I noticed that each district of Doskvol and U’Duasha has been assigned levels in four traits (Criminal Influence,…

I noticed that each district of Doskvol and U’Duasha has been assigned levels in four traits (Criminal Influence,…

I noticed that each district of Doskvol and U’Duasha has been assigned levels in four traits (Criminal Influence, Wealth, etc.). Are there rules for how these traits affect dice rolls made in the districts? If there aren’t official rules, how do you use them?

I’m thinking that a high Safety & Security level might increase the difficulty of avoiding Bluecoat patrols, for example, or a low Occult Influece might reduce the effects of a blatantly supernatural roll like summoning a demon in public.

Where can I find out more about leviathans?

Where can I find out more about leviathans?

Where can I find out more about leviathans? Do the Leviathan hunters kill them? Do they bring the corpses back for blood harvesting or do it in situ?

Do Leviathans breed? Do they lay eggs or have young? How intelligent are leviathans?

We’ve been playing Blades in the Dark for a couple sessions.

We’ve been playing Blades in the Dark for a couple sessions.

We’ve been playing Blades in the Dark for a couple sessions. I’m the GM and we did a session of investigation (since my players seized on an entirely different faction’s current goal) and then a score and a downtime. And things are going well. But one question popped up today as I was planning out some of my future sessions. How do you do “boss fights” in Blades in the Dark? Sure, they’ll always be scuffles and basic throwdowns against various backalley thugs and legbreakers, but how do you do a fight against a master swordsman? A towering bodyguard Hull? Bazo Baz, who my least fighty player has taken as his rival?

I love boss fights. I love unusual enemies with styles and gimmicks and I love a good fight scene, one that’s brutal and back-and-forth and people grab things and throw things and all that. How do YOU do serious fight scenes in your game?

Hi all

Hi all

Hi all

Brand new in the community, and from France (so please excuse my poor English !)

I’ve been reading all BITD material I could put my hand on for a few months now, and I have to say that it has been hard for me to come to grips with some aspect of the system (especially the absence of difficulty levels). But the positive things in the system and the whole game are too many to ignore. I just have to find players now.

I have one question and one comment:

– The question : armor. Does armor (both light and heavy) bring only ONCE (or twice for heavy) a benefit in any score (When you check the box) ? Or do you also take your armor into account each time you estimate your position in a fight (desperate, risky, controlled) ? So the box-checking is just added benefit ?

– The comment : about Tier.

Tier appears to me to be “too much” simplified. Especially when you have to take it into account in a challenge/fight. I have read on many posts in this community that it symbolises training, gear, scale, influence of the faction. But this is not consistent. The Red Sashes have “master sword-fighters” (good training), they are “very well connected”… but only Tier II. Would a master sword-fighter from them be at disadvantage in a duel against a Leviathan Hunter (Tier V) captain from the nobility… that he has maybe trained ? The Skov refugees are desperate, poor refugees, no training, no contacts… but Tier III.

Moreover the training of the foe is already dealt with in NC threat levels (page 167), so should not come into play when you estimate your Position or Effect. Or it would be double punition for the PCs.

My take is that the factions should have not one number to mechanically characterise them, but at least two to : Scale, Gear. Training would be in the fiction and could vary inside the faction.

I don’t know if i have been clear enough. Thanks for your input.

Got a score coming up with my Bravos (yes I GM a lot of Blades groups haha).

Got a score coming up with my Bravos (yes I GM a lot of Blades groups haha).

Got a score coming up with my Bravos (yes I GM a lot of Blades groups haha). We just restarted after a rather long break, so I had a small time skip where the crew was doing their own thing the Billhooks had started encroaching on the crew’s turf. So like the bloodthirsty tyrants they are, they killed 3 and the rest made a run for it (they have Crows Veil so no bells). They do however leave the bodies in the street, so they do have hell coming later (thanks to the many suggestions from this place and Reddit) because this isnt the first time they’ve just killed their problems.

They decide to set up a meeting with the Billhooks to sort them out and negotiate why the heck they’re on their turf. Meeting goes south when the Billhooks point guns at them and tell them its their turf now. Spider flashes back to hiring his own large gang to be waiting in the wings to shoot them up. More dead bodies, woo! They leave one survivor and send him back to say “you have 2 weeks”.

And like the Ruthless leader the Spider is, he suggests hitting their base and murdering them whilst they have the element of surprise right now. After a few good gather info rolls, they find out the Billhooks are based in a Butchers Shop at the back end of the docks.

Engagement roll comes up a 6. They grenade the rear entrance and get their allies The Lampblacks to attack the front of the shop as a distraction. The Whisper attunes and finds out that their main base is hidden beneath the shop. They nade down the trap door to make sure no one is beneith them, and roll a 5. The spider falls through the crumbling floor, ladder destroyed. The rest of his crew are in the shop above him, and the Billhooks beneath know hes there as they opened a door to check what the ruckuss was about. End sesion (hound had to go home).

So Spider is in deep shit. I’ve planned for next session having Erin be revealed as the new leader of the Billhooks. They’re down there with a large gang of goons (10 clock) and 2 ghosts (6 clock each). Erin herself is gonna be an 8 clock to take down. Theres also an 8 clock for the bluecoats arriving (billhooks and lampblacks outside caused the bells to go off).

So they’re against the clock. I made some rolls to see how the fight goes outside. Its a stalemate, but when the bluecoats arrive, Lampblacks get arrested (theyre on the Billhook payroll).

