Demons and Horrors and Gods, Oh My!

Demons and Horrors and Gods, Oh My!

Demons and Horrors and Gods, Oh My!

I’ve been wondering what the relationship is between Demons, Summoned Horrors and Forgotten Gods (if any).

Are they entirely separate phenomena? Are they different names for the same entity at a different stage in its life cycle : Summoned Horrors being the first instar to the Demon’s nymph of the Forgotten Gods’… unknowable metaphorical insect? Or are Forgotten Gods also worshiped by Demons, and Summoned Horrors manifestations of Forgotten Gods?

How do you all handle Resistance?

How do you all handle Resistance?

How do you all handle Resistance? I’m thinking especially of consequences that are not internal to the PC. Like, it makes perfect sense how you resist a punch to the gut, but it’s less clear how you resist the person your threatening deciding to shout for help. Do you demand fictional justification for Resistance or just gloss over it?

Also, do you remind your players that they can resist? I’ve been doing that for pretty much every consequence, but it’s becoming tiresome. I think I’m gonna just remind them at the beginning of the session that they can also resist a consequence and then let them pipe up if they want to.

Question on Abstraction and Position / Effect

Question on Abstraction and Position / Effect

Question on Abstraction and Position / Effect

One of the things I love about Blades is how flexible the system is for pacing. If you want to abstract infiltrating a building to just one roll, fine; if you want to go through the various steps of breaking in and outwitting guards, that’s okay too.

One question with abstracting a scene to one roll is about position and consequences. If the players ares facing off against a group of thugs, playing it out over ~10 minutes with multiple rolls might result in harm and stress for multiple players. If we choose to abstract it into just one or two rolls, it can change the harm / stress balance.

What’s the right way to handle this? My initial thought is to bump both position and effect; i.e. a risky / standard action becomes a desperate / great. This also might be a group action if everyone is involved in the fight.

Does abstraction through increased position / effect have any unintended consequences I should be aware of?

Has anyone done any runs on Bellweather? How did you handle the inside and dealing with Spirit Wardens?

Has anyone done any runs on Bellweather? How did you handle the inside and dealing with Spirit Wardens?

Has anyone done any runs on Bellweather? How did you handle the inside and dealing with Spirit Wardens?

What is everyone counting as a “Session” in terms of XP?

What is everyone counting as a “Session” in terms of XP?

What is everyone counting as a “Session” in terms of XP? After both the score and Downtime? After a cycle of Score+downtime? Or, just when the game is over for that … session?

The Empty Vessel is mentioned twice, as having preceded the Church of Ecstasy and about Bazso Baz.

The Empty Vessel is mentioned twice, as having preceded the Church of Ecstasy and about Bazso Baz.

The Empty Vessel is mentioned twice, as having preceded the Church of Ecstasy and about Bazso Baz. But what is this cult actually about ?

Questions on Special Abilities:

Questions on Special Abilities:

Questions on Special Abilities:

1) Not to be trifled with / The devil’s footstep

The text says: “you still get one of the normalbenefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.” Regarding “the feat of physical force/athletics that verges on the superhuman” parts: does that mean that, as a GM, I need to re-evaluate position and base effect (and then apply the push benefit)?

For example: if you want to break something that anyone could break, you just do it, no roll required? Is a roll required just for something that only you (with this abilities) could do? If not, what is the extra benefit besides the normal push benefit? A better position? An increased effect?

2) Rook’s Gambit

Isn’t this an almost-too-good ability? I mean, it’s pretty much a guaranteed better version of pushing yourself for bonus dice. Does it have to be explained to work, or the “say how you adapt your skill to this use” just a reminder of the narrative side of this ability? If it need to be explained to work, who decides if the explanation it’s “good enough”?

I know it has come up here a bunch of times before (so sorry for the repetition!); extensive searching has revealed…

I know it has come up here a bunch of times before (so sorry for the repetition!); extensive searching has revealed…

I know it has come up here a bunch of times before (so sorry for the repetition!); extensive searching has revealed many times this has been discussed, but no conclusive answer (in particular I have not found John Harper himself answering either way).

Is the number of veteran abilities meant to be capped at 3 for characters and 2 for crews (except assassins, for some reason?), unlimited, or is it intended that the rules don’t say either way (mainly because the book does not explain what veteran abilities are at all) and every group should decide for itself?