I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your…

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your…

I have a question I can’t seem to find the answer to: When creating a crew, you anger or please factions with your upgrades. Do you do this for both of the upgrades you select (so, if I take a Cohort, does that give me +1 with one faction and -1 with another, then my second upgrade does +1 with one faction and -1 with another)? Or do I simply take a single +1 and a single -1?

Scum and Villainy: Heavy Armor

Scum and Villainy: Heavy Armor

Scum and Villainy: Heavy Armor

Heavy armor exists on the character sheet and is briefly mentioned on page 57 (PDF version) but otherwise I can’t seem to find it explained anywhere else.

At a guess it seems like the game is expecting me and mine to fictionally decide if one of the PCs has heavy armor or not.I am totally cool with that but just want to make sure that I’m not missing something.

So, my actual question is: How does heavy armor work and, if it’s mostly a fictional idea, how do you apply it at your table?

Still more questions.

Still more questions.

Still more questions.

Yep, I’m back with a new batch of questions. I’ve collected a few.

1. Is finding a new vice purveyor a downtime activity? I can’t find a rule in the book that says so, but it feels like it would fall under the Acquire Asset activity.

2. How do some of the more abstract Claims manifest, and how would you go about turning them into a score (sometimes without destroying the claim)? For example, Bluecoat Confederates/Bluecoat Intimidation doesn’t sound like a physical location that can be raided, and even if it was it feels like you run the risk of battling the actual Bluecoats instead of the opposing faction. Would you, perhaps, have the crew run the opposing faction out of a territory? Or maybe track down the Bluecoat head honcho and “convince/bribe/blackmail/etc” him or her to switch alliances? I might ask the same about Informants. Cover Identities is another one. Is that a guy in a back room forging false papers, or something more abstract? How about Secret Pathways? Are you more or less just running off an opposing faction that guards those routes? There’s more, but I think you get my drift.

3. Do starting playbook supplies sort of resupply after use, or does the player have to acquire them again once used/lost/broken? For example, our Cutter recently used his Rage Essence Vial and then later broke his Fine Claymore in a fight against a hull. Do those items resupply out of the nebulous non-coin expenditure the crew is just assumed to use, or do they need to actively seek them out ala Acquire Asset? Should some of the pricier items cost actual coin?

4. Does actual coin play into the Luxury vice? I have a PC with the Luxury vice and he’s outfitting his apartment with some pretty swank swag. Should I be charging him coin for that stuff? That doesn’t feel quite fair, given that the rest of the PC’s are basically indulging their vices for free. And yet, that painting over his fireplace has got to cost something to make it Luxury. And how then does this play into Stash? It feels like, mechanically, they are totally separate, but at this point his lifestyle is quite beyond his fellow crew members. I’ve sort of funneled him into non-permanent vice indulgences (nights at the opera, museum visits, etc), but in the early game I did allow him to simply hand wave filling his little apartment with luxurious items.

Thanks for any and all advice. You guys are the best!

Beliefs and Drives – anyone got solid list of examples to coax players?

Beliefs and Drives – anyone got solid list of examples to coax players?

Beliefs and Drives – anyone got solid list of examples to coax players? Additionally heritage wise people from Duskwall what would strongly indicate a hit on their heritage?

Another action-packed episode is ready for your eyes and ears!

Another action-packed episode is ready for your eyes and ears!

Another action-packed episode is ready for your eyes and ears!

This marks the second “season” of BitD I’ve GMed, and maybe the 25th session I’ve experienced either as a GM or a player. As I gain a deeper understanding of the game and its procedures, it seems there’s more support for third-person narration than first-person roleplaying. The need to dip out of character for the conversation around Action, Position, and Effect can be jarring at times. Does anyone else have this experience?

Originally shared by Eli Kurtz

Score #09: Takedown

The season 1 finale of Ring Down Below is here! The crew of the EEK does a little bit of everything in this one: calming worker disputes, contending with foul spirits, and (most importantly) confronting a thorn that’s been in their side since very early on in their endeavors.

The game is taking a hiatus until early December, so check this out and get ready for the continuing schemes of the Electrick EEK!

https://www.youtube.com/watch?v=NYlPw-1vDnE&index=10&list=PLNmwv04gc3RrRILd05BcpUJywUbmG88TH&t=15s

https://www.youtube.com/watch?v=NYlPw-1vDnE&index=10&list=PLNmwv04gc3RrRILd05BcpUJywUbmG88TH&t=15s

Scum & Villainy: Attribute action dots

Scum & Villainy: Attribute action dots

Scum & Villainy: Attribute action dots

Pg. 10 says “Each attribute has a rating (from zero to 3) that tells you how many dice to roll when using that attribute,” however, the character sheet shows four dots, one for each action and pg.11 says “The rating for each attribute is equal to the number of dots in the first column under that attribute (see the examples below).”

Do I just ignore ignore it if/when the attribute gets a fourth dot or did I miss something on another page?