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State of the Podcast
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Just a short update of what this year is shaping up to look like real quick.

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Seize the GM
Dark Tides Session 21
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The twenty first session of Carrion Crown.

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Support us on Patreon as well.

Today, we will wrap up our look at Blades in the Dark with Lenia Daava – the Slide known as Sinker. As in “Hook, Line, and …”.  Yes, I made a bad joke on several levels here. The Slide is one of the Playbooks with the greatest flexibility and you’ll see why when we get deeper into it.  As a Scoundrel who focuses on being a Spy and being a manipulator, this Playbook is one of the potentially most interesting to play because it is all about interacting with N.P.C.s and as the design of the game itself pushes the setting from intense moment to intense moment, the Slide will always be the “Extra” character emoting, sneaking, or otherwise at the crux of their actions that in other games are long slow set ups. I am going to wrap up my conscious effort to have a breadth of backgrounds by using the Dagger Islands and their piracy ways as an origin, but a Law background to be a washed up Bluecoat recruit.    

Design Notes

A Slide is the Playbook for manipulating people and doing the “social” work to get the plan together as compared to the Lurk Playbook which focuses on actual Stealth. The Slide is compared to a Spy in the classic espionage style and it made sense for one of those to help out the Green Flyers as Smugglers.  Their additional XP trigger is using deception or influence, so you can see how that works well with Cricket’s Spider manipulations. 

  • Playbook – Slide. Every crew needs someone who can lie, and not just lie but lie well.  A Slide is the Playbook that excels at telling everyone what they want to hear or need to hear whether its what is truly in front of their eyes or not.  They are the talkers, the smilers, the ones who get the people to do what is needed. Even if every Scoundrel can lie, only a Slide truly views other people as their tools. 
  • Heritage – Dagger Islands. It’s been a conscious effort to use the breadth of the world in Blades in the Dark to see how this taughtly written but incredibly fruitful background can be used.  The Dagger Islands are described as an archipelago, covered in lush jungles until the cataclysm and that persist to this day without the benefit of Imperial lightning barriers to keep the demons and ghosts at bay. I like the idea of someone cut off from their home and having grown up on a ship, and known for corsairs … well I think this sounds like the start of a pirate family which could play into future stories about this Smuggling crew nicely.
  • Background – Law. A washed up orphaned police officer recruit just sounds like a fun concept to play in this world. While Cricket and Sphinx don’t have traumatic stories and just sort of wandered into the life of the Scoundrel, like Thistle, Sinker will definitely be shaped by past trauma.  Here, I will have her entire family that left the Dagger Islands for Doskvol lost and killed not long after her arrival. That will let her be sent as a ward of the city to the Bluecoat Academy to be trained as a Bluecoat and give us the Law background!
  • Action Dots – Slides begin with an Action Dot of Consort and two Action Dots in Sway befitting their place as manipulator and social creature. As a washed up Blue Coat recruit, I definitely want to put one Action Dot into Hunt for the investigative and tracking aspects as well as one in Survey for similar purposes.  The final two being put into Prowl and Skirmish provides a breadth of abilities and also befits a former pirate child now loose on the streets of Doskvol. This also plays into my attempt to have Sinker be the character that can back up or fill in any of the gaps that the Crew needs in a Score spreading out the Action Dots. For the Attributes as resistances, this means that Insight, Prowess, and Resolve all start with 2! 
  • Special Ability – Rook’s Gambit. Special ABilities are the place where you can really shape what direction you start a Scoundrel in Blades in the Dark.  Slides obviously have several that revolve around social abilities but also can gain extra Stash in downtime from a side hustle. Playing into the coverage of the weak spots and generalist style I see for Sinker, I start with Rook’s Gambit that allows Sinker to use the highest Action Rating, right now a 2 in Sway, for any other Action rating.    
  • Contacts – The Playbooks come loaded with stock contacts to choose from for ease of play, and while an enterprising GM could likely make their own or work with the Players to make new ones, for our purposes I’ll stick with the listed options. The friend or close acquaintance is Harker, the Jail Bird. As a Blue Coat cadet, I am sure that Lenia came into contact with individuals who ended up in jail and this lets them have a relationship with somebody on the inside.  Similarly, Bazso Baz, the gang leader, will be the enemy. This may as well be the leader of the gang who killed the Daavas after they got to Doskvol. It is an easy way to make a personal tie to this history.  
  • Vice – Stupor. Lenia has never processed the trauma of losing a family.  Going from moving to Doskvol, to losing the rest of the Daava family, to being a ward of the City has not given much time to get situated.  This means that the truly dangerous Vice of Stupor is appropriate taking other vices like gambling or pleasure to distinct extremes This is a good time to use the Silver Stag casino again and Lady Helene to not only tie Sinker closer to Cricket but also look forward to Cricket’s Spider special abilities that help downtimes come into play. 
  • Finishing Touches – Lenia Daava is another example of a name that was selected from the examples of the book using everything that I can out of the Blades book to show how I made the character. As far as appearance goes, since Sinker is less well known than the other three, but no less important, I want to make sure that this Scoundrel could be anything for anyone. Accordingly, Sinker is described as having an Ambiguous but slim figure that exudes ferocity clad in a half cape and tricorn hat that cold just as easily be the outfit of a Blue Coat on the way home. 

