Does anyone know if people have made any form fillable or Google Sheets character and ship playbooks, and maybe also…

Does anyone know if people have made any form fillable or Google Sheets character and ship playbooks, and maybe also…

Does anyone know if people have made any form fillable or Google Sheets character and ship playbooks, and maybe also faction sheets, for Scum and Villainy, and where there might be found?

#BladesAgainstDarkness Turbo is coming!

#BladesAgainstDarkness Turbo is coming!

#BladesAgainstDarkness Turbo is coming! Here’s a preview of my weekend’s work. The game will be a stripped down version of Blades rules based on World of Blades by Duamn Figueroa. It will feature a gothic horror (Bloodborne/Ravenloft/Castlevania) theme and I hope to have it out in time for halloween!

New Iruvian Sword Arts

New Iruvian Sword Arts

New Iruvian Sword Arts

One of my groups has secured training from an Iruvian Sword Master. The Hound has made a deal with a demon and become adopted as foreign-born I’Yalim. We decided to develop a fighting style to fit the functions and powers of an I’Yalim. We borrowed a little from the move Tiger’s Fury out of Johnstone Metzger’s excellent Iruvian playbook: Faris.

SWEEPING WIND STYLE

[Adept] Falconer’s Scimitar: You may wield a heavy, broad-bladed scimitar favoured by the I’Yalim to punish the wicked and execute justice. The long handle of the scimitar can be wielded with a wide two-handed grip to create a whirling blade in close, where a sword is expected to be useless. Or it can be wielded with a close two-handed grip to use its sweeping length, allowing you to attempt to plow through the field of battle to any location you can see.

[Master] The Sweeping Wind: Your sword attacks involve acrobatic leaps with powerful sweeping slashes. When you make an attack in this way, choose a beneficial extra effect (this effect occurs regardless of the outcome of your action): The target’s armour is ruined—the target’s weapon is ruined—the target is knocked sprawling—the target is forced into someone where their limbs and lives become entangled.

I’ve got a rules question for Band of Blades.

I’ve got a rules question for Band of Blades.

I’ve got a rules question for Band of Blades.

A number of the Broken Abilities have the effect of allowing specific Elites to show up in any mission. This suggests to me that there exist some rules that normally regulate how often any Elites can show up, but I can’t find it anywhere.

Am I just missing these rules, or are they not there?

roll20 character sheets for #aFistfulOfDarkness

roll20 character sheets for #aFistfulOfDarkness

roll20 character sheets for #aFistfulOfDarkness

First Release: https://github.com/monkeyEcho/fistful-of-darkness-roll20-character-sheets

Note, that all pictures are loaded from my (slow) google-drive. You have to be patient. Feedback is welcome and I hope you find them useful.

Posted these a while ago, but I’ve improved and expanded the file: character cards for Blades games, made with real…

Posted these a while ago, but I’ve improved and expanded the file: character cards for Blades games, made with real…

Posted these a while ago, but I’ve improved and expanded the file: character cards for Blades games, made with real daguerrotypes, and laid out for cutting. It’s grown to 138 characterful portraits of weird and wonderful NPCs. Enjoy. 🙂 https://www.dropbox.com/s/cbkkgvsg7m5ls56/BladesCharacterCardsv03.pdf?dl=0

Hi all!

Hi all!

Hi all! I wanted to share that the new version of Karma in the Dark (v4.0) is out for testing: https://www.casskdesigns.com/karma-in-the-dark.html

Description:

You are a team of outcasts in a futuristic world decimated by the magical Outbreak. You resist against ruthless megacorps, warring gangs, scheming bureaucrats, and shadowy cults, with one chance at a better life: be useful to those in power. Some might call you a mercenary; some might call you a sell out. You call it surviving.

As you compromise your ideals for success, your team will sink down to a new level of conformity. Cross a threshold, and the campaign’s narrative will twist to reflect back a growing darkness in the world around you. You will have to choose: maintain your ideals; save your community; or embrace corruption in your rise to power.

The system is designed for your group to create your own world. The structured world creation will help you define your group’s unique dystopian flavor and supernatural powers, then project those elements into an alternative future of your design.

Significant Updates:

More developed safe house and neighborhood system, tied directly into entanglements

Addition of team ambitions and goals, to focus play

Integration of Brie Sheldon’s script change tool to help manage tone and player comfort (really helps manage some of the potentially dark themes in the game)

Refined contact mechanics to make contacts central to gameplay (and get rid of the idea of a set fixer)

Refined PC and team playbooks with a continued emphasis on narrative abilities (now with propaganda/slander-spreading Performers!)

Example worlds and factions for pick-up-and-play, along with quick reference sheets for frequently used mechanics.

Overall:

It’s almost exactly 2 years since I shared version 1.0 of this game. I intended it to be a quick hack, but the passion and support for the Forged in the Dark community inspired me to keep improving this concept, which has been an awesome experience. So thank you!

