The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war.

The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war.

The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war. What methods have you all used to figure out when the war is over? I’m considering having two clocks – one for the crew to use to get the Sashes in a desparate position, where they can strike the finishing blow. Another to track when the Sashes (who are also at war w/ the Lampblacks – I’m using parts of the starting situation, now that we’re a ways into our own story) decide they’ve had enough and decide to strike back.

I figure after every mission the crew takes on against the Sashes (to steal territory, do harm to them for the Lampblacks, steal supplies – they’re Hawkers after all) I’d roll a fortune die to see how far the first clock moves.

Not sure when I’d have the second clock move – keep waffling between basically having it progress (with a fortune die) every session as long as they’re at war, ro maybe only when they attack the Sashes.

What do you think? Any other ideas?

So thinking about sending my crew, the Waistcoat Whalers, out into the Deathlands at some point in the future.

So thinking about sending my crew, the Waistcoat Whalers, out into the Deathlands at some point in the future.

So thinking about sending my crew, the Waistcoat Whalers, out into the Deathlands at some point in the future. Curious to hear about Scores that others have run sending folks into the Deathlands. What kind of challenges did you have? What kind of weird supernatural stuff? How did your players handle it? How did they get where they wanted to go?

Thanks! Looking forward to hearing what cool stuff you all came up with!

How does the harm from the entanglement “The Usual Suspects” work?

How does the harm from the entanglement “The Usual Suspects” work?

How does the harm from the entanglement “The Usual Suspects” work? Is it on the player who offered up their contact? How does that usually get described?

So in the last two sessions our Whisper has managed to start, and the complete a clock called “The Spirit Hunts”…

So in the last two sessions our Whisper has managed to start, and the complete a clock called “The Spirit Hunts”…

So in the last two sessions our Whisper has managed to start, and the complete a clock called “The Spirit Hunts” when taking consequences. Basically he used attune very desperately on a night when the ghost field was very active (think a sort of Halloween night type deal).

Anyway, now that six part clock is full- and he knows that a powerful spirit has been hunting him, and now it’s found him. I’m looking for cool ideas to move forward with this. It seems like the spirit could be maybe one of the reconciled and wants the Whisper to make him a hull from a powerful politician… which works because the Whisper got Rituals a couple of games ago, so that could kick off a series of events where he has to learn the ritual, then find the right politician, then catch them, etc. Say the Whisper says no though- any idea what should happen then?

Also, any other cool ideas for what could happen here? Thanks!

Curious to hear what other folks have come up with for the Hound’s pet?

Curious to hear what other folks have come up with for the Hound’s pet?

Curious to hear what other folks have come up with for the Hound’s pet? My player is working on his, and it made me realize there’s a lot of room for some really cool stuff here.

Can someone explain what the benefit is of the Smugglers Crew move, “Like Part of the Family” – particularly what…

Can someone explain what the benefit is of the Smugglers Crew move, “Like Part of the Family” – particularly what…

Can someone explain what the benefit is of the Smugglers Crew move, “Like Part of the Family” – particularly what you get out of designing your vehicle like a Cohort? How do you use it – I’m assuming you don’t use Command like you do with a regular Cohort?

Added a sheet to my generic BitD Sheets Google Document for the Crew Sheet.

Added a sheet to my generic BitD Sheets Google Document for the Crew Sheet.

Added a sheet to my generic BitD Sheets Google Document for the Crew Sheet. Let me know what you think/if you have any suggestions for cleaning it up!

(You can switch between the Character & Crew sheets by choosing the tabs at the bottom)

https://docs.google.com/spreadsheets/d/1zxvnP5M3UbdT0hGny38E3x1AXfAcI1cQmyJ640yhRXk/edit#gid=201001544

I’ve created an online character sheet via Google Spreadsheets.

I’ve created an online character sheet via Google Spreadsheets.

I’ve created an online character sheet via Google Spreadsheets. You can copy it, then make copies of the Template to new sheets in the same document in order to give each player their own sheet. Let me know if you have any suggestions for cleaning it up!

https://docs.google.com/spreadsheets/d/1zxvnP5M3UbdT0hGny38E3x1AXfAcI1cQmyJ640yhRXk/edit?usp=sharing

Going to work on a generic Crew Sheet next.

Do the Smugglers still choose a Hunting Grounds?

Do the Smugglers still choose a Hunting Grounds?

Do the Smugglers still choose a Hunting Grounds? How does the bonus die for gather information checks work for them on their Hunting Grounds? Considering they are smuggling things in from other places, curious how that all works out.

I have a group that is looking to be smugglers – they are setting up their Lair in the basement tunnels of a rundown pub along the canals of Six Towers closer to Nightmarket. I think their Hunting Grounds will likely be in Nightmarket, close to the rail station since a lot of supplies come in there. Just wondering if that means that anything of the type of supply they like to smuggle coming in through Nightmarket would get the bonus. Thanks!