Normally if a PC is fighting against an NPC widely known to be the greatest duelist in all of Duskwall, the PC will…

Normally if a PC is fighting against an NPC widely known to be the greatest duelist in all of Duskwall, the PC will…

Normally if a PC is fighting against an NPC widely known to be the greatest duelist in all of Duskwall, the PC will be rolling resist to stop from being stabbed before he can even roll skirmish.

What if your PC has reflexes? Does he no longer need to roll resist because always he goes first? Should he roll resist after his skirmish (in addition to any resistance of consequences of course)? Should he avoid the first resist, but still have to deal with intermittent resistance rolls as the fight progresses?

Why does the game start a new crew at Tier 0 AND weak hold?

Why does the game start a new crew at Tier 0 AND weak hold?

Why does the game start a new crew at Tier 0 AND weak hold? I didn’t notice that until reading through the final book. My players are about to fill up their Rep bar, and are looking forward to advancing in Tier and finally not having to roll 2 dice and take the lowest every time they’re rolling Tier. Tier 0 is having nothing. It doesn’t make sense to me that a crew can have weak hold on nothing. I’m considering treating a Tier 0 crew as always having strong hold, so they can get out of Tier 0 reasonably fast. Will that mess anything else up in the game? We’ve already had four sessions of about 90 minutes. How long is it ‘supposed’ to take a new crew to get to Tier 1?

Changelog question re v8.

Changelog question re v8.

Changelog question re v8.

I notice the Lurk’s “Ghost Veil” ability no longer lists “you may pass through solid objects” as a thing you can do for extra stress. Was this an intentional nerf of the ability, or just an accident? My Tier 0 crew just assassinated a bluecoat watch commander by having the Lurk walk through a wall. It was nuts, and they’re totally getting away with it. My brother (who plays the Lurk) really likes the idea of his character slowly learning to do new cool things with this ability. I’m thinking I should let him do long term projects to learn new applications of Ghost Veil, then just assign a stress cost depending on how bonkers the effect is. Has anyone else done something like this?

So if everyone can make gadgets and stuff, what is the purpose of the Leech’s “Gadget” item on his playbook?

So if everyone can make gadgets and stuff, what is the purpose of the Leech’s “Gadget” item on his playbook?

So if everyone can make gadgets and stuff, what is the purpose of the Leech’s “Gadget” item on his playbook? Does it just mean he can carry more Gadgets? Wouldnt it be the same load?

Can you attune out in the Deathlands, or is it only possible inside a city/lightning barrier?

Can you attune out in the Deathlands, or is it only possible inside a city/lightning barrier?

Can you attune out in the Deathlands, or is it only possible inside a city/lightning barrier?

The actual description of the Attune action I believe is saying that you cannot but I want to be sure since it seems to contradict itself; to quote the book, “The “ghost field” is somewhat ambiguous, by design. It’s the energy contained within the lightning barrier of the city, the echoes of events in the recent past, and the medium in which spirits exist.”

It’s that last part that makes me think maybe you can Attune in the Deathlands, because spirits certainly exist outside of the Lightning Barrier, which would suggest the Ghost Field is out there too. Does the contained area of a lightning barrier change the properties of the Ghost Field to allow Attunement? Or can you Attune everywhere except for maybe places prepared by old magic to deaden the ghost field there.

If we’re a Tier 2 gang with a Cohort that has both the Thugs and the Skulks type because we spent upgrades to give…

If we’re a Tier 2 gang with a Cohort that has both the Thugs and the Skulks type because we spent upgrades to give…

If we’re a Tier 2 gang with a Cohort that has both the Thugs and the Skulks type because we spent upgrades to give them the second type, and we’re Bravos with Elite Thugs, and we send them to sneak into a place… their Tier is 2, but do they get the extra die from Elite Thugs, because they do have that type… or do they only get the extra die when doing Thuggery things?

So you can make your own drugs, right?

So you can make your own drugs, right?

So you can make your own drugs, right? And you can have the stuper, pleasure, weirdness or what have you of drugs as your vice, right? So can you decide that you ain’t having any of that gunk on the streets and make your own supply, right?

Does that mean you don’t have a vice purveyor? Does the person from whom you buy the reagents, fertilizers and other production necessary things become your purveyor? Can your lab or even yourself be considered your purveyor?