(Cross-posted in the BitD MeWe group…)

(Cross-posted in the BitD MeWe group…)

(Cross-posted in the BitD MeWe group…)

I have a question specifically about Band of Blades (I have the 1.0 beta rules).

The rules say it needs 4-5 players (the GM plus 3 or 4 players). Is it possible to run with 6 players (GM + 5)? If so, what changes need to be made? I’d like to run a BoB campaign, but I have 5 other players and I can’t really ask a player to just sit out for the next campaign.

I can see that it would mean the Spymaster and the Lorekeeper Roles would both be used. Would that break things? Be too big of an advantage?

It would also mean more legionnaires on each mission (meaning more Stress that can be used, etc.).

NOTE: I haven’t run Blades in the Dark or any other Forged in the Dark games before, so my understanding is all based on reading the rules.

Questions for Band of Blades:

Questions for Band of Blades:

Questions for Band of Blades:

– Is there a reason to send two specialists on the secondary mission? It seems like having one is good enough to satisfy the mission specialist requirement.

– Not a Rookie Anymore mentions that a Rookie must specialize as their first playbook advance. Does this mean they must take Not a Rookie Anymore (that is, is that synonymous with specializing)?

– Rookie specialist action text implies that if you fill up your specialist clock, you can promote to specialist (presumably as long as you meet action requirements). Does that mean you can just go from Rookie to Specialist?

– Since it mentions that you need to have the prerequisite actions before specializing, I assume that means you need to upgrade your actions before you can promote. Is that correct?

– Rookie abilities that can’t be taken as veteran advances: the only way you can get these is by selecting one at character creation, right? After that you have to specialize, which changes your playbook. Or am I wrong about having to specialize?

Say I’ve got two characters, Aleck and Brund, and another player (call her Jane) has two characters too, Cilla and…

Say I’ve got two characters, Aleck and Brund, and another player (call her Jane) has two characters too, Cilla and…

Say I’ve got two characters, Aleck and Brund, and another player (call her Jane) has two characters too, Cilla and Deb. If Jane and I play Aleck and Cilla in a session, do Brund and Deb still get Downtime actions even though they weren’t part of the preceding Score? I’ve been operating on the assumption that PCs only get Downtime Activities if they were present in the session but looking at the rules I don’t see anywhere that says that specifically.

Here’s a related question: if Jane the player is absent from a session, do either of her characters get Downtime Activities? Seems like that falls more into house rule territory than the other question but I can’t find anything addressing it in the book either.

Scum and Villainy

Scum and Villainy

Scum and Villainy

One of my players has chosen the pilot playbook, and we can’t figure out what’s going on with the urbot special item. It’s in italics which means it doesn’t count against load, but also it had two boxes indicating it costs 2 load. (The rules text also lists 2 load).

I was also hoping for some clarification on abilities triggered with push yourself. Do they all also provide the normal benefit of +1d or effect, or is that reserved for ones that specifically mention it.

Thanks for the help, very excited to run a job next week.

Dears

Dears

Dears,

Looking for some ideas for the early game of mine. I’m going to gming a crew a Shadows who want to acquire the Loyal Fence Claim.

As they has as territory a part of the gost-train station, I was thinking of a smuggler PNG, a really rich and elusive one, which move stolen and exclusive goods to the capital.

How do you feel about him?

Some ideas on HOW they can obtain his services?

And on a larger scale, what score did you run in your fiction corresponding to this claim?

Thanks!

Hi, got a question about ship creation in S&V:

Hi, got a question about ship creation in S&V:

Hi, got a question about ship creation in S&V:

What is an available System? Cerberus has COMMS 2/4 with only “nexus link” available. If I install it, will I be stuck at comms 3/4, or may I consider, say, a fake transponder, because yes?

Questions about drawbacks for the Lurk’s Silence Vial item and the Slide’s Trance Powder.

Questions about drawbacks for the Lurk’s Silence Vial item and the Slide’s Trance Powder.

Questions about drawbacks for the Lurk’s Silence Vial item and the Slide’s Trance Powder.

In the Lurk section, on page 75, the description says:

> Silence potion vial: A vial of golden liquid that negates all sound within 10

paces of the drinker for a span of several moments.

In the Crafting section, it says:

> Potions (arcane)

> Drawback: 4-clock, “Accosted by Spirit Wardens,” 1 tick per use.

> Silence Potion (iii/1): Creates an area of utter silence around the shattered vial.

1) The Lurk section says the effect is centered on the drinker. The Crafting section says it’s centered on where the vial breaks. Which is it?

2) The Crafting section says that every use ticks the “Accosted by Spirit Wardens” clock. That seems like a hefty drawback for a class feature, and it’s hidden from the Lurk player unless they’ve looked at the Crafting section. So does the Lurk’s Silence Potion have this drawback, or does that only apply to Silence Potions crafted by non-Lurks?

Similarly, the description of Trance Powder in the Slide section just describes what it does, no drawbacks:

> Trance powder: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism.

But in the description in the Crafting section, it has a drawback that the user will take Lvl 1 Harm: Woozy unless they resist it.

> Drugs (alchemical)

> Drawback (Volatile): “Woozy,” lvl 1 harm.

> Trance Powder (i/3): A glittering blue powder. Induces a pleasant hypnotic trance when inhaled.

And earlier:

> Volatile. The item produces a dangerous or troublesome side-effect for the

user, specified by the GM (see examples on the sample creations, next page).

A side-effect is a consequence, and may be resisted.

3) Again, does this drawback apply whenever the Slide uses it, or only to Trance Powder crafted by a non-Slide?

4) Who is the “user” of a drug for this drawback? If one person applies it to another (e.g. Slide claps a cloth full of Trance Powder over a victim’s nose), do both have to deal with that consequence, or only the one who gets dosed? What about for ingested drugs, like Spark, or injected ones like Bloodneedle?

Scum & Villainy: Xenos and starting abilities.

Scum & Villainy: Xenos and starting abilities.

Scum & Villainy: Xenos and starting abilities.

Say one player chooses to be a Xeno Mechanic and opts for the Xeno starting ability. Could this player then choose to get Tinker (the Mechanic starting ability) either as their special ability during character creation or as an upgrade during advancement?

My confusion arises from the difference in names (starting/special abilities) and because of a line regarding the Veteran special ability on page 57: “Note that starting abilities cannot be chosen via the

Veteran special ability.”

So, will a xeno that goes for the xeno starting ability ever have the opportunity to get the starting ability for their playbook?

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your…

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your…

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your upgrades. Do you do this for both of the upgrades you select (so, if I take a Cohort, does that give me +1 with one faction and -1 with another, then my second upgrade does +1 with one faction and -1 with another)? Or do I simply take a single +1 and a single -1?