So I’m a bit new to the group…I learned about the game after the kickstarter period was over.

So I’m a bit new to the group…I learned about the game after the kickstarter period was over.

So I’m a bit new to the group…I learned about the game after the kickstarter period was over. Is there any way to get some of the additional kickstarter material outside of selling a kidney on the black market?! Band of Blades and Leviathan Song sound great, as does Blades against Darkness.

I had heard that Veteran meant you could take Special Abilities from other playbooks, without any particular limit.

I had heard that Veteran meant you could take Special Abilities from other playbooks, without any particular limit.

I had heard that Veteran meant you could take Special Abilities from other playbooks, without any particular limit. It has been working great so far, but the one strange case my group found is Blood Brothers. It seems strictly better than upgrading an existing Cohort with the Thugs type, or upgrading Thugs with any other type. Is there a cost I’m not seeing, or is that just the min-max always better choice?

I’m putting together a cheat sheet for Downtime…and I just want to make sure this is correct about spending coin…

I’m putting together a cheat sheet for Downtime…and I just want to make sure this is correct about spending coin…

I’m putting together a cheat sheet for Downtime…and I just want to make sure this is correct about spending coin after down time rolls.

Page 153 states:

“For any downtime activity, take +1d to the roll if a friend or contact helps you.

After the roll, you may spend coin after the roll to improve the result level.”

A) I’m guessing you can spend coin regardless if you get help…but the rules read like you can spend coin ONLY IF you get help.

“ANY downtime” doesn’t seem to make sense for the following:

B) Train doesn’t have a die roll, so I’m assuming you can’t improve it with Coin.

C) Indulge Vice dice has a dice roll that isn’t really a “traditional result level”. Can you spend Coin to adjust the outcome?

Hey all! Its been a while since I’ve posted.

Hey all! Its been a while since I’ve posted.

Hey all! Its been a while since I’ve posted.

I have a few queries that I’d like to ask about. For reference, I have GM’d two Blades games (over the same period at different times, so the 2 crew’s were part of the same universe). Both crews were Shadows, so I know my way around a good sabotage, theft, etc.

I’m about to start a new game, and the players seem to want to be Bravos. How can I make the game interesting for them? I dont want every score to be “Break down the front door and beat them up”, I want something interesting which is why I ask.

Whilst I’m here, tips for any of the other non-shadow crews, such as Smuggler or Hawkers scores would also be appreciated!

I’m curious, when playing the game, how stringent are people letting players call their action skill?

I’m curious, when playing the game, how stringent are people letting players call their action skill?

I’m curious, when playing the game, how stringent are people letting players call their action skill?

It seems like every session there’s a point where a player does something along these lines:

“I jump across the rooftops silently and jump on the guard when his back is turned.”

“ok, let’s roll for that. What skill are you using.”

“Uh, I have three dots under Consort. I’m doing that.”

“That’s not really a Consort.”

“Then why did you let me pick it?”

We keep reverting back to the GM (me) calling out a preferred Skill ( “that sounds like a skirmish to me”) with a logical player override if it makes sense (“I think I’m being a bit more finesse-y than skirmish-y”, “ok, fine, how are you being finesse-y about it” ), and things seem to flow a lot better.

Part of it might be because our background are much more boardgame than rpg, and therefore are more sticklers for following the rules to the letter.

Anyway, I was just wondering if people actually follow that rule to the letter, or if they play it with more negotiation.

Does a good result on a Security roll for your lair drive off an intruder entirely?

Does a good result on a Security roll for your lair drive off an intruder entirely?

Does a good result on a Security roll for your lair drive off an intruder entirely? If, for example, a kill-squad of 10 tier 2 thugs roll up on your tier 0 gang’s secure lair, and you roll a 6 or a crit(If a crit is possible), does that mean your security keeps the enemy out, kills them, or drives them to retreat, entirely?

Quick question, the kickstarter page says that the special edition of the book contained the city guide to U’Duasha,…

Quick question, the kickstarter page says that the special edition of the book contained the city guide to U’Duasha,…

Quick question, the kickstarter page says that the special edition of the book contained the city guide to U’Duasha, is that true? If so, is it possible to get that information elsewhere?

Just ran my first session and it was really fun, but I also realized I hadn’t internalized nearly enough of the…

Just ran my first session and it was really fun, but I also realized I hadn’t internalized nearly enough of the…

Just ran my first session and it was really fun, but I also realized I hadn’t internalized nearly enough of the rules. Had to crack the book open a few times. One thing that I couldn’t find in the book, but I had sworn I read somewhere, is how much (if any?) stress a player clears on a critical roll? Any help appreciated!

Wondering about Smugglers, and them having cargo types instead of hunting grounds…

Wondering about Smugglers, and them having cargo types instead of hunting grounds…

Wondering about Smugglers, and them having cargo types instead of hunting grounds…

1. During crew creation, would the faction they’re paying/pissing off be one with an interest in their chosen cargo type?

2. Would the +1d gather info and additional downtime activity be for the crew engaging in a score involving their cargo type, no matter where they’re operating?

3. Since gaining Turf expands the crew’s hunting grounds, would that mean Smugglers gain a new cargo type, and not necessarily any new physical territory?