Scum & Villainy – 2 questions

Scum & Villainy – 2 questions

Scum & Villainy – 2 questions

Hi, I’m new here! Hello, hello. I have two questions re: some rules in Scum & Villainy. I’m referencing the hardcover, so if there are updates, I’ve missed them.

Ok, question 1 – when listening to the Actual Play, there was mention that a communicator should be italicized, but I notice in the sheets on Roll20, it’s still in normal font. Was it decided that a communicator should take 1 slot? I get the argument for it, but I was wondering if there was an official rule.

question 2 – the pilot ability “exceed specs” says you can break a system you have access to to gain +1d or 1 effect when it says system, is it referring to the systems on the ships sheet, like jump drive, fake transponder etc? or is this a more vague description intentionally, so pilots can do things like “the microconvertors on the aft motivators, if I disconnect them, this just might work!” kind of thing. my feeling is this would be a discussion, the consequence of this system failing would be agreed upon, and then played out, but I wanted to make sure I wasn’t missing anything. This is my first time playing (3rd time if you count blades and mortally bankrupt, so I’m being careful. I’ve made a pilot, and frankly, she’s the worst. Exceed specs would be a great fit if it works how I’m hoping. thanks!

Hey there BitD community, i’ve been stirring around a concept for a Forged in the Dark game, that is set more in the…

Hey there BitD community, i’ve been stirring around a concept for a Forged in the Dark game, that is set more in the…

Hey there BitD community, i’ve been stirring around a concept for a Forged in the Dark game, that is set more in the nature of epic fantasy adventures with unique characters. So for this idea i’ve ditched the idea of a playbook, and would have a character assign action dots differently, and for the Special Ability, The group, (or each player) would create a magic system/ability together for their game. I’ve created a document linked below to outline some instructions i’ve created that i think illustrates what i’m trying to do with this. I know there are big changes i think i will need to do with the base game to do what i want, but for now, i’d like some feedback on this Special Ability. Whether you think it’s possible, whether my instructions are clear or not, or any other input regarding it. Thanks in advance and i’m glad to finally start reaching out here.

https://docs.google.com/document/d/1_5o2RqT7YwQ5IfvsM0Y4QutQ33EGsDNsHir8tw2MJBk/edit?usp=sharing

Hi all!

Hi all!

Hi all!

I just finished my full release of v4.1 Karma in the Dark. Feels so good not to have a list of things that still need to be finished!

I’ve found that players are better than me at describing the game, so to paraphrase what one said: The game is a Dystopian Futuristic Fantasy where you make your own world and it’s all about oppression, resisting corruption, and being disposable mercenaries controlled by those with more influence than you.

Instead of grabbing turf, you’re trying to prove your relevance to bigger factions and raise enough influence to impose your ideals on the world and shift the status quo. You constantly push for your ideals, but if you sell out on them you get bonus dice and everything is easier. Eventually you become so corrupt that you conform to society and end the campaign.

Rulebook: http://bit.ly/KitD_Release Sheets/Records: http://bit.ly/KitD_Sheets

Quick Rule Ref: http://bit.ly/KitD_RuleRef

Website for Misc other: https://www.casskdesigns.com/karma-in-the-dark.html

Feels bittersweet posting here knowing Google+ is going away, but this community is why I started designing in the first place,so I’m glad I made it to full release before then.

https://www.casskdesigns.com/karma-in-the-dark.html

I’m getting ready to start a game of Scum and Villainy, having run a game of Blades in the Dark already.

I’m getting ready to start a game of Scum and Villainy, having run a game of Blades in the Dark already.

I’m getting ready to start a game of Scum and Villainy, having run a game of Blades in the Dark already.

I’m unable to find rules for faction status anywhere in the Scum and Villainy book. Does it work the same way it did in Blades? Are the penalties for being at war the same?

I ran Jason Eley’s Copperhead County (CC) at Big Bad Con and it was everything I had hoped!

I ran Jason Eley’s Copperhead County (CC) at Big Bad Con and it was everything I had hoped!

I ran Jason Eley’s Copperhead County (CC) at Big Bad Con and it was everything I had hoped! The post’s a long one; I tried to be thorough. Tl;dr: Copperhead is good, Big Bad is good, and games are great.