A quick note on Advancement, while this Card Catalog is going to let us stop at a starting character, I want to note that Blades in the Dark provides an interesting way to advance with XP.  Every advancement in each category costs the same, but you earn XP not only through the triggers on your sheet, but when you make a roll in a Desperate position – the more adversity you are under the faster you advance.  The Adversity based XP must be allotted to the Attribute track where it happens, so making a Desperate roll with Prowl means you get to mark Prowess XP, while the other XP triggers may be allocated between them or for Special Ability advancement.  

Story Notes

The Daavas had long loved the Dagger Islands and the freedom that the waves would allow.  Many families flitted between the Dagger Islands and their strange jungles since the shattering of the gate of death a millennia ago. Many of those families also took it upon themselves to help themselves as best they could to the people who did not live on the waves and amongst the coves and reefs that the Dagger Islands so generously provided.  The Daavas were one such family that the Empire would label pirates.  

Putting down roots was never something the Daavas saw as their family way. They danced with the Daggers and knew the secrets none inside a Lightning Fence ever would. It was with both horror and awe that the Akorosi observe the Dagger Islanders for their comfort without a regular home but moreso that they do not use the Lightning Barriers decreed by the Immortal Emperor. The Daavas had made it for hundreds of years but their way of life was fast coming to an end.  

The Unity War was draining on the Islanders, and more specifically on the pirates like the Daavas.  You would think it would make piracy more lucrative, but the Akorosi knew what they were doing – supplies did not go by the Dagger Islands on the way to the front line or the depots.  The Iruvian did not see trade with Severos helping and so those shipments were no longer available.  

The Islanders also knew something few others knew – Leviathans, those awesome and awful beasts whose full shape was never able to be seen beneath the waves, were growing stronger and ranging further.  The Leviathan Hunters of Doskvol know this well, but the Islanders’ strange ways to survive without the barriers means they too knew things were changing. The Daavas then choose to settle down and to do so in Doskvol where such knowledge may prove fruitful. 

Without knowing the true culture of the streets of Doskvol, Lenia’s father didn’t know the danger he caused for himself when he and the family arrived. By saying what he knew, even in half truths, the Leviathan Hunters’ paid him heed … and Bazso Baz did the dirty work.  

Left alone in the world, Lenia was of an age where it was perfect to begin the training of a Blue Coat.  The orphanage was as brutal as you would expect one to be in Doskvol but Lenia had learned tricks that the Akorosi didn’t realize – a smile, the right word at the right time and a whisper in the wrong ear all would be equally useful.  Lenia survived for years, and some would say thrived, and the frequent sneaking out to the vice dens and the underbelly of Doskvol did catch up. 

No longer could the Blue Coats keep trying to train this lost Dagger Islander but also this Cricket who seemed as disenchanted with the Academy had become close.  They easily hatched a plan. Sinker, as the last of the Daava’s was becoming called, would easily sway things from the shadows as the Green Flyers would smuggle what was needed in and out.  A Slide was the most useful when nobody knew there was a Slide around. The Silver Stag was an easy location to find new marks anyway, when Lenia wasn’t going to far to forget the face of her dead father still twisted in a grim rictus.  

Sinker Playbook Here

Fillable PDF Sheet from ad1066. 

Green Flyers & Blades in the Dark Overview Here

Blades in the Dark is an Evil Hats Production Publication in association with One Seven Design.  Blades in the Dark is Copyright 2017 John Harper © This is a fan work and not meant or intended to infringe on the copyright of the work; no claim of ownership is intended or implied.  All work product quoted and referenced is for review and analysis. Please visit Blades in the Dark for more information on Blades in the Dark and the Forged in the Dark series using the Blades System Resource Document under a Creative Commons Attribution 3.0 Unported License 
Seize the GM
Seize the GM
Episode 86: Moving pictures and which ones inspire us.
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Main Topic

Zendead-

Gamera – a simple story about a boy and his turtles one just happens to be 700 ft tall and breathes fire and can fly. 

Taboo is the story of an Englishman turned mystical savage from his time lost in Africa. Who then returns to the world of King George III and shakes the people that wronged him and his family.

She-Ra and the Princesses of Power is a kids show sure but it is about the most inclusive shows out right now. Sure it is based on the 80’s cartoon but they have really raised the bar. The ideas for the show while simple at times since it’s target market is kids in the 8-10 range. 

Joules – 

Support your Local Sheriff – You don’t have to be the fastest gun in the west to be the sheriff.  You just have to think faster than the outlaws and don’t worry about laughter.  And James Garner in his youth is nothing to sneeze at.

Erik the Viking – Ragnarok is upon us.  And Erik and his mates go off Valhalla to ask the gods to put an end to it. Hilarity Ensues

Dr Stone – Story about a science prodigy (who enjoys learning through experimentation) who is working to restore civilization after everyone has been turned to stone for over a couple thousand years ago.  Using the power of science and logic! Science will beat magic 10,000 percent!

