Pondering over the claims map for Shadows (p.

Pondering over the claims map for Shadows (p.

Pondering over the claims map for Shadows (p. 54). Every claim has to be wrestled from some other faction, sure, this is great for gameplay purposes. But fiction-wise, how to justify it in case of the luxury fence? In real life, receivers control thieves, rather than the other way round, and any receiver would be happy to extend their business by drawing another aspiring gang into their network. One solution that immediately springs to mind is a fence who can afford to deal in only so many stolen luxury items per month lest they would arouse suspicions in authorities. Any other ideas?

Also, what exactly is meant by covert drops? I picture hidden places where messages and small items can be dropped and picked up, but how are these supposed to bring extra profit from espionage and sabotage jobs?

Am I Crazy or is there no description in the Early access of what a cohort actually does?

Am I Crazy or is there no description in the Early access of what a cohort actually does?

Am I Crazy or is there no description in the Early access of what a cohort actually does? The only reference I can find is in the “command” action section (do a group action where you roll command and they roll quality). Is this generally how they work, I’ve seen John Harper using them in the stream games, but am still a little confused – They can only contribute to group actions and regardless of what action, they add quality? or does their “type” (Thug, Adept etc.) determine what actions theyre allowed to contribute to?

Is it me but the Slide feels a little mono tone to me?

Is it me but the Slide feels a little mono tone to me?

Is it me but the Slide feels a little mono tone to me? I know that the subtitle is “A Subtle Manipulator and Spy” but I feel that there is space for the con artist, performer, salesman side of the “Rogue” character. There is space in the game for that type of Playbook and “Subtle Manipulator and Spy” has lots of overlap with the Spider. Many of the special abilities don’t grab me and I’ve seen the ones that do like “A little something on the side” and “Like looking into a mirror” taken as veteran abilities by other classes. Beyond the use of disguise I don’t see all that much that plays into the fiction for the Slide.

I’ve had a go at writing a few abilities:

ENTERTAINMENT: You get +1d when performing (oration, acting, story telling, music, romancing)

MERCANTILE: When buying, selling or dealing in commerce you get +1 effect.

examples:

Sway: during barter of financial deals

Consort: with merchants on trade

Study: ledgers and manifests

Survey: the movement of good on the docks

I was also thinking about a “Gift of the gab” type abilities but couldn’t find a way to convincingly limit it to stop it from being too powerful (Entertainment covers much of it). And then there was an “I belong here” type ability i.e. acting as if you belong in a place you shouldn’t be with confidence so that your presence isn’t questioned.

I’ve not had anyone in the games that I have run play a Slide nor is it the type of character that I tend to play and so I may be off track here. I would be interested to hear how people have found the Slide in actual play and any thoughts on the Playbook.

A few n00b questions on Factions & Tiers, if I may:

A few n00b questions on Factions & Tiers, if I may:

A few n00b questions on Factions & Tiers, if I may:

How are Tiers of citizens/districts reflected in play? Does robbing a random civilian from Charterhall count as a score against Tier III faction?

Also, what is the logic behind Skovlander War Refugees being Tier IV?

Question about Hawkers territory

Question about Hawkers territory

Question about Hawkers territory

I’ve started a new Blades game and the players have chosen a Hawkers crew. The vice they deal in is gambling. Their big ticket item is ghost fights. Typically, convicts and ghosts fighting for survival: the living fighting possession and other bodies possessed by ghosts, the ghosts hungry for life essence. Obviously highly illegal.

The crew’s special ability is High Society, largely because the Spider is a fallen noble trying to make good on his old networks. No doubt they’ll be pushing for the nobility to get hooked on betting on ghost fights.

The territory features on the Hawkers sheet are: covert sale, product supply, show-of-force and socialise. I suppose territory is the area the crew uses to deal their vice. But we’re not really sure what the features mean or how to differentiate them. Are they intended to be the crew’s preferred means of dealing vice?

Also, if the crew attempts a score in their territory that matches the feature they pick, do they get a free downtime activity to prep for the operation?

Should I handle a journey through the Deathlands with a transport plan or a long term project?

Should I handle a journey through the Deathlands with a transport plan or a long term project?

Should I handle a journey through the Deathlands with a transport plan or a long term project? or maybe some combination of both? My love for Dungeon World makes me want to do this, and give PCs roles like trailblazer, resource manager, and scout. Or at least, challenge them with these things as needed.

Suggestions welcome.

EDIT: My instinct is a long term project composed of little Transport plan scores. And to drop in the beats of downtime for camp. Previous results and distance from the next settlement being the main factors in the engagement rolls for each leg of the journey, and 1-3s being a desperate roll to avoid an encounter or complication

Quick question, apologies if this has been asked before but searching didn’t turn up anything.

Quick question, apologies if this has been asked before but searching didn’t turn up anything.

Quick question, apologies if this has been asked before but searching didn’t turn up anything.

The phrasing of the rules (v7.1) strongly suggests you can only use teamwork maneuvers and flashbacks in the score/operation phase. Is this the case? That makes total sense for flashbacks, but if you’re roleplaying out a freeplay scene where more than 1 PC is present is there a reason they could use the team work mechanics?

I realise you can just use the fictional reality of having helpers influence the position of an action roll. Intimidating a guy is much easier when you brought two friends etc.

John Harper I’m curious as to what whisper ability gave Rune Myth as I have an interesting idea I would to use for a…

John Harper I’m curious as to what whisper ability gave Rune Myth as I have an interesting idea I would to use for a…

John Harper I’m curious as to what whisper ability gave Rune Myth as I have an interesting idea I would to use for a whisper ability similar to that, but I don’t know where to begin.