A question about ghosts.

A question about ghosts.

A question about ghosts.

How does a ghost possessing a PC work? Does the ghost just attempt to possess and the PC resists? Likely with Attune? Does the ghost possess the PC indefinitely until it’s challenged (when it eats the PC’s life essence, etc.)? Is the draining of life essence reflected in physical harm or stress/trauma?

Can a ghost attack physically, or in some other way than possession? Somewhere in the book it mentions that ghosts take limited damage from physical attacks, but that infers that they take SOME damage. So is that perhaps zero to one harm? I understand that NPC’s (including ghosts) don’t have hit points, but EFFECT has some effect on them, no?

I haven’t introduced ghosts to my crew yet. They haven’t had a Whisper in the ranks so up till now I didn’t know if they could even harm a ghost. They recently got a Whisper though, and so of course I’d like to add more of the supernatural element. I’m just not sure how to adjudicate those elements.

Loading this to Art because I don’t really know if I’m going any further with this… but I at least amused myself!

Loading this to Art because I don’t really know if I’m going any further with this… but I at least amused myself!

Loading this to Art because I don’t really know if I’m going any further with this… but I at least amused myself!

Ok so soon I will be DMing my first ever Blades campaign.

Ok so soon I will be DMing my first ever Blades campaign.

Ok so soon I will be DMing my first ever Blades campaign. To be honest I’m nervous because I don’t want to be judged for a different or inexperienced style, and I don’t want to run a shitty campaign. I want everyone to feel included and to enjoy writing a beautiful and interesting story along with me. I’ve had experiences in the past with groups that eventually aren’t fun to be in anymore. Every time I went to go to DnD I was excited but I also felt so insecure and uncomfortable because I just got judged the entire time for being inexperienced, or for literally anything I did. They would purposefully not respond to cues my character gave that I wanted to do something, for example I made letters and sealed them with wax with important pieces of the backstory of my character and they were left out in her room. Every time I mentioned they were there they ignored it to piss me off. I got shit on all the time for the videos I enjoyed on YouTube, and I got shit on for not shitting on others. That will not happen again. Everyone in my group will be excited to come to DnD, and will get to enjoy the company of everyone around them. So I want to ask you all for some help. If anyone has any tips or suggestions for DMing a Blades game specifically, like how to spice up a session, how to deal with “effect” for various rolls, how to give freedom to the players without letting them go freaking crazy and mess something up, I’m open to any tips or suggestions specifically for Blades since it’s such a unique game. Thank you all for being a kind group of people I can get help from when I need it, and share art or ideas when I have them. ❤️

Concept for the leader of the faction The Unseen named “The Tower” done with gold paint sharpie and Tombow markers.

Concept for the leader of the faction The Unseen named “The Tower” done with gold paint sharpie and Tombow markers.

Concept for the leader of the faction The Unseen named “The Tower” done with gold paint sharpie and Tombow markers. I imagine they keep their anonymity through masks since they can attune to see one another’s true identity, and I love Venetian Carnival masks so here we are. She would wear the clothes from the digital painting (not mine I wish!) and the mask from my drawing. I am going to work on the captain next. 🙂

Version 0.28 of #BeamSaber is now live! You can find it at tinyurl.com/BeamSaber and the changelog is attached here.

Version 0.28 of #BeamSaber is now live! You can find it at tinyurl.com/BeamSaber and the changelog is attached here.

Version 0.28 of #BeamSaber is now live! You can find it at tinyurl.com/BeamSaber and the changelog is attached here.

Highlights include new pilot sheets that are playbook specific (made by the wonderful Christine), rules for temporary vehicles, and rules for app development!

Noob GM here looking for advice.

Noob GM here looking for advice.

Noob GM here looking for advice. Scum and Villainy will be the second game I have ever run and I am excited to get going. I’m happy with the starting situation for the Stardancer and running from there for our first session but I’m getting a little worried about after. I know the PCs have lots of freedom to pick a direction for the next job and I won’t be able to plan for those but does anybody have advice on making good obstacles for the crew? How do you flesh out the scores from Random Job table to something ready?