[cross-posted from the link below, if you’d like an easier reading format]

GM: Me! (Michael Crowley)

Players: James Donovan, John Jones, Simon Ward, Spencer Barcelona

System: Copperhead County (Forged in the Dark)

The session was last Friday morning. Copperhead, if you haven’t heard, is a Forged in the Dark rpg about life and crimes in the modern American South. Think Breaking Bad meets Justified! It was my first (complete) game of the con, and I loved every minute of it! A few things, before I get to the meat of the session:

1) I was extremely fortunate to have talked with Eric (@ericvulgaris) and Kelsa (@kelsa) the night before we played. They both have a ton of experience playing and running one shots and starters for Blades and related games, so their insight was welcome. Their advice boiled down to: start the session off in the middle of a small score (a handful of obstacles); set up the starting position with a fortune roll and exchange consequences for extra dice; do a full downtime, but give the players the option to spend both of their free actions in exchange for an advance (special ability or a new action dot); and finally, roll into the big score, playing out the final ripples of the consequences from before. I took their advice, structured the score after their model, and holy cannolis I will never run a Blades one shot any other way. It’s excellent, especially as a way to showcase a Forged in the Dark game.

2) This was the first time I’d run a convention game, and the first time I’d run a game for total strangers! And it far out exceeded my expectations. My players were great, engaged folks. I’m very happy to have run CC for them and pumped that they enjoyed the experience. It was also the first time I’d run CC! Lot of firsts.

3) Full disclosure, I’m helping Jason write the text of the final version of the game! The design work and setting materials are all him, but you’ll see my writing in the complete product!

The scenario we played revolved around a special election in the titular Copperhead County, TN. The County Trustee, a TN-specific position whose office collects property taxes and oversees the accounting and disbursement of public funds, has just died! Lynn Cupp, chairwoman of the County GOP, has an unexpected challenge to her party’s control of the post: independent candidate and PTA mom Betsy Wood, whose politics fall far somewhere to the right of Jefferson Davis. The players come into the equation as outside actors, lending their criminal expertise to find alternative ways of influencing the election. For Cupp, for Wood,

You can read the full blurb while it’s still up on the Big Bad website, here.

|The Characters|

The players made their characters and (retroactively) picked the Blood crew type. For those unfamiliar with CC, the crew types aren’t differentiated by the kind of crimes the crew does. Instead, they’re differentiated by their approach to the society in which they’re a part. An Outfit seeks to infiltrate the established order and exercise their influence to get what they want. Hellraisers want to upend that order and put themselves in charge (whatever that looks like). And Blood are a family, looking to increase their prestige or esteem in the county.

It turned out to be pretty simple to link the characters together as a family group, even though only one character was actually from Copperhead County.

-Austin “Denver” Shaw, the Mover (an uncatchable daredevil): a local boy, whose dreams of playing Division I football were crushed by an injury. Hot shit driver, helping the family.

-Shane Shaw, the Hazard (a volatile artisan): a Shaw family cousin from out of town. College educated. Left med school “of his own free will” and not at all due to his addiction to pills.

-Dustin “Digits,” the Stringer (a shrewd executive): a Minneapolis accountant and rampant embezzler, “asked to leave” his firm. Distantly (and unclearly) related to the Shaw clan.

-Carl (just Carl), the Cleaner (a steady problem solver): a farmer from a family of Midwest farmers, who fell into crime to get by. Married to Austin’s sister, Mary Lou.

The Shaw family business, as it turned out, was small appliance repair. Their business (and clan HQ) was in Adamstown, a mostly poor and predominantly African-American neighborhood of Patterson, Copperhead County’s biggest locale (and only city). Adamstown didn’t play a large part in the session, but it provided good background for why the (white) Shaw family didn’t get along with the Spearpoint League, a “neo-confederate” “militia,” who we’ll see later.

|Shitty Watergate|

The action started off with the PCs in the process of infiltrating the County Democrats office to plant some bugs. As stated above, I put together a fortune roll to see how this was going, building up from one die by asking the players to take on consequences. The ones they accepted were:

– One of you (Dusty “Digits”) is in debt to a powerful figure in county politics (Lynn Cupp). This was the reason they were doing the score in the first place!

You have a serious feud with a local gang. This turned out to be the aforementioned Spearpoint League. The Shaw clan apparently had a history of stomping racist dirtbags.

– One of you has been in trouble with the law. How? This was Carl, who chose to have an outstanding warrant for his arrest on account of a staggering pile of unpaid parking tickets.

The score went quickly. They filled a clock to place the required bugs, quiet-like, and avoided waking Brenda Garrett, the Democrats’ chairwoman, asleep on a couch in her office. Along the way they dropped a bug down the drain, got caught on camera, took and replaced the security tape (an actual VHS tape) to cover their tracks, and woke up Brenda as they booked it from the building.

