Episode Two of the Six Towers Gang series is up on YouTube!
Episode Two of the Six Towers Gang series is up on YouTube!
Episode Two of the Six Towers Gang series is up on YouTube!
Episode Two of the Six Towers Gang series is up on YouTube!
Episode Two of the Six Towers Gang series is up on YouTube!
Hey – I went to go buy a Blades in the Dark microbadge over on RPGGeek…and there *wasn’t one*!
Hey – I went to go buy a Blades in the Dark microbadge over on RPGGeek…and there *wasn’t one*! Can a BitD fan with teeny-tiny artistic chops remedy that for us?
So I’m thinking my heist ‘clocks’ may just become physical ‘keys’.
So I’m thinking my heist ‘clocks’ may just become physical ‘keys’.
https://www.etsy.com/au/listing/159150074/carlow-antique-silver-skeleton-key-set?ref=related-3
I posted a couple days ago about thinking about reskinning BitD to run Werewolf: The Forsaken 2E.
I posted a couple days ago about thinking about reskinning BitD to run Werewolf: The Forsaken 2E. Enough people +1 or commented that I figured it was worth posting more notes.
Soon I need to write up all my notes in a more organized manner, plus I need to make character playbooks and pack playbooks, but in the meantime here is a very rough overview of what I’m thinking. I’m very open to any feedback, negative or positive. Also, the below uses a lot of terms from WtF without explaining them — I’m basically assuming you’re familiar with both BitD and WtF.
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The playbooks are by the characters role in the pack, rather than tribe or auspice or any of the basic WtF splats. Instead each playbook has a choice of two auspices, which grants a move (similar to races in Dungeon World). Then you can pick any tribe with any playbook Below is a very preliminary list of five playbooks.
* Killer (rahu:warrior or irraka:assassin)
* Stalker (irraka:shadow or ithauer:spirit-hunter)
* Howler (cahalith:war-howler or rahu:champion)
* Face (elodoth:mediator or cahalith:charismatic)
* Spirit-talker (ithauer:witch or elodoth:emissary)
The action and effect lists will be tweaked, but will work the same way.
Backgrounds become place and role in the human world and work the same way. So occupation, social status, etc.
Tribes determine allies and may impact gear. They don’t have a lot of direct mechanical impact and are mostly about tying your character to the larger werewolf society.
Gifts are bought at the tree level. There are no individual gifts. So you might have Shadow, Nature, and New Moon, for example. They do a couple things:
Narratively, you can describe little color effects for free. You can also spend Stress to do supernatural effects (like intimidating all the lights to burn out). It’s similar to the Rituals special ability, I suppose.
You get a Gift from your auspice, one from your Tribe, and one or more from a list on your playbook. Gift lists are more tied to playbook than to auspice or tribe.
Rites are basically just an action and then made up free-form in play.
For shape-shifting, all the forms except hishu grant +1D to some actions (like a Background) but also count as a condition for some actions and have narrative limitations. The wolf forms (gauru and the two wolf forms) have weapons that count as fine gear. Gauru also have armor. I have no ideas on handling death rage yet.
Regeneration is simple. Spending Stress to avoid physical harm can be described as luck, skill, or burning power to heal quickly. Also, physical harm heals one segment after each scene and heals completely between hunts. Unless it’s aggravated, in which case it recovers like every other type of condition.
The Pack sheet includes the totem, other pack mates, the territory, pack status, and relations with other packs, spirits, and other supernaturals. “Coin” is renamed, but basically covers essence and other spendable resources.
What else? The game basically runs exactly like BitD. The pack does hunts. There are leaders and followers and they switch as usual. Heat is trouble with spirits, other packs, humans, etc. I’m thinking of somehow working the Hunter Aspects into the group hunt moves. Maybe it will be mechanical, or maybe it’s just narrative (whoever is currently leading, their Aspect is in effect).
I’m basically scrapping Harmony as a separate concept, but I picture Vices playing a similar thematic role in some ways.
There will be minor reskinning of gang tiers to be more about territory than status, but it’s basically the same. Also, other “gangs” aren’t just other werewolves. Spirits, hosts, and even other types of supernatural beings are all rivals and allies. Improving your territory is going to require allies and make enemies within and near your territory.
Obviously that’s not everything, but it’s my high-level thinking at the moment.
So… thoughts? Criticisms? Suggestions?
Obviously, I’m emphasizing the parts of WtF that I like most and/or that I think for BitD best and I’m cutting or changing other things. It’s very likely that in at least some areas, my priorities and preferences will differ from yours. That’s fine.
We’re playing session two of the Six Towers Gang tonight (7:00 PM PST).
We’re playing session two of the Six Towers Gang tonight (7:00 PM PST). Tune in here: https://plus.google.com/u/0/events/comok7dmimuml1nhvpji7ad50is
https://plus.google.com/u/0/events/comok7dmimuml1nhvpji7ad50is
I wanted to kick around something I’m considering trying to do occasionally with my players here, before I went out…
I wanted to kick around something I’m considering trying to do occasionally with my players here, before I went out and had it crash and burn. Caveat: I have yet to take the game for a spin myself, but I’ve been in a couple play-by-post oneshots.
