I feel a little bit like a dummy, but I’m having trouble sussing out what HOLD connects to mechanically.

I feel a little bit like a dummy, but I’m having trouble sussing out what HOLD connects to mechanically.

I feel a little bit like a dummy, but I’m having trouble sussing out what HOLD connects to mechanically.  does it modify rolls at all, or is it a fictional positioning sort of thing? 

So, after some difficulty with the Church of the Ecstasy of the Flesh coming to collect their Hollowing sacrifice…

So, after some difficulty with the Church of the Ecstasy of the Flesh coming to collect their Hollowing sacrifice…

So, after some difficulty with the Church of the Ecstasy of the Flesh coming to collect their Hollowing sacrifice following a Bad Outcome on the Engagement Roll, the ritual the players had planned to kill a crew of Leviathan Hunters went rather smoothly. Only one character was traumatised by half a dozen spirits pouring all of their pain and sorrow into his soul. They set about discussing their next move, and after arguing whether their crew of Thieves was actually going to start doing some thievery and thus whether the Luxury Fence was worth it. In the end, they decided it was.

What I’m trying to work out is, what’s a Luxury Fence? So, the base-line return you get from a fence is 5% (or at least, that’s my understanding of real world fences). But even if, let’s say that, this fence is luxury because they have an ‘in’ with the Fog Hounds giving them more potential buyers, I can’t think of a good reason they wouldn’t just keep that quiet and pocket the extra cash. Maybe fencing is competitive in the Crow’s Foot?

In that case, what is the means by which the players can take this Claim? Because the Fog Hounds are the ones who make this fence ‘luxury’ and getting rid of them would be counterproductive. Do the players just need to cut themselves in?

Or am I massively overthinking this and a luxury fence is just a fence that can actually buy luxury items off you, whereas a normal fence wouldn’t?

But there’s still the whole question of: how do you Claim a fence? Surely if you own a fence, then that fence cuts you into all of the sales they make, consequently, it has nothing to do with personally robbing anyone. Is Claiming a fence merely convincing that fence to buy from you?

Apologies for all these questions, I’m certain I’m overthinking this. But one final thing: with v4, the value of a Coin has dropped, but the amount of Coin a fence gives you is the same. Is that intentional? Also the Coin space a Crew and Vault gives you is the same.

Trivial quick question.

Trivial quick question.

Trivial quick question. “Entanglements, Gang Trouble” talks about a gang with a drawback, while “Cohort creation” talks about gang flaws. They’re the same thing, I presume?

I’ll be running an 8-week campaign of this soon at Milton Keynes RPG club. I’ll let you know how it goes!

https://www.mk-rpg.org.uk/Current_games

Our game yesterday got bogged down a bit with rules questions, more than it ever had.

Our game yesterday got bogged down a bit with rules questions, more than it ever had.

Our game yesterday got bogged down a bit with rules questions, more than it ever had. We’ve played well over a dozen games now, and get things for the most part, but the change of versions has left some things unclear to us.

First question: Now that characters have to either do their vice or take stress, characters with 0 vice either take stress or are going to end up automatically indulging. I don’t like this kind of screwed no matter what dynamic. We had a new player come for one session. He came late as we were between missions and also did downtime with us. He rolled to have a demon come ask about us, we had to give up 3 rep. It was kind of a dumb outcome for something mechanical from a character who hadn’t even seen play yet.

Another question, recovery is not as clear in the rules as it used to be. It says to roll a trait. That led me to saying that trait refers to anything, tier, action, attribute, whatever. We went with tier, as that’s what it was in the past. Clarity about what to roll would be good. But then we also had the question of whether healed harm should downgrade or go away. In the past it has downgraded, so I expected that. We went with it going away however (both PCs were totally full with all the harm they could take, so this was just as well). I also think that should be clear though.

I’m also assuming Tenacious refers to spending 1 stress to ignore the effects of harm one time only? Not what I originally assumed, that it’s good from that point on? It’s been played both ways in our game now.

I’m loving the game and looking forward to watch it continue to take shape. I’m proud to say I’ve played in every version of the rules so far and am by far much much much happier with it than anything else.

Thank you!

When can a player push their character to add potency to their effect?

When can a player push their character to add potency to their effect?

When can a player push their character to add potency to their effect? Can they do on an action roll where they have already got +1d from either their character pushing themselves or accepting a devil’s bargain?  

What does advancing an NPC faction’s long-term clock entail? Is determined by a fortune roll, is it just adding a tick if the fiction expects one?

Hey, is there any limit to how many times you can use the “flashback” mechanic in a heist?

Hey, is there any limit to how many times you can use the “flashback” mechanic in a heist?

Hey, is there any limit to how many times you can use the “flashback” mechanic in a heist? I know it costs stress each time, but is there any other limitations?

“A score yields 1 rep per Tier of the target and a

“A score yields 1 rep per Tier of the target and a

“A score yields 1 rep per Tier of the target and a

coin reward based on the nature of the operation

(see list at right).”

Well, I feel this rule is quite broken. Let’s take a noob crew, doing his first jobs, vs. tier 1 enemies. It takes forever to get the tier 1. Then, when you start to do jobs vs. tier 2 enemies, you go up in about 4 or 5 missions (also, probably you gained Turf in the meanwhile, so you need fewer Rep to go up).

Then, when you’ll fight vs tier 3 enemies, you’ll go up in a couple of missions.

I’m quite astonished about that.

Of course, I’d could suggest you should use a rule like: A score yelds 1 rep it your target is inferior, 2 rep if your target is on par with your crew, 3 rep if your target is above your crew.

(or, something like that)

Has anyone made a form fillable character sheet for the Spider or the Leech?

Has anyone made a form fillable character sheet for the Spider or the Leech?

Has anyone made a form fillable character sheet for the Spider or the Leech? Most of our games are hangouts or skype, and the pdfs make things a lot easier. Really enjoying the game, and looking forward to the full release.

I have a few questions regarding the new Assist Action.

I have a few questions regarding the new Assist Action.

I have a few questions regarding the new Assist Action.

Does “ask the GM what you can do to help. If you accomplish it…” mean that the character might have to make another roll to accomplish an action before they can assist?

Because if so, isn’t that just “Set-Up” but with an increase in position instead of effect? Speaking of which…

If you then “improve their position by one step” must your assistance, in the fiction, improve their position?

Because I often find that improving your position is hard, at least the way I run things. You’ve charged headfirst into the central compound of the Lampblacks in an attempt to rescue a captured teammate; everything you do is Desperate. If a player asked me, “what can I do to improve this position?” rather than “what can I do to help?” I would say “do you have a magic wand to hand?”

Essentially, so far, I’ve been taking Position to be at least a little literal. When you’re trying to Prowl through the streets of Whitecrown, you’re Daring, there’s very little things I can think of that would make you Dominant. Maybe if you managed to make the vast majority of the Bluecoats patrolling the District to disappear. But that’s a Mission, not an Action.

So how does the crew move from weak to firm to strong in the v4 rules?

So how does the crew move from weak to firm to strong in the v4 rules?

So how does the crew move from weak to firm to strong in the v4 rules? Is that what happens when rep/turf maxes out and resets? And then the third time tier goes up and hold goes back to weak?