What is a “Spark-Craft” item?

What is a “Spark-Craft” item?

What is a “Spark-Craft” item? I was under the impression that it was an item that involved electroplasmic components, but then Bombs such as grenades are considered spark-craft.

Also on the subject of bombs, what do you roll to throw a bomb? How many people do they affect? How long does it take to explode between a long and short fuse?

I understand Wreck to blow up something, but what if you thrkw it at a person/group of enemies?

Satisfying a Ghost’s Need

Satisfying a Ghost’s Need

Satisfying a Ghost’s Need

I assume a Ghost PC can possess a living victim to consume its spirit energy even if they don’t have the Possess trait. Otherwise I don’t see how they reduce drain.

On pages 214-5, the rules say to satisfy their need for life essence, a Ghost PC must “possess a living victim and consume their spirit energy (this may be a downtime activity)”. However, I noticed that a new Ghost PC may not choose Possess as a starting trait, which grants the ability to “attune to the ghost field in order to take control of a living body.”

So is the distinction here that any Ghost PC can possess a body to consume its spirit energy, but only those with the Possess trait can try to control that body?

Also, if I’m reading it right, possessing a body to consume its spirit energy seems to be the Ghost’s version of Indulging vice, except the Ghost version isn’t limited to downtime only. Is it intended that any Ghost can reduce their Drain mid-score, for example?

I’m going to be starting a blades campaign with my local tabletop crew, and there’s SO much interest!

I’m going to be starting a blades campaign with my local tabletop crew, and there’s SO much interest!

I’m going to be starting a blades campaign with my local tabletop crew, and there’s SO much interest!

Blades suggests two to four players.

How well does blades stretch? Do you find that it significantly slows or changes the pacing, etc of the game at 5 or even 6 players?

Do the Smugglers still choose a Hunting Grounds?

Do the Smugglers still choose a Hunting Grounds?

Do the Smugglers still choose a Hunting Grounds? How does the bonus die for gather information checks work for them on their Hunting Grounds? Considering they are smuggling things in from other places, curious how that all works out.

I have a group that is looking to be smugglers – they are setting up their Lair in the basement tunnels of a rundown pub along the canals of Six Towers closer to Nightmarket. I think their Hunting Grounds will likely be in Nightmarket, close to the rail station since a lot of supplies come in there. Just wondering if that means that anything of the type of supply they like to smuggle coming in through Nightmarket would get the bonus. Thanks!

I see no section on “Veteran Advances” alone, and other than the methods for changing playbooks, I see no limit…

I see no section on “Veteran Advances” alone, and other than the methods for changing playbooks, I see no limit…

I see no section on “Veteran Advances” alone, and other than the methods for changing playbooks, I see no limit mentioned in the text for the number one can take – just the limit of slots on the sheet for them; which some playbooks have more of, and I would assume that is the limit). In Rollplay Blades, though, I saw that the number of possible Veteran Advances per PC was not necessarily linked directly to the number of Veteran Advances on one’s playbook.

I assume that the ruling made in RPB was part game dev, part houserule territory – but I am interested to know the official ruling on that: How many Veteran advances may a PC take?

Probably going to adjust that limit in the Midgar hack, but I want to know in what ways I might differ from the vanilla rules on that

Crows Foot: “Years of murder have made this the

Crows Foot: “Years of murder have made this the

Crows Foot: “Years of murder have made this the

most haunted district. Angry ghosts

crave bloodshed here. You may take

a Devil’s Bargain for +1d for violent

action, but the ghost will lash out, too.”

Lashes out at who? The enemy you’re being violent to? To the person rolling?

So, a lot of the moves with the highest coolness coefficient work off of Pushing instead of a flat stress cost for…

So, a lot of the moves with the highest coolness coefficient work off of Pushing instead of a flat stress cost for…

So, a lot of the moves with the highest coolness coefficient work off of Pushing instead of a flat stress cost for each. NTBTW, Sharpshooter, Venomous*, The Devil’s Footsteps, Tempest.

How does having more than one of these kinds of advances work? Are you just expanding your menu of options, while still only being able to choose one extra option off the total list? Or do I get to, for the cost of two stress, fight as a gang with the wind of a poisonous storm behind me, as I leap from skull to thugish skull?

* Worded a bit differently, but still in the same bucket of possible insane push combinations.

I noticed most of the parts of building a Hull are Tier 6.

I noticed most of the parts of building a Hull are Tier 6.

I noticed most of the parts of building a Hull are Tier 6. The Magnitudes table suggests this is Legendary. A couple of parts even reach Tier 7. If Tier 6 is Legendary, what is Tier 7? And does this mean that you’d probably never see a Hull outside of the Imperial City, because they’re essentially Legendary? Can anyone help me with this? I’m a bit baffled.

Pushing for +1 effect after the roll

Pushing for +1 effect after the roll

Pushing for +1 effect after the roll

The example of play Showdown at the docks ends with Canter pushing for +1 effect and taking 2 stress, which bumps his result to extreme effect. But, he does this after the roll, while the GM is describing what the result of the roll is.

I always assumed you had to push for +1 effect before the roll. I think the rules could be clearer here. Particularly because the rules reiterate repeatedly when you can push for +1d (before the roll).

I know the example might be an edge case, because effect is established before the roll. However, crits and reduced effect happen pretty regularly so calling this option out may be worthwhile.

For example, page 13 under Pushing Yourself could mention you can push for +1 effect before or after a roll, maybe even comparing to pushing for +1d which needs be before the roll.

The Action Roll procedure could also have a single line, for example on page 22 under step 6 Roll the dice and judge the result as well as in the Action roll summary.

Pages 24-5 under Assessing factors, where it mentions pushing yourself for increased potency or +1 effect might also mention you can do that before or after the roll.

Was there a counterbalance to Bravos getting three upgrades at creation (Cohort == 2)?

Was there a counterbalance to Bravos getting three upgrades at creation (Cohort == 2)?

Was there a counterbalance to Bravos getting three upgrades at creation (Cohort == 2)? Or was the idea just “2 cool things to make you special, let it all come out in the wash”?