What is the licence for Blades?
I’m asking because I’m thinking about making support/related material.
What is the licence for Blades?
What is the licence for Blades?
I’m asking because I’m thinking about making support/related material.
Probably representative of common weather patterns outside the major cities in the default Blades setting.
Probably representative of common weather patterns outside the major cities in the default Blades setting. Survival in the deathlands isn’t just hard because of the ghosts.
https://www.youtube.com/watch?v=66Yte03B3Lo&feature=youtu.be
Since Whispers can control weather, I’ve got to think some ghosts or demons might be able to as well. Bet they could every now and again try to weaponize it, and besiege a city with it. Fire spouts crashing against lightening walls. Bunch of hungry ghosts hoping for a breach.
https://www.youtube.com/watch?v=66Yte03B3Lo&feature=youtu.be
A rumor for you:
A rumor for you:
This city is old. Whole boroughs have been burned down, buried, and covered over with new construction. But nothing stays dead in this world we live in. Ghosts of the city’s past can still be found.
Talk to certain people and they’ll tell you. Take a left at Byhook, another at Eastwash, and head north past The Four Roses and when you turn you’ll find yourself amidst a series of burned out tenements which aren’t on any map. Another route can get you into a walled community that hasn’t existed since before the bombing. I heard a guy mention The Bizarre Bazaar once. Follow the blue paper lanterns, he said. These shadow districts and tomb boroughs must be littered with treasures from the city’s past, ripe for the taking.
All of these places are dead. Buried in the city’s history and twisting streets. And like all things that die now, in this broken world, they have not faded away. They have become ghosts, and, like all ghosts, they’re hungry.
Hey all, running my first BitD game shortly with the latest quickstart rules. Any advice?
Hey all, running my first BitD game shortly with the latest quickstart rules. Any advice?
Is there an official date when the full new quickstart will become available John Harper? I’m planning on GM:ing a…
Is there an official date when the full new quickstart will become available John Harper? I’m planning on GM:ing a campaign based almost solemnly in the Docks and I’m in the process of making some preparations. I’ve got stuff like what parts of it are loyal to the different gangs that operate in the area and I’m making up a few big events that will happen that the group will have to take a stand about. I’ll post my reference pic of the Docks where I’ve divided it up between the different gangs. (As I am a poor student a paint-job will have to do, no fancy graphics here…) I’d be very happy to get some feedback if this makes any sense or if I’ve got it all wrong, most of it is subject to change anyway. Cheers 🙂
Did the Playtest v3 document happen?
Did the Playtest v3 document happen? I’m running tonight, and I just want to make sure I didn’t miss it. If not, all good.
About Devil Bargains:
About Devil Bargains:
I’m going to use them to dump GM stuff into a campaign.
I think this is one of their uses as intended by John Harper .
Little question:
Is it right to propose something mostly/totally unrelated to the scene at hand, if it’s at any rate tied to the PC?
E.g. “If you accept the bargain, tomorrow it’s gonna Homing Snow (thanks +Andrew Shields).
The PC may not immediately realize that his enemies, the Homeless, are involved.
Maybe I should clarify even more “…Homing Snow, AND your enemies, the Homeless, will take advantage of it some way”.
Thoughts?
I realy like how the new attribute skill mixture totally changes the character balances.
I realy like how the new attribute skill mixture totally changes the character balances. The expert training facilities now also support very different developements of the characters action skills. Combined with the very changed Abilities, the Playsets seem to play out a lot diverse than before.
Any thoughts on this?
Nathan Roberts Andrew Shields
Last night in Duskwall there was a “Homing Snow.” That’s where there’s at least a couple feet of snow in Duskwall.
Last night in Duskwall there was a “Homing Snow.” That’s where there’s at least a couple feet of snow in Duskwall. The homeless use it to build shelters like igloos (“homes”), blocking off whole alleyways, gaining confidence from their warmth and safety.
It is a dangerous time to go off the main roads. Many who do are not found until the snow melts. And no one wants to talk about how the homeless find enough food to make it through the coldest months.
Some entertaining world building from last night–they left Duskwall.
Some entertaining world building from last night–they left Duskwall.
Following a tunnel from a crypt under a pagan statue to the God of Sacred Dreaming, they emerged two and a half miles later in the small fishing village of Carrow. In the shadow of Innocence Point, where a lighthouse has a very slowly rotating beam that seems to bother the spirits that swirl around out there.
They took their adept gang, which was a bit unsettling for them as they got more information about what they were seeing than they would have otherwise. One adept had a crystal to detect the presence of spirits; it heated up so much she threw it in the snow, where it melted a hole.
Standing stones fifty feet apart and fifteen feet high were etched, and inlaid with plasm (that glows blue in the presence of life.) The stones glowed blue as the crew approached them, but were occasionally washed in green, as they repelled spirits.
An adept studied the stone over, and in hushed tones reported that the stone had topographical carvings that revealed the substrata beneath the ground. The stone channeled the “strength of the earth to repel the dead of the air.” The stones also had evidence of blood, both leviathan blood and another more mammalian type. It is possible the enchanted stones refined life force down to plasm as part of their enchantment.
The lintel over the door was a leviathan knuckle bone worth 2-3 coin, black and harder than steel, etched with some arcane process. They went into the public house and saw several whispers among the inbred and mutated pale folk, who spoke with a slow and accentless deliberation that was somehow no less chilling. The barkeep himself had skin grown over where the right eye should be, there was no bone socket. Plenty of albinos and cleft palates.
One of the members of their adept gang only talks when she is involved in a ritual, otherwise she is silent. She spoke as soon as they entered the sphere of influence of Carrow, saying she could only speak in the presence of the cosmic. She felt divine influence as she had only once before, when her gift as a sensitive descended upon her (an event she did not talk further about.) But she said that they entered the dream of a god, walking into this place; any ghosts strong enough to enter past the wards would also enter the dream of the god, and this god was hungry. Then she started bleeding from the eyes, and said no more.
The village head man, wearing a bear-skin cloak and antler helmet, and carrying an antler staff, identified her as weak. It does raise the question of what he knows that the crew doesn’t.
I also like that the 2.5 mile tunnel was glazed, like clay fired in a kiln. Along its length were carved prayers in ancient Iruvian (something apparently most of the dwellers of Carrow speak at some level of proficiency.) The adepts told them not to read the prayers aloud, for they promise body and soul and more to the dark god of dreaming. The prayers were designed to be read as you walked, turning the journey into a pilgrimage of sorts.
Now Wolfram and Aldo are working with the limmers of Carrow, bringing in some leviathan blood in exchange for the basics that Carrow needs from the city. They have this relationship with an ancient and haunted people who have lived outside the city for centuries. I am going to have a lot of fun with this.
Anyway, that’s some more world-building that I didn’t want to lose, but it didn’t fit in the succinct flow of the adventure report.