Hey everyone.

Hey everyone.

Hey everyone… I’m curious as to how you all handle travel to and from the Deathlands? In your BitD, can people pass freely through the lightning barrier, or do they need to find a way to smuggle themselves through?

I would be especially eager to hear if there is any ‘official’ thought on this, but am generally curious to hear how others are handling it.

I´ve just received the pod of the v8.1 versions and the actual is version 8.2.

I´ve just received the pod of the v8.1 versions and the actual is version 8.2.

I´ve just received the pod of the v8.1 versions and the actual is version 8.2.

Now, Wich is the diference or tha later version is an errata only?

Quick rule clarification: When the PCs perform a group action at a desperate position, does everyone participating…

Quick rule clarification: When the PCs perform a group action at a desperate position, does everyone participating…

Quick rule clarification: When the PCs perform a group action at a desperate position, does everyone participating mark XP or does it only apply to the one leading the action?

Thanks in advance!

While a character is suffering moderate harm, a penalty of -1d applies to rolls “if any or all harm recorded in that…

While a character is suffering moderate harm, a penalty of -1d applies to rolls “if any or all harm recorded in that…

While a character is suffering moderate harm, a penalty of -1d applies to rolls “if any or all harm recorded in that row applies to the situation at hand”.

So, question time. Which rolls (by default) are supposed to suffer from the mentioned penalty?

– All action rolls (ex. if you are “Exhausted” or “Panicked”, it makes it equally difficult to Skirmish, to Study and to Attune)? My guess is “probably”.

– Some action rolls (ex. while “Concussed”, you’re having problems Swaying but not Wrecking)? My guess is “that’s possible, if perhaps too fiddly” (“okay, guys, now let’s have a discussion on which exactly of the actions should be penalized for a person who’s been “Seduced”…”)

– Resistance rolls? My guess is “probably not”.

– Fortune rolls? My guess is “quite likely not”.

– Downtime rolls? My guess is “probably”.

I mean, of course the usual “make a ruling and subsequently stick to it” still applies, but I’d like to know what’s the overall consensus and whether anything in the book supports my guesses.

p32 Resistance and Armour

p32 Resistance and Armour

p32 Resistance and Armour

“When your PC suffers a consequence that you don’t like, you can choose to resist it.”

What counts as “your PC suffers a consequence”:

a) any consequence that follows from an action roll that your PC makes, or

b) only consequences that your PC suffers or faces directly themselves.

Hello all, I was working up my first character for BitD and noticed that the playbook downloads don’t have any of…

Hello all, I was working up my first character for BitD and noticed that the playbook downloads don’t have any of…

Hello all, I was working up my first character for BitD and noticed that the playbook downloads don’t have any of the playbook-specific special items listed under Load, only common items. Is this just a space consideration/I should mark used special items under notes, or is there another limitation on taking special items I’m not aware of? Thanks!

So, this happened: my crew – the Nameless, are smugglers.

So, this happened: my crew – the Nameless, are smugglers.

So, this happened: my crew – the Nameless, are smugglers. Their lair is/was an old rail car. They are in contention with the Fog Hounds, from whom they stole a couple of lucrative scores. They are currently Tier 0/Weak

During one score, the street was awash in blood (7 heat) and for Entanglements I rolled: Show of Force.

_A faction with whom you have a negative status makes a play against your

holdings. Give them 1 claim or go to war (drop to -3 status). If you have no

claims, lose 1 hold instead._

As they had no claims, they lost one hold. Okay, on to rule #2:

If your crew is Tier 0, with weak hold, and you lose hold for any reason, your Lair comes under threat by your enemies

Under threat by your enemies? Their location was not secure or concealed. I ruled (perhaps too harshly) that the Fog Hounds, as a reprisal, burned their lair, leaving the crew “lairless” and that to establish a new lair would require Tier +2 coin or a score.

I further ruled that with the crew “on the run” they were limited to a single downtime action (without spending rep/coin) until they could establish a new lair.

Anyhoo, just curious how others would have adjudicated this one.

Thanks for the tips last time folks!

Thanks for the tips last time folks!

Thanks for the tips last time folks! This week’s question: The Bogeymen are heading into the sewers to take some Turf from the Dimmer Sisters. (A magnificently bold and stupid move). We’ve established that ‘grey-skinned mutant humanoids live down there already, but what horrible complications could arise as they try to take the Duskvol Sewers? (I’m using Ryan Dunleavy’s map).

Trauma-ing out while resisting

Trauma-ing out while resisting

Trauma-ing out while resisting

Got a question for the group think…

I was listening to Friends at the Table playing Scum and Villainy and one of their characters traumaed out on a resistance roll, and they played it that that was effectively a failed resistance—the consequences still came to bear, with the character out of the action.

My immediate response was that the resistance still should have worked before the character as taken out of action, but I’m not sure…

How do y’all play it? Consequences coming back defo makes the game grittier, but I really like the last-hurrah flavor of traumaing out while saying nope.