Am I being too hard on my tier 2, wanted level 2 crew of Bravos who like to kill anyone they meet? Or is this a good wake up call that they cant just shoot away all their problems?

Quick question on effect level.

Quick question on effect level.

Quick question on effect level.

So I’m good with limited and stamdard effects, but what really gets me stuck is great effect. Let’s take an example (feel free to provide your own when you help me out):

Whip, the Lurk, is sneaking up on a guard and is trying to take him out quietly with a sleeper hold.

If the GM ruled Limited effect (for some strange reason) I get that the choke hold might not K/O the guard right away and you may need a second roll to finish him.

If the GM ruled Standard effect, the guards out no problem on a success.

But if the GM ruled Great Effect, which is what I would rule in this situation (scales a non factor, as is tier, potency is the main decider and the guard is unaware that Whip is there, so he has an advantage; tell me if I’m wrong on this), then what “better” out come is there than “you K/O the guard”?

Question: During downtime can our Leech make use of our Cutter’s contact for healing?

Question: During downtime can our Leech make use of our Cutter’s contact for healing?

Question: During downtime can our Leech make use of our Cutter’s contact for healing? What’s that look like? Is it simple as the Cutter saying “yeah, I make the intros” and the Leech uses a downtime action to heal?

Just to be 100% sure: in regards to Harm when you have 2 things in, say, level 1 Harm that Are both relevant to a…

Just to be 100% sure: in regards to Harm when you have 2 things in, say, level 1 Harm that Are both relevant to a…

Just to be 100% sure: in regards to Harm when you have 2 things in, say, level 1 Harm that Are both relevant to a given situation, are you taking that penalty of reduced effect twice over (reducing Standard to no Effect) or just the one time (Standard to Desparate)?

If a teammate assists you during a desperate action, do they get an xp in the appropriate attribute as well?

If a teammate assists you during a desperate action, do they get an xp in the appropriate attribute as well?

If a teammate assists you during a desperate action, do they get an xp in the appropriate attribute as well?

First post here, so let me start by saying how much I love this game.

First post here, so let me start by saying how much I love this game.

First post here, so let me start by saying how much I love this game. Huge thanks to John Harper, I’ve never had this much fun while GM’ing ever before and the players loves it as well.

But let’s talk about flashbacks. A beautiful mechanic, and very much open for player interpretation in the rules. So how far can we take it? How far can we use flashbacks to change the story?

In our campaign so far, the players are still not being very creative with flashbacks. They mainly use it very practically to overcome obstacles, just like it is described in the game. But as a GM I’ve been having ideas for how flashbacks could drastically change the game. Ultimately I believe flashbacks could be used to completely change the whole narrative, by presenting alternative information and additional events that we weren’t aware of. Like the revealing of Keyser Söze’s identity in the end of the Usual Suspects, or Sherlock Holmes fake death in season 2 of Sherlock.

So here comes two possible flashbacks, let’s discuss if it’s a good idea or not.

1) The players have finally sat down to parley with Baszo Baz, in a bar full of lampblacks. There’s bad blood between the crews, and after a couple of harsh remarks from mr. Baz a player draws his hidden gun and shoot Baszo in the face. Just as I describe how twenty lampblacks draw their weapons and attack, a flashback is called for. The player tells of how she last night met Mylera Klev from the Red Sashes in a dark alley. She looks at Mylera, nods, then says «ok. We’re going there tomorrow. When you hear the shot, attack with all you’ve got.». They have a good standing with the Red Sashes, but what was just a parley suddenly became an assassination or assault plan. I love it and would have said cool, although I would have had the player roll a consort. Mylera might just come in a little too late.

2) The players have kidnapped poor Baszo Baz, and after a daring escape through underground passages they are cornered by the pursuing lampblacks. Baszo also wakes up and although chained up, he fights and makes the whole situation pretty desperate. The leech flashbacks a crazy setup of a torcher and a battery plus some fire grenades and a fire bomb goes of, burning the lampblacks and Baszo severely. Seconds later one of the players have got enough and cuts Baszos throat. The remaining lampblacks run away, swearing revenge another day. This scene happened in play. But what if this flashback then came up? Ok, we’re in a storehouse with Baszo yesterday, no one else is there. He’s saying «so don’t ask why; but this is what I want you to do. Make it look like you kill me. Make it look real. If some of my guys have to go down, so be it. Afterwards I’ll tell you my plan.» Then another scene where Baszo is given a fire protective oil that he smears all over his face, and at last an alternative shot of when the whisper cut his throat, showing how they used a bag of goat blood right underneath the knife faking the throat being cut. So Baszo is alive and after the flashback he looks at them and goes «A little too real maybe? Well we’ve got no time to lose.»

As a GM one might not allow players to take control of NPC actions like this, but as flashbacks are suggestive, meaning the player can suggest it and then get an approval or not, I still think it’s ok for a player to suggest it. Then it is of course up to each GM wether they would approve of the flashback or not. But my point is that it is within the rules to suggest such radical flashbacks.

I’ve briefly mentioned this way of thinking about flashbacks to the player playing the spider, and he thought it would be a great way to actually play the criminal mastermind. So my last question; could there be a game mechanic that helps the spider create these kind of flashbacks?

Would love to hear if anyone has any cool flashbacks they’d like to share as well.