For Desperate group actions does every participant or just the leader gain XP?

For Desperate group actions does every participant or just the leader gain XP?

For Desperate group actions does every participant or just the leader gain XP? It sounds to me like it’s everyone but this reads a little ambiguously. Halp Stras Acimovic & John LeBoeuf-Little you’re my only hope!

When you make a desperate action roll. Mark 1 xp in the attribute

for the action you rolled. For example, if you roll a desperate scrap

action, you mark xp in prowess . When you roll for a group action

that’s desperate, you also mark xp.

OK, I’m slowly pulling a list of questions based on my reading of the rules but I have 2 which are really bothering…

OK, I’m slowly pulling a list of questions based on my reading of the rules but I have 2 which are really bothering…

OK, I’m slowly pulling a list of questions based on my reading of the rules but I have 2 which are really bothering me right now:

1) There are several references to the terror/fear caused by supernatural entities (whispers even have an ability that gives them bonuses to resistance) but I can’t find any references to how this is tested/works ?

2) Is any reason given for why horses are so uncommon outside of Severos ?

Thanks

J

Multiple Push Yourself Abilities

Multiple Push Yourself Abilities

Multiple Push Yourself Abilities

I know it’s been asked before, but I can’t find a post about it.

Say a character has Not To Be Trifled With, Venomous, and The Devil’s Footsteps. In a fight with a small gang, could they push themselves to engage the gang on equal footing, spew standstill poison at them, and confuse them to attack each other?

I essentially rule these effects as increased effect on their rolls. If they can do all of these for a single push, it’d be pretty potent and cheap.

Is this legit? Am I missing/misinterpreting something?

So as briefly mentioned as potentially possible in the book, a player in my game wants to have a ritual that can…

So as briefly mentioned as potentially possible in the book, a player in my game wants to have a ritual that can…

So as briefly mentioned as potentially possible in the book, a player in my game wants to have a ritual that can heal Trauma.

We’ve come up with some cool risks and side-effects of the ritual, but something I’m not quite decided on yet: What Stress would you set this effect at?

*Wall of text incoming. TLDR: Help me understand how to handle score planning.*

*Wall of text incoming. TLDR: Help me understand how to handle score planning.*

*Wall of text incoming. TLDR: Help me understand how to handle score planning.*

Hey all,

I’m a relatively new Blades GM, and have been absolutely loving the system, the scenes that it creates, and the flexibility that it all provides. Coming from a background of meticulously planned games and always yearning for a more flexible, improv-forward game, Blades is exactly what I have been looking for.

My group is still getting the feel for the game (we’re running our 5th session tonight), but I feel like the player’s have finally started to understand the amount of flexibility in the game, and their shared responsibility in creating opportunities that push their crew forward (rather than me just creating scores for them to go through) in the world. I tend to come to the table with a few skeletons of scores (that is, location outlines with some obstacles or dangers they’d encounter), but rely on the players (and their characters) decisions to ultimately create the score. I find it difficult to create meaningful, exciting scores in this improv-focused system.

Here’s an example from our last session: The players are in search of securing some more turf for their crew. They decided they wanted to steal some turf from their rival, the Fog Hounds. Having a target, I offered to cut to the chase, calling for an engagement roll if they would provide the plan and detail, or for them to gather information to help in their goals. The characters decided to Gather Information.

Through Gathering Information, the players wanted to know how to find their rival’s turf, and found that the Fog Hounds have a third party handle their turf in the Night Market – a property manager of sorts. They wanted more dirt, so through further Information Gathering, they found out that this third party has a nasty secret that he’d rather not get out: he is a pedophile with a preference for the children of drug-addled families (yeah, pretty dark).

The player’s chose a Deception score with the detail being that this individual wouldn’t get the service they requested, but would get the Crew’s plant and then get caught in the act. They rolled a critical, so they got through the doorman at a brothel known for its discretion as well as its selection of the “rare and exotic”, and we picked up the action with them sitting at the bar with enough time to get in position for their target to arrive.

As a GM, I couldn’t help but feel like they were trying to plan too much, but I didn’t know how else to allow the players to have control over their score, nor did I want to have an under-cooked score. On the one hand, they had created a very specific target and their weakness, but the rest of the score was a big question mark. The players walked away from the table smiling and celebrating their exploits, but I had a strange feeling telling me things could have gone better, that I had asked the wrong questions or missed opportunities. When do you guys say “enough is enough, let’s roll for engagement”? How do you create/decide/discern the obstacles that the players will have to overcome? How do you create your score?

Can someone walk me through incarceration and wanted levels? Also how does the jailbird ability change that?

Can someone walk me through incarceration and wanted levels? Also how does the jailbird ability change that?

Can someone walk me through incarceration and wanted levels? Also how does the jailbird ability change that?

Thanks

The volatile drawback: Does the side-effect affect the Leech when they use a drug/alchemical with the volatile…

The volatile drawback: Does the side-effect affect the Leech when they use a drug/alchemical with the volatile…

The volatile drawback: Does the side-effect affect the Leech when they use a drug/alchemical with the volatile drawback, even if they are using it on another person? I tried searching for this in the community, but John seemingly answered this question twice and the answers were apparently opposite and contradictory. It might have changed in the development cycle, but I’m just checking.

Thanks.

Hello, new here, reading the rules right now and it’s fair to say I have many questions, to be honest the rules are…

Hello, new here, reading the rules right now and it’s fair to say I have many questions, to be honest the rules are…

Hello, new here, reading the rules right now and it’s fair to say I have many questions, to be honest the rules are not coming across the way I expected from the tone of many reviews and frothing friends. Before I bother people with my badly expressed queries is there a way I can search to see if they’ve been asked before (I’ve never used communities before) ?

Thanks

Quick question: Does the drop in Tier caused by War affect only the PCs crew or all factions?

Quick question: Does the drop in Tier caused by War affect only the PCs crew or all factions?

Quick question: Does the drop in Tier caused by War affect only the PCs crew or all factions? In otherwords, does the PCs declaring war on a Weak hold Faction drop their tier?