Has anyone tried a FitD game where the PCs are not in a crew together?

Has anyone tried a FitD game where the PCs are not in a crew together?

Has anyone tried a FitD game where the PCs are not in a crew together? I’m working on something like that, where it’s more of a situation like Urban Shadows, with the characters are a mix of different groups navigating the situations they all get thrust into while maintaining their own background agendas.

So basically, there is no shared crew sheet stuff (although there eventually could be if eveyone decides to be of the same faction). I would like to include crew things that the characters might have access to from their own factions– sortof chopping up the different crew options and sprinkling them into the different character playbooks that represent the (currently) five factions in the setting.

I’ve already roughed in Rep on the playbooks to represent a character’s standing within their own group, with Turf being replaced by something like Distinctions. Distinctions would be similar to Claims, but would be things that the characters do that their own group recognizes as great achievements that make raising your rank (tier) easier.

So overall, there would be faction dynamics, but they’d be more personal, and less of the team-vs-the-world way the original Blades works .

Does this make sense? I can’t tell, I’ve have very little sleep the past couple days…

So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still…

So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still…

So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still needing to be named). The following is an excerpt from the rules I am writing:

“The characters attempt to come to terms with their new lives as Heroic Adventurers, struggling against their past lives and limitations to achieve better things in the new world. They do this by facing challenges together, accepting quests, forging alliances, destroying their enemies, struggling with the NPC’s opinions of them and trying to stay alive! There are several Adventurer types to choose from representing the personality and wishes of the character, and each Adventurer type has 2 classes to choose between each representing different types of classes from the original video game and the ways in which the Adventurer goes about achieving their wish:

*GUARDIANS* wish to protect something. They defend their allies and forge strong friendships with those closest to them. Guardians have the Defender and Mender classes. *DEFENDERS* are typically represented by a tank class, they are armoured in some way, whether that be magical or physical. Defenders protect what they care about by standing in the line of fire and risking their lives. They are typically seen as the biggest threat in the room, but have a softer side for their friends. *MENDERS* are typically represented by a healing class. Rather than preventing harm and soaking it themselves, Menders protect what they care about by healing and reducing the damage dealt by enemies. They are typically seen as caring and pleasant characters.

*SCOUTS* wish to find something precious to them, whether that be a way home, a worthy opponent, or perhaps a lost sibling. Scouts have the Assassin and Sharpshooter classes. *ASSASSINS* are typically represented by a physical, melee damage dealing class. Assassins find the thing most precious to them ruthlessly, without regard for anyone else. They would betray their friends in a heartbeat if it meant they could fulfil their wish. They are seen as uncaring and lone-wolves. *SHARPSHOOTERS* are typically represented by a physical, ranged damage dealing class. Sharpshooters find the thing most precious to them methodically, pinpointing weaknesses in those that stand in their way, and bringing out the strengths of the allies that stand with them. They are seen as intelligent and a valuable ally.

*MEDLERS* wish to help others achieve their goals; they are charismatic and have a silver tongue. Medlers have the Enchanter and Inspirer classes. *ENCHANTERS* are typically represented by a magic wielding class that specialises in hindering opponents and buffing allies. Enchanters are devilish masterminds who manipulate others for their own benefit behind a fake smile. They outwardly help allies towards their goals, but have a secret agenda they want to fulfil themselves, and will use others to get to it. *INSPIRERS* are typically represented by a magic wielding class that specialises in amazing feats of area damage magic. They are powerful, and just as good a speaker; rallying and inspiring others to achieve their goals.

*WONDERS* wish to remain in the new world so that they can pursue a personal quest that they couldn’t in their old world, or to avoid returning to their less than ideal previous lives; and they will do anything to stay. Wonders have the Alchemist and Monk classes. *ALCHEMISTS* are tinkering magic wielders who can imbue their talents into new items, artefacts and potions, preparing their allies for the obstacles ahead. They pursue an outward quest such as researching the world, crafting a legendary item, or studying the various new animals and flora. They are seen as eccentric and spontaneous. *MONKS* are physical magic wielders, often represented by a martial arts class. They imbue their bodies with magic to strengthen their blows, harden their skin and move at lightning speeds. They pursue an inward quest of self improvement, and do not wish to lose the amazing powers that they have gained by arriving in this new world by returning to their original weaker bodies. They are seen as wise, yet somewhat desperate as they grasp for greater and greater heights.

At character creation, players will choose an Adventurer Type, a Class from within that type, and a Sub-Class out of any class in the game. A Guardian might choose to be a Defender with a sub-class of Mender to play as a Paladin type class; a Scout might choose to be an Assassin with a sub-class of Enchanter to play a Trickster type class. There are numerous combinations and possibilities.”

What do people think?