Coming up with a few ideas before my next session and wanted some help, fitting fiction to the system.

Coming up with a few ideas before my next session and wanted some help, fitting fiction to the system.

Coming up with a few ideas before my next session and wanted some help, fitting fiction to the system.

So far my crew haven’t gained much rep, keeping their two operations very quiet. They have gained heat though (quite a lot), mostly from devils bargains etc. On their last session they were meant to take over a piece of turf from the Lampblacks to coordinate with strikes by Mylera Klev on Baz’s turf to weaken him. They chose to do a social for this and didn’t end up getting the turf that score, only setting up for an assassination to win the turf (which they could have completed at the party they were at).

They chose to leave however, so I’ve advanced time. They rolled a 6 on entanglements for “arrest”, which i kept secret and up my sleeve.

Now I’m writing their newspaper which I do each session (Thanks for that idea whoever made the one for rollplay, it’s super handy to flag events to players). Fortune rolls meant Baz and Mylera were equally successful and carried out attack on each others turf simultaneously. The paper said the bluecoats have released statement “arrests are being made.” but were deliberately vague.

Could Mylera have dropped my crews name to give up to the bluecoats for not securing the turf in time? Despite +1 Status (I was thinking despite being allies the bluecoats may ask Mylera for a token arrest). As Mylera and Baz were both successful, shall I advance both of their destroy each other faction clocks? How far does time normally advance on a downtime? Should I -1 Status with red sashes or would that need something more serious. Thoughts appreciated.

Crew “The Third” session part 2 “Masquerade in the Silkshore”

Crew “The Third” session part 2 “Masquerade in the Silkshore”

Crew “The Third” session part 2 “Masquerade in the Silkshore”

Players

Umbzuzu – Severosi Whisper

Isabela – Tycherosi Lurk

Thornton – Dagger Isles Cutter

Just finished our second blades session, a couple of things to iron out after this session and improve on. It was a social score and I felt it a little harder to run than the last Stealth session.

So the party finished up last time after making off with Bazso’s war treasury and burning the place to the ground for Mylera. Mylera was impressed and had a number of jobs for them if they so chose, she divulged that she planned to coordinate multiple strikes on Lampblack territory and that if the crew hit one of his operations they could keep the turf for their own ends.

She disclosed the location of a brothel owned by a Madame La’Fort in the docks, with a lampblack drug lockup in the basement. After gathering information and from what our brothel connoisseur knew to be true, they came up with a plan to convince the Madame to turn against the lampblacks and have her run the brothel under the crews protection. Plus giving the crew full use of the premise as their turf. They found her to be attending a masquerade style party for the lampblacks and working girls, in imitation of the much classier noble events. The party was being held in slightly run down Silkshore manor property on a canal.

They rolled a good engagement, yet almost faltered at the door, managing to just about bluff their way in. After a while searching and an argument with a prostitute starting a clock “discovered at the masquerade” (this bit of the game I should have acted to speed up earlier), they discovered the madam to be looking after players at a card table in a large study, converted into gambling room. They paid the fee to enter the gaming room room, and then on a good fortune roll they recognized Madame La’Fort and one of the players at the table as Brick, a lieutenant of Baz . Umbzuzu joined the cards table, while Isabel and Thorn were near the bar area. Umbzuzu was able to get her to fetch something from the bar, where Thorn made a desperate sway roll attempting to chat her up and get her to come somewhere secluded for a while. He succeeded and the two of them made their way to some private rooms upstairs, where he dropped his guise and just about made her listen to him before she stormed out. He knew of the Lampblacks bad treatment of the girls and after listening to his plan, a good fortune roll meant she accepted his deal on the condition that they took care of Brick. The girls would make the takeover if he was out of the way. The crew had taken a fair bit of stress while getting the results they needed to avoid conflict and decided rather than take him out there, they would leave and do that as another score. So the whole score turned out to be a set up.