My general grasp of the game is that it’s running in two phases – Score and Downtime – and there’s not much happening in between. For a lot of things, this is 100% great! What I wanted to do was have some action taking place which doesn’t seem to fit cleanly into one or the other of those.
In other games, we’ve enjoyed the occasional between-run short focus on one or two characters (or even the whole group) in a way that’s not really what the game would consider a proper score, or really downtime action. Something like when the action clock (or front, taking from Dungeon World) hits a certain point and an assassin is sent after one character, or something like that. As long as it’s not overwhelmingly long and as long as everyone gets their chance at it, the other players usually enjoy getting to play audience for one character getting a cool spotlight moment.
I’m thinking of using all the rolls as normal, flashbacks if they work (flashbacking to setting up traps for the unwary!), the whole nine yards, but being more generous with stress recovery afterwards, so that the character who got some cool focused attention isn’t hosed for the next Score in comparison to everyone else.
Any advice? Thoughts? Am I going to be Doing It Wrong?
Question on recovery and vice.
Question on recovery and vice. I have got a few friends to play and I can’t find the rules to figure out somethings. 1st In downtime you “roll action dot” for recovery rolls. what does action dot mean? 2nd how do you increase your vice rating?
Another Blades session at lunchtime today.
Another Blades session at lunchtime today. The Gentleman Bastards decided to tinker/attune so that the Whisper’s mask could track the strange phials of essence they’d liberated from the Red Sash vault.
The Slide then handed the goods over to Baz and managed to sway him into believing that they weren’t malicious, just inept. He avoided suspicion but the relationship remained tarnished.
The Lurk helped the Whisper prowl around, following the phials through the sewers and onto a merchant’s barge beneath a bridge, and the Lampblacks didn’t spot them, but the merchant did as the Lurk got too close, trying to identify the bloke.
Questions which arose today: If you’re using supernatural means to stalk someone, does that replace stalk with attune? If the Whisper is then stalking, does it mean the Lurk is only prowling? Does this mean a stalk can happen without anyone actually rolling stalk?
Tricky stuff.
Multiple Characters:
Multiple Characters:
It’s implied in a few places that playing multiple characters is supported in BitD (the “lost” overindulgence) or having a communal character or pool of characters that can be played by anyone.
How does that apply to advancement? My first instinct was to say that characters advance for the sessions that they are played in. But one of my players asked me some difficult questions:
1. What about if you play two characters at different parts of the session?
2. What about the “personal training time” advancement option? The name implies that characters should get it even if they aren’t being played.
I’m considering a compendium playbook of sorts, offering all players (at least on my players’ cult crew) new special…
I’m considering a compendium playbook of sorts, offering all players (at least on my players’ cult crew) new special ability options based on cult’s selected deity features. Basically this allows PCs to take on formal priestly or divine abilities not available to normal people.
The following are far from refined, but in the theme of others sharing ideas, here are some possible ideas that emerged from considering the Alluring feature. As I said, very much work in progress, but I’m enjoying the direction it’s headed. What do you think?
Lusts of the Flesh: Gain special armor against the sensual allures of romance and bodily lusts. When you roll a crit while seducing someone with romance or bodily lust, clear 1 stress.
Otherworldly Allure: Choose a gender. Characters who are attracted to that gender tend to find you irresitably alluring potentially improving your position on Mask rolls involving seduction. You may use your exposed body as a fine item for related effect and resistance rolls.
Spectral Touch: Your allure is no longer skin-deep, but crosses barriers between living and dead, mortal and immortal, or corporeal and ethereal. You are able to interact physically with the forms of willing spirits and supernatural beings as if they had normal, tangible human bodies (without the aid of electroplasm). This ability does not extend to weapons or gear you possess. You may attune to interact with unwilling beings as if they had normal human bodies.
Demands of Love: When you ask one of the following of someone who has fallen in love with you exclusively, your lover will trust you and do his or her best to comply. When there is risk in your requested task, roll Attune, Command, or a Mask action to determine the outcome or danger to your lover.
– Bring you something they possess (like acquiring an asset without using Supply)
– Kill or harm a competitor for your love or affection
– Develop a taste for something unsavory or unnatural
– Pursue an action that kills your lover
Flesh-forger: You may slowly alter your form by spending stress. A minimum of 1 stress alters your existing features to be unrecognizable.
+1 stress to alter size or body composition (including gender).
+2 to represent a specific person or intricate features that you have studied.
+2 to also alter the appearance of your worn clothing and gear (they still function according to their original form).
+1 stress to achieve any alterations immediately.
Heartstrings: When you make skin contact with someone for long enough, you sense his or her secrets. Reveal one of the following:
– Their vice of choice
– one of their most immediate lusts or infatuations
– one of their lowest moments
– one of their greatest achievements
– one of their deepest desires
– one of their greatest fears