So second session, players had stolen a fence away from the wraiths.

So second session, players had stolen a fence away from the wraiths.

So second session, players had stolen a fence away from the wraiths. So it would have pushed them into war, since we were just learning, decided to give them a chance. Session started with Slate coming into their normal hangout, a gambling hall called Seven Bones. The Wraiths offered to make it all better if they convinced a Bluecoat Sergeant in possession of evidence to away. Players kidnapped the guy and recorded his testimony on a phonograph they borrowed. They then paid the guy off and made it look like a failed poisoning. There were some wraiths watching the outside and they played it up that they were incompetent and beneath notice. They put off war for a bit longer and gained a contact with the Bluecoats.

The next score was one they planned. They wanted to get informants and went to the Shady Orphanage (the second part after Shady has broken off and not been fixed). They found the name of the owner and killed him to free the orphans and take place over themselves. They broke into his house and he was up and ready. They fought against him and took some hard hits.

The engagement roll then called for a Demon. So they were back at Gambling Den and their dealer was possessed or replaced by a red eyed man that smelled of sulfur and was ignored by everybody else. He stated a group of his followers needed two people with certain tattoos already on them. They decided on a transport approach so we played that they already got the people, a rival and his wife.l, and tattooed them up. They then took them through the canals avoiding Gondoleers and Bluecoat inspections. They were met by some hooded figures who gave them a variety of gold objects taken from corpses (teeth, earring with earlobe attached, etc).

All in all a number of new things (flashbacks, resistance rolls, and more were tried out).

Fun game!

This is the longest one, and I wanted to shorten it, but it’s got cultural background I just couldn’t resist putting…

This is the longest one, and I wanted to shorten it, but it’s got cultural background I just couldn’t resist putting…

This is the longest one, and I wanted to shorten it, but it’s got cultural background I just couldn’t resist putting in from this point of view. Plus, in my head I hear it in Peter Coyote’s voice (the narrator for some of Ken Burns documentaries.)

*

It is a hard thing to be mastered by one who does not love you. This is true for politics just as it is in families. The final blow in an indifferently abusive relationship was the Immortal Emperor’s decree that plasmic refinement would center in Lockport, a city that had a ten year legal wrangle among its chiefs to grudgingly allow the first cannery for its fishing fleet.

In less than a year, the city famous for scrimshaw, canny fishing expertise, and white cliffs was overbuilt to five times its size. The original city was a neighborhood, surrounded by massive refineries and military installations. Slippage and accidents released slicks of undying blood still writhing in demonic agony that left people changed; the mist released by refinement sometimes left a twist of deathless misery and rage in the fog. The cliffs turned black.

It was enough to send the Skovs to war. Over two thousand Skov refugees poured into Doskvol, the closest port, during the war. Even more came after Skovlan lost.

One of them was a sixteen year old winsome lass whose uncle (Hutton) ran the Grinders, a Skov gang of Lockport refugees. Her first week in town, an Akorosian thief stabbed her in the gut. Her own people reported her dead as she lay nursing a mortal wound, and when it looked like she might survive, they tried to kill her; mere facts should not defuse an act of war, even if it is only a gang war. She escaped, found the criminals who attacked her uncle and her people, and offered to broker peace. She could manage it because she was Hutton’s niece; in an underworld driven by wealth and relationships, it was the “Niece” part that stuck, and her name was lost behind it.

She survived dislocation and assault, and chose to try and build a new home with diplomacy among dangerous criminals. She had Skov immigrant credentials, and local grievance, and she used that to bolster credibility among Skovs, giving her authority to counter claims she was nothing more than a mouthpiece for the native criminals. She was smart, and tough, and a natural networker. She had an instinct for turning loss into power. Of course she became a target.

From “Roots, Grudges, and Blood: the Skovlan Influx” by Cyriun Talvadge