quick PLAYBOOK question.

quick PLAYBOOK question.

quick PLAYBOOK question. I didn’t catch this small change in v5. It’s still there in v6. In earlier versions, the CUTTER had more robust Encumbrance: 4-5-7 as opposed to 3-5-6 for the other Playbooks. I really like the Cutter having that buff and will likely keep it as a house rule, but I was curious as to the rationale.

re RESISTANCE: When the Resistance Roll is introduced on p.6 (v6), the example is given of a particular type of…

re RESISTANCE: When the Resistance Roll is introduced on p.6 (v6), the example is given of a particular type of…

re RESISTANCE: When the Resistance Roll is introduced on p.6 (v6), the example is given of a particular type of roll: needing to make a preemptive resistance roll when an enemy has a big advantage, before you can attempt your own action. The illustration is crossing blades with a Swordmaster: “she disarms you before you can strike.”

When Resistance is more thoroughly explained on p.11, it implies that the roll is made “to resist a consequence.” The preemptive use of a Resistance roll gets no further mention. I’m trying to reconcile the two notions. Using the Swordmaster example, does a PC pay (potentially) several points of stress to avoid the consequence of getting disarmed before the duel even begins in earnest? Is this simply the mechanic the GM uses “to reflect the capabilities of especially dangerous foes” (p.6)?

Thank you in advance of a response.

Hey, I got the V6 Quickstart, and It’s amazing, and  my regular gaming group has thrown out a two year campaign in…

Hey, I got the V6 Quickstart, and It’s amazing, and  my regular gaming group has thrown out a two year campaign in…

Hey, I got the V6 Quickstart, and It’s amazing, and  my regular gaming group has thrown out a two year campaign in order to play it. Only one question, several of my characters have been on the wrong end of the Inspectors and landed in Ironhook. I couldn’t find any of the rules for prison claims in the book, barring that they exist. What do these claims do? I would hate for a player to roll a six, and not knowing what happens. Any help would be super appreciated!

Hey John Harper , in the section “Crew Advancement” on page 18:

Hey John Harper , in the section “Crew Advancement” on page 18:

Hey John Harper , in the section “Crew Advancement” on page 18:

I’m reading that the PC’s get the “1 Coin (+2 per Tier) as bonus payment” ONLY when they Advance (i.e. mark 8 Crew Adancement ticks), not automatically at the end of every session. Is that correct?

Hey all, I’ve finished my fancy form-fillable sheets for BitD.

Hey all, I’ve finished my fancy form-fillable sheets for BitD.

Hey all, I’ve finished my fancy form-fillable sheets for BitD. There’s one for each playbook, including the Ghost, Hull, and Vampire, and all five crew types. Everything is current as of v6 of the Quickstart. The Whisper and the Leech include the Ritual and Formula questions, respectively.

The crew sheets include the factions list on the 2nd page. If you don’t like the nifty backgrounds, there’s a button to toggle them off.

If anything seems like it’s not working properly, or I missed a typo or something, please let me know right away. Other than that, enjoy.

— Ben

https://www.dropbox.com/sh/i2v3zl312fe93t3/AAAIgYWrCnJyAs8aP9eh3FGRa?dl=0

https://www.dropbox.com/sh/i2v3zl312fe93t3/AAAIgYWrCnJyAs8aP9eh3FGRa?dl=0

John Harper Are Claims predefined?

John Harper Are Claims predefined?

John Harper Are Claims predefined? I get the idea to have a set of preferred Claims for each crew (and some kind of limit to the number of Turf), but what if a Crew wants something which is not part of their Claim map? Is 14 the maximum number of Claims a crew can have?

A quick question: how do you manage Harm during Flashback without breaking the continuity?

A quick question: how do you manage Harm during Flashback without breaking the continuity?

A quick question: how do you manage Harm during Flashback without breaking the continuity? Should it be avoided altogether?

So I love the hull player sheet, and I look forward to murdering one of my players so that they can become a hull.

So I love the hull player sheet, and I look forward to murdering one of my players so that they can become a hull.

So I love the hull player sheet, and I look forward to murdering one of my players so that they can become a hull. I have a few questions/comments.

I don’t like that you basically can’t get down to 0 drain unless you start with 2 and use two actions to clear it (or skip a score). If the first action clears half your drain, I wish the second action would then clear the other half at least.

Related question, is wear permanent? If it isn’t, maybe it’s okay that drain is harder to clear, although it still seems like you’ll be knocking yourself out of missions more often than normal. Seems like given the time and expertise these sorts of things could be repaired.

If you pick up a secondary frame, does it have all the same features as your first frame, or do you start from scratch?

Is the intent that you can’t get features not listed under your frame? Could a small catlike frame not be lifelike? Can a medium frame not have an interior chamber like Iron Man? Can a large frame not climb walls (assuming they can bear the weight)?

Is swapping out features free like changing your equipment, or is that a downtime action? If you can swap them however you’d like, why bother picking a starting feature? Just know the number of features you can have.

Hey John, or anyone else who might know the answer

Hey John, or anyone else who might know the answer

Hey John, or anyone else who might know the answer,

I’m making a character using the hound playbook and i was wondering.

The double circles with the ghost hunter ability, does this mean it takes 2 advancements or does this mean i can stripe it off twice?

Kind regards,

Heinze