When a player becomes a ghost/vampire/hull, they keep the “ghost” abilities of their previous playbook.

When a player becomes a ghost/vampire/hull, they keep the “ghost” abilities of their previous playbook.

When a player becomes a ghost/vampire/hull, they keep the “ghost” abilities of their previous playbook. My question is, if a ghost becomes a hull or vampire, do they keep the “Ghost Form” ability from the ghost playbook?

When you take an Elite cohort crew upgrade, does that give you an elite cohort, or upgrade a cohort you already had…

When you take an Elite cohort crew upgrade, does that give you an elite cohort, or upgrade a cohort you already had…

When you take an Elite cohort crew upgrade, does that give you an elite cohort, or upgrade a cohort you already had to elites?

Got a couple of questions about effect level.

Got a couple of questions about effect level.

Got a couple of questions about effect level. So, standard effect means that if you do it, you do it to a normal standard. I understand this. But how do great and limited effect work out? I understand in terms of combat that great effect may be a greater wound or limited could be that you hit armour, but what about rolls like sway? How do you limited effect sway someone? I feel bad if they try sway, roll a 6 and they don’t get swayed. Do I start clocks for limited actions so they take longer?

Another issue I have is complications alongside limited effect. It’s almost like they rolled a “you don’t do it”. So how do you get around this?

Second question: In a group action, which characters effect level and position do you use?

John Harper just catching up on roleplay blades, and saw that you teased new engagement rules in the session.

John Harper just catching up on roleplay blades, and saw that you teased new engagement rules in the session.

John Harper just catching up on roleplay blades, and saw that you teased new engagement rules in the session. Are these rules new and improved from the ones you posted on here? Or are the rules on here more up to date? Are the questions the same for each crew type?

So one of the crew’s in my session got a wanted level, but it seems as though all the consequences and heat and…

So one of the crew’s in my session got a wanted level, but it seems as though all the consequences and heat and…

So one of the crew’s in my session got a wanted level, but it seems as though all the consequences and heat and stuff are basically the same. What interesting things can I do to really make the crew feel a wanted level? Do I start a clock for a bluecoat investigation? Is it arrest on sight? Do scores become harder to achieve? Are contacts harder to access?

I just don’t know how to play it cos atm it seems like the same old same old.

If a crew member goes to jail, what happens?

If a crew member goes to jail, what happens?

If a crew member goes to jail, what happens? (aside from possible trauma or a prison claim). Do they sit out the next few sessions (depending on how long the sentence is) as though they got lost in their vice? Do you RP what’s going on in the prison as the other players do a score?

So characters get access to all friends on their character sheet, even their rivals.

So characters get access to all friends on their character sheet, even their rivals.

So characters get access to all friends on their character sheet, even their rivals. This is correct to my understanding. But I was under the impression that any friend which you did not highlight as your best would want something in return for a favour, whether that be payment or a score or a project. Your best friend would want nothing in return but would expect the same of you if they were in a pickle.

Is this correct?

John Harper So I have a couple of questions.

John Harper So I have a couple of questions.

John Harper So I have a couple of questions. One about the new at war rules (v8) and one about the Shadow Crew Ability “Slippery”.

1. If a Tier 1 Strong hold player crew goes to war (dropping to tier 1 weak), and that crew upgrades to Tier 1 Strong again, when the war is over do they stay at Tier 1 Strong, or advance to Tier 2 weak?

2. What would be the best way to deal with the Slippery ability? I normally keep entanglement a secret so it’s more of a surprise what is going to happen, but with slippery they know what is coming. One player always attempts to prepare for the entanglement they choose, which is what I was trying to avoid by keeping it a secret initially. So how do I deal with this preparation? It seems a little weasley to me. Kind of metagaming

When a ghost possesses a living body, does it maintain it’s gloom?

When a ghost possesses a living body, does it maintain it’s gloom?

When a ghost possesses a living body, does it maintain it’s gloom? Does it max it’s trauma out? or Does it take on the trauma of the host?

Can a ghost use the abilities of the possessed party, or do they use their own? Is this the same for action ratings?

If a ghost is possessing a living body, and the other spirit is destroyed, does the ghost become a vampire?

I have a question about gather info actions.

I have a question about gather info actions.

I have a question about gather info actions. Gather info can be done as downtime (I think it’s being renamed investigation) or as a regular action.

The downtime action gives you +1d and effect level from what I remember, but it also says that if you do a gather info at the leisure of your downtime it is a fortune roll rather than an action roll.

If I kidnap and torture someone to gather info, and do it during downtime, how is it a fortune roll where if I did it outside downtime it would be an action roll to kidnap the guy?