Score complete, they were paid a pittance for the easy work. During downtime, a couple characters took the deal to gain an extra special ability. Carl proceeded to piss three of their four cash down the drain (can’t remember how, but everyone was good with it). An examination of the VHS tape revealed its unexpected value: proof that the county democrats were going to run a popular local chef for County Trustee. And, of course, the PCs dealt with trouble (CC’s replacement for entanglements) from another faction: Lynn Cupp “inviting” them to a meeting to call in the last of Digits’ debt.

|The Worst Fucking Barbecue|

Trouble lead to their score. The PCs relinquished the tape and Cupp gave them a job: infiltrate a “supporter’s only barbecue” for Betsy Woods’ campaign and try to dig up some dirt. She provided more listening devices and some information: the BBQ would be held on the lawn outside Betsy’s sisters’s ranch house, out in the county, and the Spearpoint League would be providing security.

To avoid getting spotted and stomped, themselves, the PCs opted to get into the party by getting employed as extra help for the catering company. Their aim was to plant the bugs all around the festivities (on Woods’ podium, at the tables, by the kegs, etc.) in the hopes of any one of them catching a damning conversation. For the most part, it went smoothly. Engagement roll started them off at a risky position, and they wavered between there and controlled for a lot of the score – though Carl was identified by a cop and accosted for his unpaid parking tickets, a desperate situation that Digits deftly defused with smooth talk. The four of them creeped and fixed their way around the party until the 8-segment bug clock was near completion.

And, predictably, Shane and Austin decided to place a few more recording devices inside the farmhouse, or at least pop in for a quick peek. Y’know. In case there was something inside that might net them a bonus. They pop through a basement door to discover Howard Hutton’s (Besty Wood’s sister’s husband’s) man cave: confederate flags, beer cans, flat screen playing football, and a quietly humming computer over in the corner, just begging to be hacked. Which Shane does, ripping the computer’s contents onto a hard drive.

A series of partial successes and failures, inside, leads to several Spearpoint thugs chasing Austin across the grounds, while Shane hides, causes a power outage, and raids the Spearpoints’ oxy-filled bathroom cabinet (not in that order). Eventually the four crew members, directed by Digits and his impromptu planning, pile (more like clown-car) into Austin’s stingray and burn rubber, leaving the Spearpoints in the dust and the score successfully completed.

We went over the ramifications, rapid fire: they got paid (handsomely – the hard drive had some compromising material), the county GOP had the leg up on the Democrats, Digits’ debt was square, and the Woods campaign was dead in the water. Lastly, we went around the table for a brief XP session (just to show how it worked) and wrapped.

|Thorns|

If I ran the scenario again, I’d ask a couple more opening questions: Whose office are you infiltrating, the County Democrats or the County Republicans? Who for? And use the answers to drop them into the first score. I felt that I walled the characters in by stating to the players, simply, “you are breaking into the Democrats’ office.”

I would also interrogate the PC’s choices a bit more. The Dems’ office seems like a pretty shabby outfit. How does it feel, kicking the underdog? Why work for Lynn Cupp? You know she’s a treacherous snake. How can you stand to be around the Spearpoint thugs? How do you keep it together? Stuff like that.

|Roses|

Copperhead County. I was finally able to run this game I love so much. Jason’s done many great things with it. It feels like a sleek, snappy Blades, keeping all the parts that make Blades so good, but fine tuning the other parts so the actions, special abilities, trouble, game structure, every little bit fits perfectly into its realist, contemporary vision of the south.

I appreciate, as well, that CC gives an honest depiction of the politics of the South. If you wanted a primer on what local Tennessee politics look like, you could do a lot worse than the early access setting description. While our game didn’t delve too much into the depth of county corruption, or the PCs’ place in it (we went for a comedic tone), you can run a game of CC which takes as its central subject and themes the ways in which democracy in southern states is deeply and deliberately broken. And it gives the PCs the tools to, if they so wish, try taking on the structures of power that have made it that way. (My PCs didn’t, as it happens. They kept their heads down. But your mileage may vary!)

I also learned the difference between shocked and electrocuted (one of the players is an electrician)! When you’re shocked, you’ve been injured by an electrical discharge: cramps, burns, etc. When you’re electrocuted, on the other hand, you die!

Final good thing, of course: The players! Each of them was interested in the fiction, engaged with the setting and the mechanics, asked good questions, and kept me on my toes. I’m grateful they took the time on Friday morning to play games with me.

