This situation came up and I’d love to know what you’d do:

This situation came up and I’d love to know what you’d do:

This situation came up and I’d love to know what you’d do:

During the score, the characters rob a ghost of her revenge. During entanglement they roll Unquiet Dead, and of course, the ghost comes to their lair and start flipping tables. After failing to dissuade the ghost from lashing out at them, the ghost tries to possess the crew’s Lurk. The Lurk elects to not resist the effect, and now has level 3 harm (Possessed). But umm… now what? Do I assume control of the character until his crew can get him exorcised? Unless something is done about this, the character will die in 4 weeks, right? What would you do / have you done when one of the characters at your table got straight-up possessed by a ghost?

When using Ghost’s Veil, can you bring others with you?

When using Ghost’s Veil, can you bring others with you?

When using Ghost’s Veil, can you bring others with you? A player of mine wanted to knock out a lady, grab her and phase through the wall. Is this doable? How about extending the benefit to other crew members?

The rulebook mentions in a couple places the idea of keeping the operation “completely quiet” (e.g.

The rulebook mentions in a couple places the idea of keeping the operation “completely quiet” (e.g.

The rulebook mentions in a couple places the idea of keeping the operation “completely quiet” (e.g. under Faction Status Changes p45). Is there a mechanic to determine whether an op was “completely quiet” or is that part of the fiction? Does 0 heat imply “completely quiet”?

Running a War

Running a War

Running a War

In my game, The Tycherosi Bat, the PC crew (Tier 1) has just decided to go to war with the Wraiths (Tier 2). (Don’t ask me why…) Some actions in this war will be the PCs doing unpleasant things to the Wraiths. Some will be the Wraiths doing unpleasant things to them.

The PC actions are easy to do: just set them up as Scores in the normal way. But how to handle the Wraith’s attacks, in terms of framing and the score/downtime cycle?

I can just pick a target for the Wraiths, make a Fortune roll, and see how effective the attack is and whether the PCs get any warning.

* Does handling the incoming attack replace the normal Score, then we do downtime afterwards?

* Do we do effectively two scores (Wraith’s attack and PCs’) then downtime

* Does dealing with the incoming attack take PC downtime actions?

* Does repairing the damage due to an attack (e.g. calming a vice purveyor who was robbed) count as a downtime action?

There will be a clock of the Wraith’s morale; when it’s full, the Wraiths will sue for peace. There’s another clock for the morale of the rest of the PCs’ crew, beyond the PCs themselves. The PCs can decide on their own when to sue for peace.

https://www.mk-rpg.org.uk/The_Tycherosi_Bat

Smuggling Scores

Smuggling Scores

Smuggling Scores

The standard “scores” all lend themselves to fairly direct ways to frame the action for Shadows, Bravos, and Assassins. But I’m finding it a bit trickier when it comes to Smuggler scores.

(Also, in the interests of keeping play Duskwall-centric, I think that most scores will be moving something from the “edge” of the city (docks, Gaddoc station) to a person or place within it, or vice versa.)

I’m currently thinking of breaking down smuggling scores into four generic “phases”, of which only one or two will be interesting to play out at the table. The phases are:

* Set up the score/opportunity

* Get the stuff at its start point

* Transport it to the destination

* Get it handed over and get the money

Most of the time, the interesting parts of the score will be the last three stages, with others done in flashback as needed.

(The first stage is the most nebulous, and includes things like persuading someone to let you have access to the goods or location.)

So, questions:

Is this a good way of thinking about smuggling scores?

Should the initial score setup fix which stage we’re opening with, or should that be up to the players?

Hi folks, apologies if this is covered elsewhere but is Nyryx the prostitute (Slide contact) the same as Nyryx the…

Hi folks, apologies if this is covered elsewhere but is Nyryx the prostitute (Slide contact) the same as Nyryx the…

Hi folks, apologies if this is covered elsewhere but is Nyryx the prostitute (Slide contact) the same as Nyryx the possessor ghost (Whisper contact) in the established fiction… Or is it just a slip/common name?

It’s just I have 2 players both picked him/her and I want to know if there is a reason for the same name, if not I will probably just rename one for clarity.

Questions about scale in terms of crew and cohorts: Let’s say there is a tier 2 gang that hasn’t taken a cohort…

Questions about scale in terms of crew and cohorts: Let’s say there is a tier 2 gang that hasn’t taken a cohort…

Questions about scale in terms of crew and cohorts: Let’s say there is a tier 2 gang that hasn’t taken a cohort upgrade.

1) Is the crew a handful of PCs AND tier 2 worth of gang members (12 people), or is it only the group of PCs and when they take the cohort upgrade they get those dozen gang members?

2) If it is the case that the crew is PCs + 12 members, but no cohort ability, how are these gang members different from an actual cohort? It seems like they could be a cohort without choosing any benefits/flaws for them.

3) What happens if this gang gets a cohort, and on their next advance creates a second set of cohorts, do they have two groups of 12? The Bloodletters did this but I never noted the specifics

Two questions:

Two questions:

Two questions:

First, the roll20 character sheet lists the stash gain from a crew advance as 2+1 per tier. while some version of the book, i believe the print version, says 1+2 per tier. which one is the more up to date one? personally i prefer 2+1 per tier.

Second: the various types of rigging count for the whole crew, or each individual? it would make sense that its the former, since giving out 6-8 free load is a bit extreme.