They will encounter a few issues next time, as Bricks suspicion was aroused, they weren’t discovered at the party but they were noticed, although luckily for them it was a masquerade. There’s still time for things to go wrong, as Mylera would have carried out her strikes during this score, yet they haven’t completed their goal.

My only thought is that the game slowed when they tried to avoid danger too much and I felt I needed to press it on them a bit more, but not wanting to detract from their successes either. I think I need to complicate their lives a bit more on 4/5 rolls. They were only a couple of ticks from their whole cover being blown, so there was still a lot of room for it to go wrong. Also one player wants to kill stuff and another wants to avoid killing due to consequences, how can this clash be resolved? Second session and a bit of ironing out to do my end but I can mostly see where I need to work on. I think they also need to try and jump into the action a bit more. Shall see next session 🙂

Just finished first session of blades and it went well :) took a bit of getting used to the system for them but…

Just finished first session of blades and it went well 🙂 took a bit of getting used to the system for them but…

Just finished first session of blades and it went well 🙂 took a bit of getting used to the system for them but flowed well.

We had three players, “Umbzuzu” a ghost hunting whisper from a tribe from inland Severos, a “Isabel” a Lurk from Tycheros with a penchant for murder and “Thornton” a cutter from the dagger isles who was brought up on ships and turned to thug work to support his illegitimate child. They started out as Hawkers, they couldn’t decide crew so rolled for it for the first session but may well change playbook.

I started them in the session by heading to the leaky Bucket where they had a chat with Mardin Gull, also the cutters vice purveyor. He filled them in on the impending situation and who may have work for them.

They decided to speak with Bazso Baz first and headed to the lampblack headquarters and spoke with him, he offered a few jobs and gave more information about a possible crooked magistrate that was in possession of ledgers that contained the whereabouts of a stash of illicit drugs of cooked up demons blood. The crew decided they wanted to consider things and left to discuss but were warned they’d either have to be with him or against him.

They left and had a discussion in a smoke shop and decided they wanted to speak with Mylera. They decided to group action to sneak out the back in case the Lampblacks were keeping an eye on their decision.

They then spoke to Mylera, who was rather brash with them but offered payment for the war treasury score to prove their worth. They accepted and she disclosed it was in a secure four story ex-bunkhouse building on the canal, on the edge of crowsfoot. She expressed under no circumstance was any heat to come back on her, she also told them of a guy called Viktor was Baz’s accountant at the lock up.

The crew decided that Thornton would try and capture Viktor and interrogate him, then the crew would break-in subterfuge style with what they found out. I performed a set up with Thornton, he skirmished and got a 5 and managed to grab Viktor (not before he cried out) and dragged him into an alley. A bluecoat came to the scene hearing the cry but Thornton was able to keep hold of Viktor and stay hidden. He first used prowl to hide and I started a clock for “Viktor wriggles free”. He then threatened him to “shut up and stay still” with a knife under the neck and rolled a 6 and the bluecoat left. He was able to threaten out of him the location of the safe and get his keys. He then was able to get back to the group with Viktor tied up and hidden.

They then rolled engagement and Thornton joined them, breaking in on the floor with the safe. They rolled a 5 and I had them swing across to the balcony only to discover what looked like sensors for an electroplasmic alarm skirting the window ledge. The whisper decided to use his Tempest ability to try and overload the alarm with energy, he had assistance and pushed himself for greater effect. He rolled a 6 and the the system went down without causing any suspicion inside, probably a fault of some kind. The Lurk then picked the window lock rolling a 5, it turned out the lock wasn’t very good as the guards thought the alarm to be sufficient, so it gave way too easily and they tumbled through the window with a thud. 4 segment Clock started, guards alerted with one tick.

They rolled another group prowl commanded by Thornton, rolling a 5. They successfully sneaked down the corridor towards a metal framed door that they knew to be the safe room. Thornton was so focused on keeping the group in order that I made him drop an item, he chose to have some manacles on him and the clunked to the floor, one more tick on the clock. Voices in the room can be heard “Did you hear something, nah probably nothing” kind of thing.