If you’re interested, you can find Copperhead County, here: https://zzzwizard.itch.io/copperhead

https://atreebranchwinding.wordpress.com/2018/10/18/the-journey-begins/

Trapped in an MMO Blades Hack: The Combo System.

Trapped in an MMO Blades Hack: The Combo System.

Trapped in an MMO Blades Hack: The Combo System.

So while I’ve mostly been basing the system for Blades in the Database (name is a work in progress) off of Blades in the Dark, I thought I’d raise for discussion the combo system I have incorporated into my version of the game.

So, here it is:

When you make an action roll, you roll dice of a specific colour relating the attribute that the action roll is under (Green – Speed; Red – Strength; Blue – Willpower), equal to your action rating. You must consider 3 things after making a roll:

1. Did you succeed? Just like in blades, you succeed on a 4-6 and receive complications on a 1-5.

2. How many success dice did you roll? What colour are they? Save these dice for later in your Speed/Strength/Willpower pool

3. How many failures did you roll (1-3s). Sum the values and add this to your Threat value.

Players now have 2 sets of abilities, ones for outside of combat, and ones for inside of combat. Combat Abilities cost dice from the pools you have saved from previous rolls and are rolled using these dice. This simulate the cooldown and mana costs of abilities from the game.

This can cause ability chains, as you could roll a 4-6 on an ability dice pool and get to keep the ones you rolled! This means the bigger the dice pool, the longer the potential chain of abilities but the greater the potential threat gain.

Example: Emberblade is an Assassin playbook and wants to use his ability “Assassinate”. To activate Assassinate, Emberblade needs to use 2 of the Speed dice and 1 of the Strength dice they saved from previous rolls. Emberblade rolls these 3 dice and gets a 6 on the Strength die, and a 4, 3 on the Speed dice. He succeeds without complication on using his ability, and gets to add the two successful strength and speed dice back into his saved pools. He also gains 3 threat due to his single failure dice which is considered “spent” and does not return to his saved pools.

By expending 3 dice of the same colour from your saved pools, you can create a Combo Chain.

3 Speed causes your next action roll to have successes explode. (You keep all 4-6s you roll even if they explode)

3 Strength gives you +1d to your next resistance roll and you can regain 1 armour or special armour box.

3 Willpower gives you bonus effect for your next action roll, and for the next two rolls from other players in your party, you gain saved dice equal to those that they saved and of the same colour.

More on Threat in a future post!

A NOCTURNE — a much-needed progress update

A NOCTURNE — a much-needed progress update

A NOCTURNE — a much-needed progress update

Work on v0.9 is continuing apace, so I decided I might as well update y’all on the current progress, and what’s to come in the new version! If you follow me on Twitter you’ve maybe seen some of this before…

1) I’ve fully decoupled the characters’ physical bodies and everything associated with that (primarily Harm and Recovery) from the playbooks. Now, you have a separate Shell Card where you track this stuff. Yes, this means you can potentially have a stacked deck of bodies to move between as you see fit. This is to drive home the transhuman weirdness of the setting and make physical bodies cheaper (I’ve also done a few other tweaks to craft modules and special abilities to reflect this). You can see a sheet of Shell Cards below!

2) Some overhauled and boosted special abilities. This is mostly me taking a long hard look at how I was writing abilities and making some much-needed adjustments. Some of the abilities have gotten a bit more juice to make them more attractive options.

3) The default setting of A Nocturne, the Ram’s Horn, is being beefed up in a major way! This is the current time-sink on writing v0.9, but trust me, it’s gonna be good. I’ve added around 17 new factions to the setting, and written some more descriptive system write-ups. Also, each system now has a little d6 table of plot-hooks for the lazy GM (read: me)!

4) I’ve added the Fallout system, which is basically a miniaturised, free-form version of Blades’ immediate Entanglements, to spice Downtime up a little. I’ve also altered and clarified the way long-term Movements work, and what happens when a system reaches max Chaos (hint: it’s not good). The reason I added Fallout was that I was noticing us reset a lot in the play-test game when we reach Downtime. There wasn’t nearly enough forward momentum. I’ve rigorously tested Fallout in-play and it’s been an absolute blast.

5) Speaking of which, the play-test game has reached its Season 1 finale! You should see a nice big write-up and collection of general post-Season-end thoughts in an actual play post soon. In the meantime, we’re taking a break from that game to give me a bit of head-space to finish v0.9, and I’m doing everything in my power to hold off on just starting Season 2 right now, ‘cos we ended on an incredible high.

In summary: v0.9 is soon! Watch this space, etc. etc.