The Code Black Hack changes how to set the position of action rolls on scores in Blades in the Dark.

The Code Black Hack changes how to set the position of action rolls on scores in Blades in the Dark.

Originally shared by Oliver Granger (watergoesred)

The Code Black Hack changes how to set the position of action rolls on scores in Blades in the Dark. Position reflects the alert level of nearby hostiles and has rules for how the scoundrels actions worsen or improve their position.

This is a hack of Blades in the Dark, inspired by the RPG Black 7. In Black 7, you play black operatives infiltrating facilities and doing Bad Things. It’s a game laser-focused on stealth action, where you make rolls to get to mission targets and take…

http://watergoesred.wordpress.com/2018/12/17/code-black-hack/

From “Deadly Doctrines: a Chronical of Duels” by Fr. Danrhysi Solcunias

From “Deadly Doctrines: a Chronical of Duels” by Fr. Danrhysi Solcunias

From “Deadly Doctrines: a Chronical of Duels” by Fr. Danrhysi Solcunias

The Church of the Ecstasy of the Blood has a problem when it comes to vampires.

Ideally the world is divided up into “physical” and “energy” and we exalt the physical and condemn the energy. An initial lazy repudiation of that theological structure points out how ideas, relationships, experiences, meaning, and sensation are not tangible yet are foundational to human experience—the Habitation Anchor Precept counters this by insisting that none of that exists independent of physical presence, either in a body’s mind and blood, or in a physical book. They are anchored, they live within a physical presence, and therefore they are acceptable.

Using analogy to sow doubt and confusion is a trivial pastime that scholars and aristocrats elevated to an art form—art fueled by constraint. They maneuver within the laws of poetry to craft sonnets, or build around limitations of pigments, perception, and canvas to paint.

Are vampires excused in the Church theological structure because they are ghosts who have an artificial Habitation Anchor? How is vampiric essence less anchored than ideas, captured in a record of ink and language, committed to the flesh of a blank-slate book that had no meaning before it was connected there? If an idea is written on a chalkboard that has hosted many ideas but been erased, is that idea now suspect because its habitation is temporary, even if the same idea is written in a book? As with ideas and writing, so too with possessing ghosts, and the peak of the form in ghosts melded with a body permanently.

Theological purity was never going to win out over aristocratic enlightened self-interest. The Felswift Report was produced by the Doctrine Committee almost three hundred years ago after a long and contentious process of theological examination (Church records note over 1,200 duel challenges inspired by related doctrinal points over half a decade, with 146 recorded deaths resulting.) In the end, reinterpretation of the Habitation Anchor Precept was codified to allow dynastic hives of ancestral ghosts (properly regulated, of course) as well as allowance of vampires if they could demonstrate that their spirit and their vessel were both faithful to the Church in their respective lives.

Thus you have the open secret of Lord Scurlock’s vampirism excused by the church. An entire tier of blackmail against the wealthy harboring the dead evaporated from sin to distasteful choice. Because of the apparent shallowness of philosophical engagement with the problem, and the transparency of a solution favoring the wealthy and powerful, the Felswift Report is frequently the door through which believers move from viewing Church thought from the inside to examining it from the outside—not as the faithful looking to improve, but instead as the cynic cataloging the wealthy’s self-service.

Neon Black v 2.3 is live!

Neon Black v 2.3 is live!

Neon Black v 2.3 is live!

You can read the rulebook and access the playbooks and play sheets here:

https://drive.google.com/open?id=1cbt2AZPj7wHPvyn4jA7V3jBpWt9449pK

This is the latest version of my cyberpunk forged in the dark game. I’ll be playtesting starting in the new year. Still have a lot to do but I’m happy with where I am at the moment.

In Neon Black you play as a clever and scrappy crew of characters who are down on their luck and desperate to survive in a near-future world full of monolithic corporations, strange alien artificial intelligences, and underworld gangs. Steal from the rich, expose corporate lies, and make your mark in the year 21XX.

Included is almost everything you need to run my cyberpunk hack of Blades in the Dark, including:

– Character playbooks for the Click, Suit, Sleuth, and Rank. Play as a hacker, a corporate shill, a charming rogue, or a veteran soldier.

– Crew playbooks for Punks, Mercs, and the Start-Up. Create a gang of hackers, guns for hire, or a small business trying to make the next big thing.

– Rules, factions, and items reference sheets for you to print or download for ease of play.

Stras Acimovic, if one chooses “Xeno” as a replacement for their starting ability can they later choose it as a…

Stras Acimovic, if one chooses “Xeno” as a replacement for their starting ability can they later choose it as a…

Stras Acimovic, if one chooses “Xeno” as a replacement for their starting ability can they later choose it as a special ability?

Questions for Band of Blades:

Questions for Band of Blades:

Questions for Band of Blades:

– Is there a reason to send two specialists on the secondary mission? It seems like having one is good enough to satisfy the mission specialist requirement.

– Not a Rookie Anymore mentions that a Rookie must specialize as their first playbook advance. Does this mean they must take Not a Rookie Anymore (that is, is that synonymous with specializing)?

– Rookie specialist action text implies that if you fill up your specialist clock, you can promote to specialist (presumably as long as you meet action requirements). Does that mean you can just go from Rookie to Specialist?

– Since it mentions that you need to have the prerequisite actions before specializing, I assume that means you need to upgrade your actions before you can promote. Is that correct?

– Rookie abilities that can’t be taken as veteran advances: the only way you can get these is by selecting one at character creation, right? After that you have to specialize, which changes your playbook. Or am I wrong about having to specialize?

This week’s #BeamSaber blog update is a Mission Report from The Cenotaph campaign.

This week’s #BeamSaber blog update is a Mission Report from The Cenotaph campaign.

This week’s #BeamSaber blog update is a Mission Report from The Cenotaph campaign.

BRIEFING: The Society For Wider Understanding has collected intel on a number of skirmish sites and weapons caches. Jason Bassel of The Raccoons want you to steal the intel for them from the SWU’s offices in either Journey City or Fort Jovanol.

https://beamsaber.libsyn.com/mission-report-05-a-favor-in-writing

https://beamsaber.libsyn.com/mission-report-05-a-favor-in-writing

Say I’ve got two characters, Aleck and Brund, and another player (call her Jane) has two characters too, Cilla and…

Say I’ve got two characters, Aleck and Brund, and another player (call her Jane) has two characters too, Cilla and…

Say I’ve got two characters, Aleck and Brund, and another player (call her Jane) has two characters too, Cilla and Deb. If Jane and I play Aleck and Cilla in a session, do Brund and Deb still get Downtime actions even though they weren’t part of the preceding Score? I’ve been operating on the assumption that PCs only get Downtime Activities if they were present in the session but looking at the rules I don’t see anywhere that says that specifically.

Here’s a related question: if Jane the player is absent from a session, do either of her characters get Downtime Activities? Seems like that falls more into house rule territory than the other question but I can’t find anything addressing it in the book either.

*Trapped in an MMO Hack: Aggro*

*Trapped in an MMO Hack: Aggro*

*Trapped in an MMO Hack: Aggro*

So one thing that I felt was really important to include in a game inspired by an MMORPG genre is Aggro. Aggro is the amount of threat a monster feels towards a player, and the person with the highest threat is often the target of most attacks, which is usually a job reserved for Tank classes.

In my hack, Aggro replaces the Stress system of Blades and is ver similar but with a few minor tweaks here and there.

1. Aggro is mainly generated by Guardian Adventurers. Each Guardian has his own unique way of generating aggro, and they start a fight with aggro equal to the number of players in the party.

2. The person with the highest aggro is “Threat Top”; the guy all the monsters want a piece of. Everyone else is “Threat Low”, giving them slight boons to resisting in a fight.

3. Players may spend or generate Aggro for certain actions:

Pushing yourself steals 2 aggro away from whoever is Threat Top and gives that Aggro to you, granting +1d or bonus effect.

Assisting an ally gives one of your aggro to an ally to grant them +1d.

Resisting a consequence reduces your aggro by 6 minus the result of the dice on your attribute test. If you are Threat Low, the consequence is reduced by one level and the remaining consequence goes towards Threat Top (who can then also resist the remaining consequence, reducing it by 1 level further). If you are Threat Top, any aggro spent resisting is gained by all Threat Low players, and your resistance tests nullify the consequence completely.

4. If you resist a consequence, but don’t have enough Aggro remaining to pay for it, you do not successfully resist; you lose all aggro and the damage instead applies to your health clock.

5. When your health clock fills, you die; you gain a trauma and revive at the end of the fight.

6. If you take Threat Top from someone else, then you take unresistable damage to your health clock equal to your current aggro. This means managing aggro is a careful balance and abuse of it can lead to trauma.

7. If your aggro is higher than another player’s you may use the Protect teamwork action to resist on their behalf, reducing the consequence by 1 level and taking it in their place.

8. In a group action, the leader generates 1 Aggro per fail rolled.

Hi Scum and Villainy people

Hi Scum and Villainy people

Hi Scum and Villainy people,

I see that in S&V’s downloadable there are only class character sheets and in these sheets, the dots of the starting ability is always filled in. Is there any xeno oriented character sheets, where it’s possible to write xeno abilities instead of

having the starting ability there.

Or where at least one where the dot is not filled in?

EDIT:

Hey guys, I’ve fiddled a bit with the base sheets. I don’t really know if its illegal or frowned upon. But I altered them to change the starting ability to a place where Xeno characters can write a summary of their abilities instead.

I’m no designer, so its a bit badly done. Especially the Mystic.

But here you go!