Question about the Smugglers’ Barge upgrade.

Question about the Smugglers’ Barge upgrade.

Question about the Smugglers’ Barge upgrade. I’ve been running a game for a Smugglers crew for some time now, and they took Barge as one of their first upgrades because it’s a barge and why would you not? Also, ‘+mobility for lair’ sounds awesome.

At the time, ‘+mobility for lair’ was the only description we had for what Barge did. That was all well and good. With the full release, things have gotten a bit muddy. The full text states that you add mobility(which is italicized) to your lair, and then as a separate sentence, that you may move your lair as a downtime activity.

How restrictive is this? Do you have to spend a downtime action to move the barge at all? Can you move the barge during scores as part of your smuggling? Is the downtime activity only for really significant location changes?

What’s you all’s take on this? I’m inclined to still let them use the barge during their scores, as in-fiction it doesn’t make sense for it to suddenly just be stationary except during downtime. I may require them to use a downtime action before the score(to plan the route, prep the barge, etc), not sure on that yet — mostly depends on what we feel the scope of ‘mobility’ is and whether that’s separate from the downtime action to move the barge.

An oddity came up recently in starting a new Blades game with one of my groups, due to the extended period over…

An oddity came up recently in starting a new Blades game with one of my groups, due to the extended period over…

An oddity came up recently in starting a new Blades game with one of my groups, due to the extended period over which we’ve made characters and crew.

In the version 5 quickstart rules, the Inspectors, Sparkwrights, and Bluecoats are all one tier lower than they are now in the version 6 rules — is this intentional? Also, the Eels(whom our new crew was going to have a rivalry with) seem to have ceased to exist in the version 6 rules. Was this an intentional removal?

Really excited by the stuff in the v6 PDF!

Really excited by the stuff in the v6 PDF!

Really excited by the stuff in the v6 PDF! I’ve been running Blades with one of my gaming groups on off weeks and they’ve been building quite a reputation as the Devil’s Arsonists, involved in lots of arcane hijinks; this version answered a lot of questions we had.

Two questions I have after looking over v6:

–The Leech character sheet on page 35 shows 3 doses of alchemicals per bandolier, but the Alchemy rules on page 63 say that each bandolier holds 4. Which is correct?

–The Hound character sheet on page 34 has the ‘Ghost Hunter’ ability, which gives their hunting pet arcane abilities. Is there any specific explanation of what these abilities do, or are we left to our own imaginations? The player I have playing a Hound seems really keen to pick this special ability, but I don’t have any clear-cut answers for him on what it’ll do so he hasn’t yet.

Thanks in advance for any help or insight!