At this point they decided to flash back and say they would have used disguise to dress one of them up as Viktor and tell the guards they were relieved from duty. I gave a two stress flashback as it’s pretty out there plus they rolled finesse for their make up efforts and rolled a 6. I made their position risky from the 6 on the disguise, plus the fact that they had the keys to the room brought the roll down from desperate. Another 6 followed on their command roll and the guards left. They all took sacks as equipment and emptied the safe and then successfully sneaked back to their entry point. A failed fortune roll meant that the alarm system had come back on. The whisper did the same as before with aid, on a risky roll and hit a crit. I had the system downstairs backfire and explode, they then escaped onto a rooftop, picked up Viktor and escaped back to their lair. The building burnt to the ground in electroplasmic fire. A bit too successful and as it ended up looking like an accident. Viktor was handed to Mylera and assumed dead by the Lampblacks. She was very happy. The crew came away with a fair bit of cash and very little heat.

I think maybe I should have ticked more clock segments on the 5 rolls, two rather than one? I still don’t know if the disguise should have been desperate or risky, even with the 6 in doing the make up for the disguise? Any other thoughts on play or what you would have done differently are appreciated. I think the second session will be much more comfortable to run, as I know what kind of thing they may do, it’s not going in quite as blind as session number 1! The session felt like it flowed really well though and everyone is keen for another one. Making up the scores on the fly is fun but before hand a little daunting 🙂

Ok, so I start my first session tomorrow.

Ok, so I start my first session tomorrow.

Ok, so I start my first session tomorrow. I’m playing with experienced players (in other games) who have done some of character creation pre-session. All of their stories we will tie together into a crew in session. There were a couple of questions I wanted to throw out for ideas first.

One of my players is from the internal lands of Severos, he’s from a clan and is a ghost hunting whisper. As part of character creation for friend he wants to have a friendly ghost. I obviously don’t want to say no, so have thought about options in the setting. Especially with how I can avoid overpowering a friend (I know I can reveal to them what I see appropriate to any roll but I want to make sure the fiction always seems genuine, so help with setting etc. is appreciated.)

Going by the inherent vengefulness of spirits and the quick speed a spirit will descend into that state, I was left with the following ideas for his friend

a) maybe it could be a reconciled spirit. Although extremely rare, it could be a newer reconciled, separate from the “faction” and not embroiled in their motives. I felt a member of the reconciled possessing a noble would have way too much knowledge too easy to access, possibly killing creativity. Compared to a a player with a pugilist with a few gang connections.

b) was maybe he could tap into the spirit field in a particular place or focus on a place in Severos, and contact/get a vision from a friendly entity but not without risk.

c) He has her bound somehow but she may not always fall under his authority to answer.

Ideas would be massively appreciated and any thoughts on consequences, as i’m still in the complete mind that even as a whisper there isn’t any security regarding spirits.

(Second sub question! What’s the general assumed preaching to common folk from the church of the Ecstasy of the flesh? Understanding that zealots exist, what’s the difference from the extreme to public norm.)

(Also what have your thoughts been on the immortal emperor in your games and where is the empire controlled from?)

That was longer than planned but cheers 🙂

Just a clarification, planning on running my first blades session in a week or so.

Just a clarification, planning on running my first blades session in a week or so.

Just a clarification, planning on running my first blades session in a week or so.

Generally any questions I’ve had so far have been resolved by watching Roll play blades.

On week 2 on roll play blades, they had a fairly in depth roll played down time, which was cool. I’m guessing it’s normally a lot shorter than that, unless there is specific stuff players want to role play out in depth. I’ll leave it to them as to what they want to do and how in detail they want to go. But would you normally mark xp at the end of a downtime? or just at the end of a score, or include the downtime in the xp mark off from the next score?