Just wondering… would it be possible for one of the characters to “swap teams” – leave their original crew and join another?
What would be the procedure for that? if possible?
Just wondering.
Just wondering… would it be possible for one of the characters to “swap teams” – leave their original crew and join another?
What would be the procedure for that? if possible?
Can someone explain what the benefit is of the Smugglers Crew move, “Like Part of the Family” – particularly what…
Can someone explain what the benefit is of the Smugglers Crew move, “Like Part of the Family” – particularly what you get out of designing your vehicle like a Cohort? How do you use it – I’m assuming you don’t use Command like you do with a regular Cohort?
Where have you guys put the Skovlander refugees in your game?
Where have you guys put the Skovlander refugees in your game? I’m thinking the Six Towers district could be interesting…
Is the Whisper’s Compel power meant to refer to “ghosts” not “spirits”?
Is the Whisper’s Compel power meant to refer to “ghosts” not “spirits”? The talk of satisfying the need for life essence, exacting vengeance and the other descriptions make it sound like you mean to say “ghost”.
I ask because referring to compelling a spirit makes me think can I affect compel a soul or a possessed, a hull or even a vampire, because they all have spirits that that could feasibly be summoned and controlled. Sounds too powerful to me, though.
Compel p86
You can Attune to the ghostfield to force a nearby spirit to appear before you and obey a command you give it. You are not supernaturally terrified by a spirit you summon or attempt to compel (though your allies may be).
The GM will tell you if you sense any spirits nearby. If you don’t, you can gather information (maybe Attune, Survey, or Study) to attempt to locate one. By default, a spirit wants to satisfy its need for life essence and to exact vengeance. When you compel it, you can give it a general or specific command, but the more general it is (like “Protect me”) the more the spirit will interpret it according to its own desires. Your control over the spirit lasts until the command is fulfilled, or until a day has passed, whichever comes first.
One thing that hasn’t come up in our games yet is claiming turf and claims for the crew.
One thing that hasn’t come up in our games yet is claiming turf and claims for the crew. What I understand from the book is that you run it the same as any score. Have any of you guys got some cool examples of this for me, how it’s happened in your game?
I assume the crew has to grow a little before they start stealing territory from other factions? Does a turf/claim have to to be owned by another faction, because causing trouble with higher ranking factions over territory seems a little foolish for low-level crews…?
Thanks!
Is there a way to get the nifty stretch goal items for those who missed the kickstarter?
Is there a way to get the nifty stretch goal items for those who missed the kickstarter? Sorry if I’m asking about something that’s clearly written somewhere and I just missed it.
Some questions about Hunting Grounds:
Some questions about Hunting Grounds:
1. It seems like some of the rules in v7.1 (page 48) regarding expanding them as you increase your tier weren’t included in v8. Is there a replacement mechanic I’m missing?
2. Is it assumed that any turf/claims you acquire are included in your Hunting Grounds/expand your Hunting Grounds?
3. Hunting Grounds seem kind of hard to use for crews on the more ambitious side; it’s difficult to do scores with the intent of expansion when restrained to a specific operation type in a limited area. Does anyone else have this impression, or is my crew an anomaly? I’m not expecting to use it in every score, but at the moment it’s looking like it’ll be used in under 10% of our scores, and most of that 10% will have some setup required.
Hi!
Hi! I’m playing a Blades campaign at the moment and a friend whose rolling a Hull had a few question that he was hoping someone here could answer (he doesn’t have a Google profile). SO I’d appreciate any help you guys could give!
1) Hulls are not mentioned to have special harm recovery rules but it seems most likely they would. Is it fair to assume they can’t ‘tough it out’ and heal over time themselves (rolling 0d)
It sound dubious they would benefit from someone having ‘Physiker’ in their crew, ‘Artificer’ on the other hand seems like it would have the same benefit to a Hull as ‘Physiker’ would to a human. Toughts?
2) Drain/wear questions. The playbook rules on page 216 mention the Hull to have 10 drain boxes and clear drain by 5 with a down time action. The new Hull playbook sheet still has the old ‘Reduce drain by half, rounded down’ rule.
2a) Since the text specifically states a new rule over an old one, is it fair to assume Hulls no longer use the ‘halved, rounded down’ rule?
2b) If the Hull now clears 5 drain per down time action, can it overindulge?
2c) There is no mention of the Hull having 5 wear boxes (from older versions), only 4 show on the new sheet. Is 4 the new correct number?
2d) It was mentioned long ago wear could be removed with a long term project, is this still viable in the final version?
2e) Having a second frame. How would harm and wear be treated? Is harm and wear specific to a singular frame, could one switch between two of them ‘while the other is in the shop for repairs’, as it were?
3) The Hull playbook sheet notes the hull can carry 7 load before it is considered ‘heavy’, this is not mentioned in text anywhere. Is this correct? (the regular playbook sheets state 6+ and the vampire states simply 6 for heavy load)
4) Frame features. It is not specified that a particular frame can only use a limited amount of features at a given time, the playbook sheet however has two per frame size in their respective ‘grouping’ and the words ‘you may swap out your features with a downtime action’. Is it safe to assume each frame can only have two ‘active’ features going at a time?
Thanks all!
I’m having a little trouble understanding what could be considered “Spark-Craft” (maybe because English is not my…
I’m having a little trouble understanding what could be considered “Spark-Craft” (maybe because English is not my first language).
I assume that it includes every “weird technology” which is not evidently alchemical or arcane: if that is the case, is the Black Salt Bomb missing the “spark-craft” descriptor, just a typo? Are the hull components all inherently “spark-craft” (unless otherwise specified)?
Am I missing something?
To what extent should a person be using Forsight to give a bonus die?
To what extent should a person be using Forsight to give a bonus die? I feel like they should have a propper flashback to a prepararion they made, but often times my PCs just say something like “I gave him a pep talk earlier” or “I showed him some of my moves” or something similarly vague and uninteresting. Should they do a more detailed flashback with a real preparation? I feel this is the case but I want some feedback from other GM experience