Hi all, i could really use some advise on how to run a social / sting mission in BitD.

Hi all, i could really use some advise on how to run a social / sting mission in BitD.

Hi all, i could really use some advise on how to run a social / sting mission in BitD.

Cause i’m more used to fight and heist mission and the layers of obstacle you could use to make the session interesting, i’m less confident with the negotiation type of mission.

For exemple the player decide to “negotiate for turf and convince those informent to stop informing this other band, and give us now all their sweet intel”.

what kind of obstacle will you use to make this mission exciting, apart from a simple “ok here a 6 clock segment, when the clock will be full, the informent will be convince..” ?

Last night during my session my players ask me this :

Last night during my session my players ask me this :

Last night during my session my players ask me this :

“Cause of the really long time we spend in recovery, and the time that some day one of ours PC will spend in prison, does that mean than now we have to creat mutiple characters per player and selected the one to play each session ?”

and the follow up question :

“if i play mutiple character, does that mean after a score i could spend downtime and indulge vice for all my characters (even for the one who doesn’t participated to the score) ? “

Hi everyone, does a recent FAQ has been uploaded somewhere

Hi everyone, does a recent FAQ has been uploaded somewhere

Hi everyone, does a recent FAQ has been uploaded somewhere ? I have a couple of question and i’m sure the majority can be cover by such document.

I’ll ask one of them anyway : what are the mechanical consequences for a extrem quality success (cannot find the answear in my pdf) does the mechanic was made to tick more than 3 segments on a clock ?

Here my report, sorry for my english, who is obviously not my natural language.

Here my report, sorry for my english, who is obviously not my natural language.

Here my report, sorry for my english, who is obviously not my natural language.

First Session for me and my friend – 9:00 hours to create the characters, the crew and playing 2 missions.

My players chose the cultists crew template. They have decided to play old wandering souls who have found a way to possessed some Deathland Scavenger and found a way to trespass the Duskwall borders.

Half crazy, they think they are The Old Death God’s servants, their big project is to rebuild the gates of death and find a way to allow the souls to find the path to oblivion . They consider the souls disintegration with electroplasmic tools an error and a folly.

They have chosen as Patron Skurloc the vampire necromancer, decadent noble form Duskwall, who live in the mansion at the southern end of the Crow district.

the characters are: A Hound / a Lurk / a Whisper

First mission: after agreeing to serve the lampblack, they were send to steal a list of Bluecoats informer who have infiltrated the lampblack. They have chosen a infiltration plan into the local Bluecoats city watch station.

Highlight: when the Whisper disguised himself as a Bluecoats and diverted the attention of some guards, to give an escaping opportunity to his two fellow crew members.

Secret discovered: The cult of the “Path of Echoes” natural enemy of their faith, seems to have followers in Bluecoats and in the Red Sashes.

Second mission : Skurloc who lost control on the Crow since Roric death, asks the PCs to infiltrate Crow’s headquarters and put three Spy Ward to allow him to spy Lyssa and her minions.

The PC succeed in placing a ward at the HQ Gateway, in the meeting room and in Lyssa’s chamber.

Highlight: the Lurk who uses his Silence vial in front of Lyssa’s door, which allowed the Hound to blow its lock with his gun and shoulder ( in total magical silence), then the Whisper to put his ward while Lyssa was sleeping in the same room.

Secret discovered: Lyssa is currently recruiting from the Skovlander refuges to rebuild her gang, in exchange she close her eyes on their political scheming and uprising project against the governor in place.

the systems have worked fine for me and my players, it does very well what it is supposed to do. I tried to roll separately for the first mission, and roll in the same time the action and effect dice for the second mission. And it is clearly better to reduce the numbers of rolls.

I had a problem with the way to manage trauma. All my players took 1 trauma point during the session. It happened during a mission and I do not know how to handle this. Does the PC have to”disappear” from the mission or continue, having just lost “1 life”. It was hard to put a PC out of play when the full team was still in an enemy building.