Guard-a-Manger- I went with an 80s Theme because I am feeling the hair spray and shoulder pads this week. 

The Last Starfighter – An archetypal story of a young man with nothing to his name being the last best hope for a princess through acts of heroism against an implacable foe, The Last Starfighter takes this formula to the stars.  The story beats themselves are the ones you know from countless movies and TV shows, but the use of dogfighting starships sets it apart. Special effects are fine for the era, and I can still close my eyes and see the Gunstar in my head.

Robin Hood (1984) aka Robin of Sherwood – Before BBC America and the rise of our great streaming overlords, it was stations like your local public broadcasting channel that would show imported programs like this one.  The British Robin Hood is an example of the tight and compact storytelling that still comes from the British shows, but it also provided a mature look at the Robin Hood myth using not only magical and fantasy elements but also changing stars, and therefore Robins, between seasons at one point.  Aside from allowing a popular show to continue, this let the writers explore different parts of the Robin Hood legend and helped inspire me then and now. 

Bloodsport- 80s Action movies have a place in my heart.  Obvious from my love of the Street Fighter RPG, tournament style settings can inspire me.  Bloodsport is arguably the best known Jean Claude Van Damme movie complete with a Bolo Yeung opponent and good character work for the genre and era but some fantastic fight scenes to inspire you. 

nulloperations-

Over the Garden Wall (2014) is a surreal series of misadventures that illustrate taking tropes and turning them a bit sideways. Playing with mystic constructs, weird NPCs, and keeping to a core quest, the series is outlined like a campaign where the GM, not the players, keeps letting their mind wander. It’s bingeable at ten short episodes that weigh in at about the length of a movie.

Taking characters out of one setting and dropping them in another doesn’t always work, but when it does it can become hilarious and involve a car getting turned into a battle wagon. Army of Darkness (1992) is this hilarious and interesting movie that, like my previous selection, is about returning home. Just a little more about the consequences of being reckless in the quest.

<Stares blankly for sixty seconds>

Closing remarks 

We just gave you many things to watch. Hopefully something piqued your interest.

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

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Continuing our next look at the options for Blades in the Dark in the Card Catalog, we hit the second Playbook that I knew would be happening – The Whisper.  Blades in the Dark’s setting has a lot of magical and “spooky” components as the Ghost field that permeates the world after the cataclysm a thousand years ago broke the gates of death. Combined with the “demons” that stalk the world, GMs and Players have a lot of flexibility to play a more Victorian Gaslight Ghost style compared to the electropunk style we have alluded to in Cricket though Thistle began to slide in that direction.  This is also going to be a use of the Iruvian background, which is another part of the world building that isn’t fully defined and so has the wide open spaces for players and GMs to fill in. Now, we will turn the attention to Sphinx, the mysterious Iruvian in the Green Flyers. 

Design Notes

The Whisper is the Playbook that is immediately tied to and works with the Ghost Field and Spirits.  There are some other Playbooks, like Vampires and the Spirit possessed inanimate “Hulls”, that are expressly spirits in other forms, but the Whisper is the one you will most likely encounter. Whispers, even more than Spiders, are about knowledge.  They know the secrets of the spirits, but also earn XP when they use knowledge. The Sphinx character will allow us as well to explore the Iruvian Heritage and maybe describe a little different corner of the Doskvol world. 

