So I’ve been looking at the factions list and I have question.

So I’ve been looking at the factions list and I have question.

So I’ve been looking at the factions list and I have question.

Why are the Skovlander War Refugees tier IV?

I understand that a group of outsiders can be so tight-knit that they can wield their collective resources to a greater extent than other groups. It just seems to be a bit of an oversight that a starting crew can’t have a relationship, positive or negative with them.

On the Leech crew sheet, the ability “artificer” reads as follows:

On the Leech crew sheet, the ability “artificer” reads as follows:

On the Leech crew sheet, the ability “artificer” reads as follows:

“Artificer: When you tinker with a device, tool, vehicle, or weapon, you may include advanced alchemical or clockwork features.”

Couldn’t a person without this ability do the same with Tinker? I don’t understand how this ability is special in any way. Needs some clarification I think.

Another ability “Physiker” also needs clearing up:

“Physicker: You can tinker with bones, blood, and bodily humours to treat wounds, stabilize the dying, or study a malady or corpse. Also, your crew gets +1d to long-term project healing rolls.”

I get that the +1d to healing is special. I get that you normally need a doctor to treat wounds, but couldn’t any old player study a corpse with study?

Loving the game; however it looks rather like two of my players might murder each other- what is the intended way…

Loving the game; however it looks rather like two of my players might murder each other- what is the intended way…

Loving the game; however it looks rather like two of my players might murder each other- what is the intended way of that playing out?

I always thought that the consequences on a bad roll were “in addition” to “you don’t do it”: so, even if you…

I always thought that the consequences on a bad roll were “in addition” to “you don’t do it”: so, even if you…

I always thought that the consequences on a bad roll were “in addition” to “you don’t do it”: so, even if you Resisted them, you still didn’t get what you wanted.

However, in the Rollplay Part 3, when Miss Cattaby fails her Sway roll to convince the Leviathan Hunter that the masked man isn’t Kinclaith, she Resists the complication (Rothe unmasking) and John Harper basically gives her what she wanted.

So, here are my questions:

Is there a difference between the 1-3 “failure” condition (expressed by the absence of the “You do it” part) and the rest of the consequences?

If someone Resist all the consequences of a failed roll, is it still a failure?

Is it just a question of circumstances?

When a Leech uses alchemicals from their bandolier, does that count against their Load?

When a Leech uses alchemicals from their bandolier, does that count against their Load?

When a Leech uses alchemicals from their bandolier, does that count against their Load?

I’m curious how you guys handle “perception tests”.

I’m curious how you guys handle “perception tests”.

I’m curious how you guys handle “perception tests”. In my classic games I sometimes ask a specific or all of my players to do a perception test to see if anyone notes a specific detail, like something odd in the scenery or some overlooked knowledge. With sucess/grade of success I know how much information the PC perceived.

Additionally it’s an instrument to let the players know that there is some useful information if they bother to look/hear/smell/sense.

Now, in Blades all action comes from the players and I DON’T call for a specific action because the player will tell me how (s)he does it. Should I just tell them? Fortune roll seems not be right because it should be depend on some PC attribute.

Did you have this situation in your Blades games and how do you handle it?

What’s up with assassins?

What’s up with assassins?

What’s up with assassins? Why take a hagfish farm when you could have crow’s veil? Maybe I’m missing something, but +1d towards heat when killing seems worse than no heat when killing. And considering hagfish farm is three claims away, they’ll likely have an ability advance or two by then?

On the Shadows Crew sheet it says they can get the “Underground maps and Pass keys” crew upgrade.

On the Shadows Crew sheet it says they can get the “Underground maps and Pass keys” crew upgrade.

On the Shadows Crew sheet it says they can get the “Underground maps and Pass keys” crew upgrade. Underground maps is self explanatory as another point of entrance to scores, but what is a pass key used for?

Also what is coin used for outside of improving downtime rolls?

I crazily remember a time when you could use playbook advances to increase action ratings.

I crazily remember a time when you could use playbook advances to increase action ratings.

I crazily remember a time when you could use playbook advances to increase action ratings. Am I making this up? was it phased out?

I had a second question that has escaped me. Psyched for my BitD session, I’m sure the question will return mid session.