Some character sheets from last weeks “Into the Dark Lands”.
Some character sheets from last weeks “Into the Dark Lands”. Its the oldschool set up of Fighter, Mage, Rogue and Cleric in a FitD minimal version. It fits a standard CCG card format in 63×88 mm and comes in handy. Each player got a deck of cards to hold items, contacts, lcoations, project clocks, lingering danger clocks, Quests and Creature Compendium Entries.
Are there any hacks or playsets out there or in the works that tackles a dungeon crawl?
Are there any hacks or playsets out there or in the works that tackles a dungeon crawl? Does anyone have any thoughts towards how a system like Blades would handle such a scenario?
I’ve started writing “Campfire Tales”: a Scouting hack of Blades, based on my time in Boy Scouts.
I’ve started writing “Campfire Tales”: a Scouting hack of Blades, based on my time in Boy Scouts. I imagine it sort of like a more outdoors-based Tales From the Loop/Goonies, just a group of kids taking on urban legends of the woods. It’s still very early, but I’ve got the basics down and I’d love some feedback on what I have!
Might be the wrong place for this, but just ran my first session of Scum and Villainy yesterday!
Might be the wrong place for this, but just ran my first session of Scum and Villainy yesterday! Had a blast, but ran into one thing I could use clarification on. If the crew fills up all their XP for the ship, what are their options? Can they get a new weapon if they already have enough points in that system? Is there a crew cost too? Any help appreciated!
This hack started as a “how would I make ship combat more unique but still in the spirit of FitD?” and became an 80-page fleshed out world with some specific seafaring rules.
With 9 detailed ports, 50 factions, 5 new playbooks, 4 ship types, and 3 unique crew types, this hack focuses heavily on creating a world groups can pick up and play. It is also Blades compatible if people want to cross playbooks between settings.
I also went a little crazy and made a sea monster bestiary with 22 unique sea monsters.
Setting Introduction
The game takes place in the subtropical region of the Desideria Sea. This sea is the central heartbeat of transport, trade, and cultural exchange between all three continents of the world.
Two generations ago, the region was invaded by mysterious Sea Raiders, not-quite human creatures who introduced Renaissance technology to an Iron Age world. It has been fifty years since humans fought back these creatures, and in that time they have unlocked numerous secrets of their advanced technology, catapulting a mystical world into a mechanical future.
This period of peace and invention spurred on a new level of trade and exploration. The sea offers the promise of endless wealth for those with martial power, and constant threat of abduction and ransom for those without a patron’s protection. As the wealthiest merchant houses rise in power, they began to push against the confines of the treaties made to defeat the Sea Raiders. While most still hide behind hiring privateers, some fear a new age of piracy is on
the horizon.
The mark of the supernatural has not receded completely from the region. Deadly monsters live in the deep, and even the most advanced weaponry will not save an unprepared crew.
You play to find out if you can thrive amidst the teeming threats of the ocean: competing pirate fleets, corrupt government patrols, marine cults, lost islands, and lethal sea creatures, all while the crew members are torn between their vices and ambitious drives.
Sea of Dead Men is a Blades hack about daring crews of pirates making their fortune in a dangerous and lawless ocean. I’ve revamped and streamlined some rules, and I’m starting to fill in the gaps setting-wise.
As always, comments/questions/feedback are appreciated.
I didn’t back it (found out about it too late) but I’m really interested in Hack the Planet.
I didn’t back it (found out about it too late) but I’m really interested in Hack the Planet. Unfortunately there little info to be found about it. Any idea when it might make a publishing appearance?
Hi all — I really appreciate the feedback, thoughts and insight!
Hi all — I really appreciate the feedback, thoughts and insight!
For my modern hack – Live Fast (formerly One Last Job), I decided to create some optional rules to allow for cyberpunk, urban fantasy, or fantasy cyberpunk settings. I posted the augmentation rules earlier. Here is a draft of my optional MAGIC SYSTEM. It needs feedback and playtesting! Although the fluff might not fit, I do think that the system has potential to fit in any setting where freeform (and fairly powerful) magic exists.
I really enjoy R.S. Belcher’s books, so this magic system is inspired by his “kitchen sink fantasy” worlds. It is individualistic and freeform. Each user defines how they acquire power and how their use of power manifests. They may base their practice on the esoteric beliefs of the Cult of Pythagoras or a modern interpretation of alchemy, or they can forge their own path by seeing economic patterns while daytrading. The cosmos really doesn’t care how you get your head around the shape of reality.
The mechanics include artificing (crafting) and theurgy that are quite similar to Blades in the Dark and a freeform ritual process (spellcasting) that simply uses a Magnitude table.
Power is gained by enacting their gnosis during downtime to open their mind to the universe or by converting Juice (stress). Gnosis is improved like a special ability. Power is spent using the Magnitude table to manifest and effect. Power can be stored in crafted Talismans and Users can even find a familiar companion.
I did include 13 example magical philosophies / orders to inspire a player to create their character’s unique Gnosis.
The “Price of Power” in this draft is probably too harsh (same as drawbacks in my Augmentation rules). I have an idea on how to fix it, but I want to do at least one playtest first.
v0.11 of Songs for the Dusk, my optimistic science-fantasy hack, went live a few days ago!
v0.11 of Songs for the Dusk, my optimistic science-fantasy hack, went live a few days ago! you can find it at [https://tinyurl.com/sftdv0-11]. if you’re interested in keeping up with the game, you can go to twitter.com/songsforthedusk, my dev twitter, where i’ll share screencaps of what i’m working on between versions and other dev updates; you’ll also always be able to find the latest version in the pinned tweet for that account. hope to see you there!
Ok, since the “one last job” title was taken, I’m trying out Live Fast as the name for my modern action hack. My gaming group wanted to give it a whirl, but really wanted a cyberpunk setting. So, I added an optional AUGMENTATION rule set for the hack.
I thought the modern playbooks (chessmaster, driver, egghead, grifter, hitter, spook, thief, and trixter) worked well in a cyberpunk setting, so I didn’t want to add a bunch of new playbooks. I also wanted some balance with characters that choose no augmentation. So, I treated augmentations as equipment with drawbacks (like alchemical creations).
They are not as elegant or comprehensive as Karma in the Dark, but have a lot of flexibility. These optional rules could be added to many hacks to make them cyberpunk (or steampunk with some flavor changes).
Let me know what you think. I plan on doing the same with an optional MAGIC ruleset for modern fantasy (or fantasy cyberpunk).