  • Playbook – Whisper. Blades in the Dark is set in a world where ghosts and demons roam, the shattering of the gates of Death a thousand years ago breaking the normal cycles of life and death.  The prevalence of those ghosts means a Whisper is well met in any Crew even if any Scoundrel may Attune. 
  • Heritage – Iruvian. The Iruvian’s are a powerful and idiosyncratic minority in the Empire.  They come from a separate Island continent and have the reputation of bein their own people.  Legend says that the Eternal Emperor received the gift of knowledge of life unending from the Iruvians and that is why they are given more leeway in keeping their own traditions. While a Whisper may be of any background, I wanted to use a broad range of Backgrounds, and Iruvia won out to be the Whisper while the Dagger Islands will give us our Slide next week. 
  • Background – Noble. I want to work a little more in the Gothic storytelling traditions with Sphinx, and that means that I need a bit of remove.  With a Noble background, Sphinx could be fallen or even a secret Scoundrel and also lets me look at the world through that lens where Cricket and Thistle both are more on the punk or electropunk side of the Blades setting. 
  • Action Dots – Unsurprisingly, a Whisper has two Action Dots in Attune to begin and one in Study.  Attune is the Action that is most tied to the ghost zone and interacting with Spirits before we look to the Whisper’s Special Abilities.   To give some breadth for Sphinx’s ability, I will put an Action Dot in both Prowl for the ability to sneak and Finesse for the fine actions that may come up, possibly quietly and surprisingly slipping a knife into someone if needed.  The final two will be split between Consort and Sway to show her ability to subtly manipulate people and otherwise get her way with both Spirits and humans. If you recall Attributes, this means that Thena will have 1 Insight, 2 Prowess, and 3 Resolve top begin. 
  • Special Ability – Iron Will. This was the hardest of the choices to make because all of the Whisper’s options are tempting, but an image came to my mind with Sphinx in her Spirit Mask and diaphanous gown being utterly nonplussed by a raging spirit so Iron Will won out.  The Special Armor based ability may be used to avoid effects from the arcane while a more mad scientist style Whisper could use Strange Methods to have benefits to invention and crafting. It is hard to really talk too much about it without just copying the pages out of the book, and this is not the place to do that! Suffice it to say that Whispers have a great deal of options because they function in the expanded world of the Ghost Zone.    
  • Contacts – The Playbooks come loaded with stock contacts to choose from for ease of play, and while an enterprising GM could likely make their own or work with the Players to make new ones, for our purposes I’ll stick with the listed options. The friend or close acquaintance is Flint, the Spirit Trafficker. Who helps her procure rare spirits while Nyryx has a burning desire to repay Sphinx from being trapped and nearly destroyed early in her time here.  
  • Vice – Luxury. Coming from a Noble line and being used to the better things, Thena looks for release in Luxury and particularly in the Theatre.  The thrill of the show, and of the audience together seeing the story unfold relieves Thena’s soul and the excitement that comes from the unique catharsis only provided in a Theatre keeps Thena grounded. She is immediate recognized as a ptron by Maestro Helleren and I suspect her particular skills may yet be needed by the theatre some time in the near future. 
  • Finishing Touches – Thena Basran was another name from the examples of the book, as is Sphinx.  The Spirit Mask Thena uses will look like the head of a Sphinx, hence her name which I will say is a type of demon more common in Iruvia.  For her Appearance, Loose Silks conceal a slim and poised form in the diaphanous folds of the Robe combined with the mask gives us a perfectly creepy and also recognizable Whisper concept. 

A quick note on Advancement, while this Card Catalog is going to let us stop at a starting character, I want to note that Blades in the Dark provides an interesting way to advance with XP.  Every advancement in each category costs the same, but you earn XP not only through the triggers on your sheet, but when you make a roll in a Desperate position – the more adversity you are under the faster you advance.  The Adversity based XP must be allotted to the Attribute track where it happens, so making a Desperate roll with Prowl means you get to mark Prowess XP, while the other XP triggers may be allocated between them or for Special Ability advancement.  

Story Notes

Thena Basran still has not gotten used to the misty and wet northern lands.  The black sands still haunted her dreams and the obsidian mountains betrayed how much she missed home. The Basran were well respected in Iruvia, claiming nobility from the Immortal Emperor’s own grant when they shared the secrets of defeating Death with him a thousand years back. It was from Iruvia and the pleasing volcanic warmth that Thena sought only to return but until such time as the Iruvian Embassy would allow it, she suffered through the streets of Doskvol’s wet and miserable existence.   

With the warm red glow of the volcanos, the Basrani were a not unknown family in Iruvia.  Minor nobles, for sure, and never likely to see one of their own ascend, but a family with great knowledge of the Ghost Field.  The respect shown the Basrani for their ability to quell spirits and, they told themselves, the Empire’s entire field of Spectrology came from their forebearers. The secrets of the demons that now stalked the land were also their province, and so they were the family looked to often by those more powerful  for answers about the cracks in the world and what came through them.  

Thena saw her father get an answer wrong. Perfection is an impossible standard, but the Basrani were expected to keep it and when her father did not, it took every scrap of influence her parents had to instead be sent away to study the Spectrology of the Empire in Doskvol. From the warm embrace of the Iruvian sands, to the dank and damp streets of Doskvol where the Basrani Rituals would brand them outsiders as brightly as their skin and hair set them apart.  The respect shown Iruvians was not as common in that far flung outpost. 

The Basrani were still nobles, but the Iruvian Embassy kept close track of Thena’s parents.  They were skating on the thinest of obsidian sheets and even the functionaries knew it. Thena was left away from home, away from all she knew, with a talent to see the Ghost Field and knowledge of the demons in a faraway land.  The theatre let her escape from her own mind for hours at a time and live in the worlds that they showed her providing a catharsis, a purgation, that she did not experience in the streets. Little surprise that she turned to the thrill of the underworld.  She was no fool, though, as she wrapped herself in an Iruvian silk that was a dark blue that would almost shimmer but instead shift to an inky black as it moved hiding her body and then her face. Her spirit mask reflected the Sphinxes of Iruvian – Demons of the Earth who shared their forms with those of animals from before the cataclysm.  

She has made a small name for herself before Cricket found her.  The Flyers needed a Whisper as any smugglers who want to go beyond the wall know … and he had determined Sphinx’s identity.  A conversation in a box at the Spiregarden would not have been enough, but he came speaking Hadrathi. Those lilting sounds and eliding consonants were music to her ears, and Cricket’s offer was considered, accepted, and now the Flyers count as one of their own the enigmatic Sphinx. 

Sphinx Playbook Here

Fillable PDF Sheet from ad1066. 

Green Flyers & Blades in the Dark Overview Here

Blades in the Dark is an Evil Hats Production Publication in association with One Seven Design.  Blades in the Dark is Copyright 2017 John Harper © This is a fan work and not meant or intended to infringe on the copyright of the work; no claim of ownership is intended or implied.  All work product quoted and referenced is for review and analysis. Please visit Blades in the Dark for more information on Blades in the Dark and the Forged in the Dark series using the Blades System Resource Document under a Creative Commons Attribution 3.0 Unported License 
Seize the GM
Seize the GM
Dark Tides Session 20
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The twentieth session of Carrion Crown.

Contact us 

Derek @seizethegm

Aj @nicholson_aj

Marty @mhooie

Joe @joe_rpg

If you want to you can also help us out here Support Me on Ko-fi

Music is 

“Dark Times” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Support us on Patreon as well.

Welcome back to Card Catalog where we are continuing our look at Blades in the Dark! If you read last week’s look at Cricket, you know that the write up seemed shorter than other Card Catalogs and that is because Blades is a very simple system with broad strokes.  This is doubly true for the character generation phase where you set in motion your Crew of Scoundrels, but they become truly fully fledged only when they start to accumulate Trauma and work their way up the criminal ladder. I will put the reminder here again that while rich with concepts, Blades is not heavy with details of the places and cultures that are not Doskvol which means I get to make some of it up as we go along! This also means each GM and player has a lot of leeway to introduce things like Iruvian politics and Skovlandian traditions.

After our mastermind like Spider last week, this week we will look at Thistle, the Hound and what that entails! 

Design Notes

The Hound is going to be a more combat focused character, but I decided not to go with the Cutter Playbook who are direct enforcers. As a Smuggling Crew, a Hound seemed to make more sense as someone who would not only be able or better suited to engage at range, but also hunt things down – either people or goods to be smuggled in.

  • Playbook – Hound. Hounds are sharpshooters and trackers. They are a direct way to work on bounty hunters or ranger type characters as some of the examples provide. For the Green Flyers, a Hound serves several purposes and makes sense to have as they not only can provide muscle and combat abilities but also the ability to ferret out goods for smuggling or smuggling routes.   
  • Heritage – Skovlanian. The Skovlanians are the people only recently conquered by the Imperium. A scant 2 years ago the War of Unity ended as the Skovlan sovereign was assassinated. The pale skinned and red haired people are a new immigrant population in Doskvol as refugees that now make up a growing blue collar class.  I like the outsider background for this Hound and I like the idea of the former insurgent, skirmisher now having to make a life under the conquering powers auspices.    
  • Background – Military. Like I said a moment ago, a former irregular or skirmisher who was on the line against the Imperium makes for a good background for a character in this sort of story.  It also provides a reason for the skills like tracking, sniping, and survival that a Hound would have. 
  • Action Dots – Hounds start with one Action Dot in Survey and two in Hunt.  Survey is the immediate observation and awareness style Action while Hunt covers the variety of things like tracking, shooting, and otherwise finding things “on the ground”. With 4 more Action Dots to allot, I put a two into Skirmish as Thistle will be as dangerous up close and personal as when hunting, an Action Dot into Prowl for the subterfuge and sneaky aspects of the role and her background, and finally one Action Dot into Attune. Attune us used to deepen or work with the Ghost Field that permeates the world of Blades and while usually the province of Whispers, the Hound being able to see auras and maybe have their animal companion go after ghosts is appealing to me.  If you recall Attributes, this means that Vey will start with 2 Insight, 2 Prowess, and 1 Resolve. 
  • Special Ability – Focused. There is a lot of variety in the Hounds Special Abilities.  Sharpshooter is clearly one way to go with a Sniper while Scout and Survivor carry their own obvious uses.  I chose Focused, which is similar to Cricket’s Mastermind, as it uses the Special Armor but for Vey that can be to resist a surprise or mental harm or to add the bonus for Tracking or Ranged Combat.   I probably won’t use the Special Armor ability for the remainder of the playbooks but this shows how the same base mechanic is utilized across different Playbooks to add that flavor and special role. 
  • Contacts – The Playbooks come loaded with stock contacts to choose from for ease of play, and while an enterprising GM could likely make their own or work with the Players to make new ones, for our purposes I’ll stick with the listed options. Veleris the Spy is the rival for Thistle as I believe that, as you’ll see, Thistle’s secrets would be valuable to the City Council and Bluecoats and so the game of cat and mouse goes on with Veleris.  Similarly, Celene, the Sentinel, is the friend. They share a certain sense of perspective as Thistle is also seeking to protect people and things … but that is for the next bullet point. 
  • Vice – Obligation. Vey has not yet given up on the war of the past that was only just loss.  To reduce Stress, she feels the need to help her people here in Doskvol and the Skovlandian underground can always use some aid.  Hutton is the name of the person who runs it in the back of the Blades in the Dark book and Vey Welker may try to start smuggling weapons to help her people resist some of the depredations of the Akorosi who still hold them in disdain. 
  • Finishing Touches – Vey Welker was another name selected from sample options as is the Alias Thistle. For her Appearance, the Brooding and Athletic woman in a Waxed Jacket and Tall Boots fits what we have described so far and is a functional outfit for what she does. 

A quick note on Advancement, while this Card Catalog is going to let us stop at a starting character, I want to note that Blades in the Dark provides an interesting way to advance with XP.  Every advancement in each category costs the same, but you earn XP not only through the triggers on your sheet, but when you make a roll in a Desperate position – the more adversity you are under the faster you advance.  The Adversity based XP must be allotted to the Attribute track where it happens, so making a Desperate roll with Prowl means you get to mark Prowess XP, while the other XP triggers may be allocated between them or for Special Ability advancement.  

Story Notes

Vey Welker has never known anything but conflict. She was born into a Skolan already embroiled in the War of Unity. The Imperium will tell you that the Skovlanders rebelled against their rightful rulers, but Vey knew the truth from her youngest memory – Skovlan was always meant to be free and the Immortal Emperor had subverted the way of the world in his mad quest for power as the demons stalked the Shattered Isles. It took a few decades, but now no longer quite a young woman, Vey Walker had lost a belief that freedom would ever be returned to Skovlan.  

Her parents had always covered for her, and so when Vey grew into a skirmisher and irregular fighting in the War of Unity they kept their silence well.  The skills of a skirmisher to survive in the mountains of Skovlan especially outside the protections of an Imperial Lightning Fence were honed over years of slowly losing battles and actions.  The ability to shoot, to hunt, to track, and to hide matched with the awareness of the Ghost Field that enveloped the world made Vey very good at what she did. But never good enough.  

When the War of Unity ended in assassination of the Skovlan Queen, it broke Vey.  She was captured and her family dispossessed of what land they had kept in their own name. There was nothing left in their homeland and so they choose to head to the port of Doskvol. The Imperium didn’t make it easy though.  Instead, the electrotrain they were forced to use, instead of the far faster ships and seaward travel, because it was claimed to be safer, took over a year to reach Doskvol. It traveled the longest way around and through the breadth of the Imperium – showing the refugees just how far the power of the Immortal Emperor stretched. 

In Doskvol, Skovlanders had few if any rights depending on where they were in the city.  Their fair skin and red hair marked them as outsiders and traitors to the Empire – little shock of it that Vey turned to the Underworld.  Hutton was a former Skovlander soldier who now agitated for better treatment, and he put her in touch with other unsavory sorts. The Ministry of Preservation had been short changing the food deliveries to the Skovlander regions of Doskvol and a skirmisher turned Hound was just the right person to undermine that plan.  It didn’t take long before the Thistles’ she left behind were her calling card – a beautiful flower protecting itself with spines – and Cricket made he an offer.  

A friend, even an Akorosi friend, made things easier.  She could help with the larger and larger scores and then keep her parents fed, and Hutton protected.  It was hand to mouth and it was week to week, but it was a life better than the train. ANd intime, Skovlan’s Fall will be repaid. 

Thistle Playbook Here

Fillable PDF Sheet from ad1066. 

Green Flyers & Blades in the Dark Overview Here

Blades in the Dark is an Evil Hats Production Publication in association with One Seven Design.  Blades in the Dark is Copyright 2017 John Harper © This is a fan work and not meant or intended to infringe on the copyright of the work; no claim of ownership is intended or implied.  All work product quoted and referenced is for review and analysis. Please visit Blades in the Dark for more information on Blades in the Dark and the Forged in the Dark series using the Blades System Resource Document under a Creative Commons Attribution 3.0 Unported License 

As we explore the depth and variety of Blades in the Dark with the Green Flyers crew, keep in mind that the initial character generation is supposed to be fast and pretty straightforward.  The Trauma changes and development of the crew encourages a longer form character development and the Crew advancement is going to matter a lot! If you have read Card Catalog posts before, you know that I love to delve into the plot and world building aspects of the games when crafting these characters.  Blades in the Dark has a rich background, but not a lot of it is built out in publications. The Blades book contains maybe 100 pages of world building, but a lot of that is devoted to the city of Doskvol itself so as we progress, and I use some different backgrounds, I will be filling in the blanks with my own interpretations. This is both freeing for the creative GMs and Players out there, and Blades expressly shares ownership of the story and world between them and a little daunting when there are not common lore touchstones across tables.

Now, though, let us turn our attention to designing Cricket, the Spider behind the Green Flyers and how to start from a concept all the way through a ready to play Character in Blades in the Dark! 

Design Notes

Anyone who knows me knows that I love the Mastermind character archetypes.  Nate Ford from the Leverage TV Show, Detectives like Sherlock Holmes and Nero Wolfe, and the Mastermind Dramatic Character type from Castle Falkenstein are all wonderful examples.  This ensured that the Spider Playbook was one I was going to use and the one that I am putting together first. 

  • Playbook – Spider. The book describes Spiders as masterminding maneuvers and as the characters that best support other characters but that play the Faction game.  The Crew in Blades is in the midst of the uncertain and precarious criminal and social fabric of Doskvol, and so the factions and relationships between them will matter in the Crew’s rise to power or fall to ignominy.  A Spider helps manage that part of the game. We will get to what the Spider Playbooks has to start in a few more bullet points.  
  • Heritage – Akorosi. This is the background of the Imperium for Blades. You could think of it like the default background as it encompasses a mixing and melange of different cultures since the shattering of the world a thousand years ago. I like the idea of the Spider emerging from the Scrum and being one of the people that wouldn’t get a second look and Akorosi seems to be the one that would most blend in. 
  • Background – Academic. It is a little bit of a trope, but the college student too smart for his or her own good that makes money selling tests just works for me in this character.  An Academic background would allow that and fits with the Akorosi Heritage making a child of some level of privilege. 
  • Action Dots – Spiders start with one Action Dot in Study and two in Consort.  Study covers anything that uses a perception or interpretation sort of skill including looking at evidence or reading people while Consort is socializing and making good impressions without necessarily manipulating people. With 4 more Action Dots to allot, I put a second into Study, but then two into Survey.  Survey is the immediate observations and can be used to “anticipate outcomes” which sounds like a good Spider Action. Finally, Wreck gets an Action Dot which can be used for all sorts of smashing, sabotaging, and similar sort of options. If you recall Attributes, this means that Aldric will start with 2 Insight, 1 Prowess, and 1 Resolve. 
  • Special Ability – Mastermind. It was hard not to pick this Spider ability without hesitation.  Several other abilities focus on the downtime segments of the game providing extra Coin, Result Levels, or Vice mitigation.  Mastermind allows Aldric to spend his “Special Armor” during a Score to protect a fellow Green Flyer or get a bonus to longterm project work.  The other option was Foresight which lets him Aid another Green Flyer twice per Score without taking Stress by pulling off one of those Mastermind preplanning sort of narrations. If we come back for an advancement Card Catalog for the Flyers, that will likely be the first thing Aldric acquires. 
  • Contacts – The Playbooks come loaded with stock contacts to choose from for ease of play, and while an enterprising GM could likely make their own or work with the Players to make new ones, for our purposes I’ll stick with the listed options. For the close friend, I will pick Augus the Master Architect – I think they went to school together and Augus may well owe his high standing to Aldric’s purloined papers and tests.  As a rival, Salia the information broker is, I think, a good foil. She is someone who trucks in the same sort of thoughts as Aldric and they may both be after the same thing in the long run. 
  • Vice – Gambling.  Recall that the Vice for a Scoundrel is how they spend time in Downtime to remove Stress and also to cause complications.  Being a Spider, and the Mastermind style, I think that Gambling suits Aldric well for a Vice where he tries to let himself go where he doesn’t have control and know how things will play out.   The Silver Stag is a casino in the region I had already scoped out for the Green Flyers and so it becomes an easy choice for Aldric’s Vice. 
  • Finishing Touches – I already picked a few names from the sample suggestions in the book to tidy up Aldric Skora here but the nickname Cricket appeals to me.  I’ll work that Alias into the story notes next. An Appearance in Blades in the Dark is more a punchy collection of a few words, keeping with the breezy and motive ethos of the game itself, and I can picture this Bright and Wiry Man in a Vest and Long Cloak turning down a fog filled alley pretty easily. 

A quick note on Advancement, while this Card Catalog is going to let us stop at a starting character, I want to note that Blades in the Dark provides an interesting way to advance with XP.  Every advancement in each category costs the same, but you earn XP not only through the triggers on your sheet, but when you make a roll in a Desperate position – the more adversity you are under the faster you advance.  The Adversity based XP must be allotted to the Attribute track where it happens, so making a Desperate roll with Prowl means you get to mark Prowess XP, while the other XP triggers may be allocated between them or for Special Ability advancement.  

Story Notes

Every Empire requires a bureaucracy to run.  The Skora line had known this for as long as any Skora could remember.  The slow and predictable drumbeat of an office job, as filing clerks and functionaries, had long been their calling and, to their credit, their expertise.  Young Aldric found that to be unimpressive. More than just a child’s rebellious pushback against their parents, Aldric was truly a once in a generation mind destined for great things as his parents would tell him when they would collapse into the sofa at home.  The sitting room was more of the collapsing room from what Aldric saw.  

Reluctantly, he went to Charterhall University. Acceptance alone demonstrated his prowess and ingenuity.  While not a Sparkcraft student, he soaked up the world of the more prestigious. He knew he had always had it easy, but his ease was nothing compared to the life Augus came from, or that his so-called peers expected to have.  He also saw where they were weak. He saw what they needed. A quick chat here, an extra flagon of wine there, and the key to the vaults where the tests were kept was easy to find. Recent graduates still struggling to make their rents were easy targets to the bright eyed Aldric. 

Aldric became known as the Cricket – always there if you looked, but never in the way.  A good luck charm if you needed it. Cricket soon found that his profitability was raising attention.  He couldn’t, he wouldn’t give up this rewarding life he found. Lenia, his friend in the bars and Slide who could weasel into anywhere, called Sinker helped start their new adventure.  The Green Flyers could smuggle what was needed, in spices and contraband, slowly growing in influence as they learned how to do more. Sphinx & Thistle followed soon after and the Silkshore Barge, used to launder the Coin from the Charterhall University scores rose up soon after.

Cricket Playbook Here

Fillable PDF Sheet from ad1066

Green Flyers & Blades in the Dark Overview Here

Blades in the Dark is an Evil Hats Production Publication in association with One Seven Design.  Blades in the Dark is Copyright 2017 John Harper © This is a fan work and not meant or intended to infringe on the copyright of the work; no claim of ownership is intended or implied.  All work product quoted and referenced is for review and analysis. Please visit Blades in the Dark for more information on Blades in the Dark and the Forged in the Dark series using the Blades System Resource Document under a Creative Commons Attribution 3.0 Unported License 
Seize the GM
Seize the GM
Welcome to Camp Lake Winnipesaukee Part 2
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The conclusion of the Halloween Special I ran for the group that plays in the weekly game of FATE.

This is a one shot I didn’t do any actual editing so it would be able to drop for everyone before Halloween goes into full effect. Hope you all enjoy listening to it. 

There is also going to be a PDF of the Game Creation Sheet I did for the game.

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Welcome back to Card Catalog! For this installment, over the next month or so, I will take a look under the hood and around one of the watershed games of the past 5 years – Blades in the Dark! Blades in the Dark, or just Blades for simplicity sake, struck the gaming world like lightning, with a wildly successful Kickstarter and a meteoric rise in popularity from an evocative setting and several innovative gameplay aspects which encapsulate several major trends in tabletop gaming.  Blades has been successful enough, that the System Reference Document has been opened up under Creative Commons to allow people to publish works based on the system used with the moniker “Forged in the Dark.” Blades was run through Kickstarter by One Seven Designs which is the John Harper’s company. Current print versions of Blades are available through Evil Hat and the runaway success of the Kickstrter gave rise to all the alternate settings that may well have inspired the Forged in the Dark SRD released with a Creative Commons Unported license for others to make games using the core concepts of Blades.  

What does Blades have that makes it a quintessential modern game?  A dystopia, with huge swaths of inequality, an evocative setting in this case the steampunk urban fantasy cities of a shattered post apocalyptic world, streamlined crunch – rules that are fast to pick up and even faster to resolve challenges, and luscious art. As we get into the game, it’s something to note that the game is much more centered around the Crew, the Party and their associates, more than individual players or characters.  The system itself encourages characters that move in and out of use between games or seasons as we’ll talk about and so it may well be that there needs to be additional characters to use – but we will talk about that later.  

The chapters addressing the GM and the players are particularly well done.  They shed light on the themes and the ways in which the game meets those, like reminding the GM not to make the PCs look incompetent and that by default a partial success is likely for all players.

Welcome to Blades in the Dark, let’s see what sort of trouble our Scoundrels can get up to.

Setting Notes

Blades centers around a Crew of Scoundrels who exist as criminals in the city of Doskvol, or Duskwall.  The world has survived a catastrophe, well survived may be a bit strong of a word. The continents of this planet were shattered and demons and leviathans roam the planet and seas where the extracted electroplasmic blood of the Leviatians provides dirty power to fuel the world while ghosts flit about and the fog and cold sees no sun ever come out.  As the book itself puts it, “You’re in a haunted Victorian-era city trapped inside a wall of lightning powered by demon blood.”

A thousand years ago, the Gates of Death were broken and the northern mining town of Doskvol became part of the Imperium where the Immortal Emperor offered protection from the spirits and horrors stalking the world.  The Emperor was true to his word, and the humans began to find a way to hold a line in the sand against the cataclysm. Technology was lost, though, until Leviathan hunters managed to harvest and refine Leviathan blood that became known as Electroplasm.  The Imperium created the lightning fences which provide greater protection from the spirits, and the cities flourish in this time. They grow upon themselves and with the rapid use of the Electroplasm, provide wealth and power in greater and greater concentrations.

While stars still twinkle lightly in the sky, the Sun was shattered and the moon seems to grow closer every year perhaps in anticipation of another catastrophe. The land of Akaros, where Duskvol sits, is surrounded by the Dagger Isles which seem shattered from some other land in the far past, the Skovlan island was conquered after a thirty year war and the Skovlanders now in Duskvol are a new minority underfoot, and even the far off lands of Iruvia and Tycheros offer character hints and broad strokes to play. Within Doskvol, there are major powers that will be familiar enough to a reader – the Magistrates who run the city infrastructure, the powerful Families that earn their wealth at the expense of the lower classes, the Bluecoats that enforce the law, and the host of criminal crews amongst whom your players will hail.  

Blades in the Dark now calls for you and your crew to begin to navigate the cramped streets and winding canals of Doskvol and to try to establish yourself under the fog and smoke of the electroplasm lit facade. 

System Notes

Blades is a static target number game using d6s.  A straightforward system where you roll a pool of d6s equal to your Action Dots.  Actions are the “skills” of Blades and may encompass a variety of not only actions but methods. