Scum and Villainy

Scum and Villainy

Scum and Villainy

One of my players has chosen the pilot playbook, and we can’t figure out what’s going on with the urbot special item. It’s in italics which means it doesn’t count against load, but also it had two boxes indicating it costs 2 load. (The rules text also lists 2 load).

I was also hoping for some clarification on abilities triggered with push yourself. Do they all also provide the normal benefit of +1d or effect, or is that reserved for ones that specifically mention it.

Thanks for the help, very excited to run a job next week.

A preview for one of eight playbooks I’ve produced for my “occult adventure” hack tentatively titled At Death’s Door.

A preview for one of eight playbooks I’ve produced for my “occult adventure” hack tentatively titled At Death’s Door.

A preview for one of eight playbooks I’ve produced for my “occult adventure” hack tentatively titled At Death’s Door.

In a fantastical age of sail our adventurer’s embark on a quest to seek out the mythical Black Gates and rediscover the realm of god.

The Intrepid is my Indiana Jones / Lara Croft archetype. Others follow in the tradition of characters straight out of Treasure Island, League of Extraordinary Gentleman, Sherlock Holmes, and more.

Everything here was done in google docs. Careful eyes will certainly see some additions that hint at new and expanded mechanics.

*reposted to fix a broken link

https://drive.google.com/file/d/1vmpM14uG_EKsl_DAKbDfRiJ4D-5nQN1S/view?usp=drivesdk

Hello guys

Hello guys

Hello guys,

I’m looking for Tim Denee.

Sorry to bother you, I’m a french player on roll20 and my GM really likes you character sheet but we’d like to translate it completely into french.

Of course we need your agreement and if possible the html and css files if you still have it.

Thanks for your time and waiting for your answer,

Have a nice day!!

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 Democratic Federated Systems needs the squad to transport some bodies from Journey City to Fort Jovanol. The bodies are Jovangellian military personnel.

https://beamsaber.libsyn.com/mission-report-04-a-simple-delivery

https://beamsaber.libsyn.com/mission-report-04-a-simple-delivery

The Black Water Exchange had an unexpected guest turn up at The Silken Noose.

The Black Water Exchange had an unexpected guest turn up at The Silken Noose.

The Black Water Exchange had an unexpected guest turn up at The Silken Noose. The notoriously incorruptible, Inspector Hemlock. And it looks like he’s done his homework on Thadeus & Merrick.

I have put together a Bluecoat report on our two PC’s in relation to our ongoing Youtube/Livestream series. I think they give some nice flavour and background to our characters.

Thought you guys would appreciate, drop me a message if you would like the template.

Follow us https://twitter.com/guildofgamingtv for more Blades content.

Or you can watch our entire series so far here. https://youtu.be/yvJLyBt7SKU

Although it isn’t for Blades, it is close enough to be helpful for a new GM.

Although it isn’t for Blades, it is close enough to be helpful for a new GM.

Although it isn’t for Blades, it is close enough to be helpful for a new GM.

Originally shared by Jay Iles

As part of my ‘system basics’ section in my current book, I thought I’d chart out the flow of the conversation, moves, gm reactions. Here’s the current version – comments/feedback/reactions welcome!

So, we had a vote for what would fill one of our rotating game slots on Mondays, and somewhat surprisingly, my…

So, we had a vote for what would fill one of our rotating game slots on Mondays, and somewhat surprisingly, my…

So, we had a vote for what would fill one of our rotating game slots on Mondays, and somewhat surprisingly, my Blades in the Dark proposal won. While this isn’t a huge surprise, since two of the players were also in my very successful Hawkers campaign (illegal gambling entrepreneurs!), so I suspect they rated Blades pretty highly. So now that I’m back thinking about a new Blades game, I thought I’d talk about it a little here. There are a lot of fantastic thoughts about Blades, but I’ve come up with a couple neat bits, and I’m particularly interested in asking what other GMs have done with certain parts of the setting.

First off, the group elected to go for a Bravos crew, which is a huge shift from the last group, who were all about subtlety, misdirection and stealth. So there is definitely going to be more combat this time around. They haven’t settled on all the details, but they did say they wanted to be the classy, PMC kind of Bravos crew rather than the street gang style. Which is fine by me. What has been particularly interesting is how they’ve dug into two aspects of the game that are very important, but somewhat lightly detailed (which is fine, more room for me.)

First is the Unity War. One of my players is running a Skov Cutter. In my setting, Skovland is a land of dark forests and hills, full of the dead and sometimes smaller, wilder settlements that use strange rituals to protect themselves, as well as larger, more Imperial-style settlements. So, dark Northern England I suppose, or the German Black Forest of Grimm Fairy Tales. My player asked me what the Skov was like, and I told him it was a lot of militias, guerrilla fighters who were dedicated to protecting their homeland, alongside noble warbands, who were more organized, better armed and better trained. So very feudal. The Cutter was a member of the personal warband of the Red Prince, son of the King of Skovland. Prince Ragnar “Firemane” Alaricsson was a hero of the people, and went around in supposedly enchanted full plate armor, and a greatsword. He was an inspiration to the Skov people. So when he was challenged to a duel by an Imperial captain, after years of seeming to be invincible, his warband was shocked when, after a desperate duel, Captain Elias Dockery of the 9th Imperial Rifle Pioneers shoved a bayonet through the Prince’s visor and killed him instantly. The warband broke, and the day was lost for Skovland. That, coupled with the assassination of the King and Queen shortly after, ended the war. Since my player was supposed to fight the duel as the Prince’s Champion, former comrades-in-arms are hunting him, including the Prince’s lover, the cold killer Mercy.

So what have you done with the Unity War? I feel that as a combat crew, coupled with someone who has close ties to that conflict, it will loom large in the campaign in a way that simply isn’t the case for my last game. What’s your favorite part of the Unity War and its aftermath that you added to your game?

Second, the Lost District. Not one but two of my players (the Hound and the Whisper), elected to have been from this part of the city. In my game, it wasn’t simply cut off after a plague devastated it. Instead, the district was in the grip of plague when part of the wall went down suddenly. Nobody knows exactly why, but some theorize a group of plague victims deep in the grip of the plague’s hallucinogenic symptoms broke open the tower and disabled it. Though considering how heavily armored and secured the Electroplasm Towers are, that would be quite a feat. The city’s Spirit Wardens, Sparkwrights and a team of Railjacks pulled off the trains threw up a cordon, but some people were caught in the Lost District, and then stranded when a new wall was put up. My Hound was a simple security guard who honed his skills and his experience as a former gunsmith’s apprentice to survive, while my Whisper was the sheltered daughter of nobility who survived by cultivating a natural gift for building relationships with spirits, demons and other strange phenomena. While they made their way back into the city, the current question about the Lost District is who will be put in charge of it. For years it has lain unsupervised, but the Governor’s Office has announced that a Steward will be announced soon, and many of the underworld elements are salivating at the treasure that could provide properly prepared criminals.

So what did you do with the Lost District? I know that it played a part in one of the games John Harper ran on Youtube, and I intend to keep watching that to find out more, but I would love to hear what other people have done with it.

Finally, any general advice for Bravos crews, managing combat and coming up with cool fights would of course be appreciated. I have some experience, to be sure, but I always find that talking through ideas can be quite helpful.

Dears

Dears

Dears,

Looking for some ideas for the early game of mine. I’m going to gming a crew a Shadows who want to acquire the Loyal Fence Claim.

As they has as territory a part of the gost-train station, I was thinking of a smuggler PNG, a really rich and elusive one, which move stolen and exclusive goods to the capital.

How do you feel about him?

Some ideas on HOW they can obtain his services?

And on a larger scale, what score did you run in your fiction corresponding to this claim?

Thanks!

I’ve been an avid promoter of Blades in the Dark since the early draft/playtest rules and have run it many times…

I’ve been an avid promoter of Blades in the Dark since the early draft/playtest rules and have run it many times…

I’ve been an avid promoter of Blades in the Dark since the early draft/playtest rules and have run it many times both as a one shot and in some short campaigns. I recently acquired the hard copy of Scum and Villainy for running scoundrels in space. Our local group has been playing a Traveller campaign for about a year on Friday evenings and on being asked to run something at Consquences (a local UK LARP convention) immediately though of running S&V as a low/no prep game in the Saturday evening slot.

My first impressions on going over the playsheets, handouts and GM ref sheets was Wow! The amount of effort that has gone into providing four planetary systems with places and people as a default background for running jobs is wonderful. In the usual Blades style a number of factions are predefined to give the GM plenty of ideas for some interaction between the characters and potential allies and enemies.

One of the players was a long time Traveller fan, one who had played Blades before and one who had experience, but not necessarily with Traveller or PbtA games. I quickly covered chargen and we got down to playing. They choose the Firedrake option and we immediately went into the Escaping from Prison opening sequence. This was very much a Blake’s 7 moment for all of us with distinct memories of the second episode of the series. Having escaped and recovered their ship the team did a short downtime session and started the first real Job.

The Heat and Wanted mechanism having been adjusted for the new setting was extremely well thought out and worked extremely well in practice with the 8 points of Heat swiftly disposed of by heading for a different system. The players checked out the Factions they had gained favour with and settled on the base of one of those as the location for their escape destination.

I shall make up a set of three booklets containing the information about the various Factions to hand out to players in future as that will definitely make it easier for p[ayers to know who and what to work for or against.

I really liked the new Gambit mechanism whereby the characters get extra dice allowing for up to 3 bonus dice on any roll where they can spend those Gambit dice. I’m tempted to take a run at doing the planetary systems from Firefly and run it as a Serenity game at a con sometime, I know there’ll be a load of interest from other Browncoats.