’s shady enemies apart. At the heart of it, they found Mercy. Alone, confused and terrified, Mercy babbled in tongues only a Whisper could decipher. Justice insisted they bring her home for questioning before ending her life. A Whisper was hired, and eventually Mercy’s speech was restored and the truth discovered. Their father had made a deal with evil people, had got their mother raped and killed, and had condemned the product of that union, their baby sister, into becoming one of the Cabal’s tools. Grace, enamoured of her newfound (and hard won) power, still wanted to kill Mercy in the name of the family. Justice wanted to spare Mercy, and burn everything else down.

The subsequent war between Grace and Justice was bloody. The end result is that the Myebrow family and all its holdings are gone. Grace is alive, but is a pale reflection of what she once was, and now uses her opportunistic skills to survive as the consort and unofficial consiglieri of another prominent crime boss. Her memory is long however, and her hit-list is short. Mercy has disappeared into the shadows. Rumour has it that she has become a cold-blooded killer for hire, whose only social connection is the sister who remained loyal to her.

That sister, the hulking, scarred woman with the barbarian chieftain’s claymore, she has found work too. She’s a Cutter now, and she’s changed her name one last time. She now answers to the name Truth.

The Sextant in Shadow

The Sextant in Shadow

The Sextant in Shadow

An old bounty returned from the #theHulls past, lurking around their hidden lair, searching for the Sextant in Shadow. The Hull’s concern for their lair’s security struggled against their curiosity to know more about the Sextant. And now they’re finally on the verge of its discovery. This is what they can find.

Appearance

The Sextant in Shadow has a large curved piece, one-sixth of a circle, nearly two hand spans at its broadest, made from darkly etched bone and bronze. Mounted on this are numerous polished lens, mirrored silvers, gears, toggles, crosshairs, scaled markings and other paraphernalia. It is chill to touch, with a faint pulse felt if you hold your breath and still your own. It has a small Makers plate: Tyrnkerian Companions. A grubbier engraving shows it was once the property of Milos Atah. It appears flecked by shifting shadows, even in the strongest light.

Ghostfield observation: In the ghostfield, the other five parts of the Sextant can be seen. The whole can be likened to a helix of sextants, spiralling out at impossible angles from the physical sixth. Gathered from anecdotes, talking with ghosts and others who’ve seen it, and through direct ghostfield observation.

History

This must be one of the last remaining mechanisms crafted by Tyrnkerian Companions. Records of the Companions have been rare since ___. They were known as master alchemists and mechanists, and their creations are sought by mariners, occultists, scholars and criminals. This Sextant was salvaged from the ship Blood Rose when it floated close to Doskvol, abandoned and scuttled at sea. From there the Sextant made its way into the black market inventory of the Hive, where it disappeared some __ years ago, only to reappear recently in the hands of ___.

Info for the gathering

Rumour: The Sextant can be held and controlled by a living body or a ghost, in more or less the same manner. Gathered from stories about the Hive theft, the Blood Rose and other tall tales.

Experimentation: By correct adjustment and use (of its physical instrumentation) the Sextant can allow the user to attune with the ghostfield and to perceive spirits and ghosts. Gathered from exploring histories of the Tyrnkerian Companions, journals of users and scholars, and through direct experimentation.

Design research: Broadly, the Sextant is designed to find shortcuts in the ghostfield that can be traversed. Technically, this involves a non-Euclidean transformation of the planar angle between an object and a referential constellation. In practice this requires using the Sextant (along with astrotidal charts, etc.) to:

– sight a destination point in the physical realm, typically an object visible from a distance

– sight a reference point, such as a constellation submerged in a large body of water

– correctly adjust all six parts of the sextant, both the physical sextant and its five counterparts in the ghost field, and

– make calculations referring to tabulations and predictive charts.

The end result is effectively sighting/calculating electroplasmic pathways to the destination that skip the intervening space and can be traversed by ghosts and other disembodied things. Gathered from technical manuals, reverse engineering studies, crib notes and journals of use, and through extensive research and study.

Occult ritual: There have been occult rituals performed that used similar instruments as a key component, that led to aspects of forgotten gods manifesting in the physical realm. This required sacrificing souls and overcharging the instruments, typically destroying them. This is perhaps one reason such masterworks of the Tyrnkerian Companions are rare. Gathered from the inner circles of secret societies and cults, Faustian bargains with demonic beings, listening to predictions of doom and the end days.

Experience

Traversing the electroplasmic pathways calculated by the Sextant has been described as turning a corner that’s not there, walking through a reflection of the world, paper-thin, sharp, and vast.

Segue from Info Gathering into the Score

Segue from Info Gathering into the Score

Segue from Info Gathering into the Score

In a recent session, players decided to deal with an entanglement: an unquiet dead, aka the ghost of Ashlyn Daava.

Ashlyn Daava was an occult collector and the last bounty of the crew’s Hound. In fact, she was the bounty that brought the crew together for the first time. The ghost of Ashlyn has been sighted searching amongst the ship graveyard where the crew has a lair. Sighters say she’s looking for something.

The crew do a little info gathering during downtime and find out that the Sextant in Shadow was stolen from the Hive around when Ashlyn’s her bounty was set. All they know about the Sextant in Shadow is it’s said both the body and the spirit can wield it.

So, the crew decide to handle this entanglement themselves. They haven’t seen her ghost themselves, so they decide to find the Sextant in Shadow first and use it to lure her in.

And this is where we ran into trouble. Almost quagmired.

The way I read it, I thought the approach to a score was to pick a plan and do some info gathering if the crew lacked the detail for the plan. Sort of like info gathering is a step between picking the planning and diving into the score.

But in this situation, in trying to find the Sextant, I think this was the wrong approach.

The book says:

Some investigations are complex and require a longer process of information gathering. In this case, the GM makes a clock (or several) to track the progress of the investigation.

Until the crew were trying to find the Sextant, the implication I hadn’t grokked from reading was that sometimes, when the crew needs a longer process of info gathering, the players may not be able pick a plan first and then info gathering for that plan. They may not have enough info.

Instead, they need to investigate and explore first, gather info from multiple sources maybe, before they pick a plan. This is a very different expectation to what we grokked from reading.

We have finished the hunt for the Sextant in Shadow, so I’ll let you know, but I think this will make the score get us out of the quagmire, make things much easier to run and play.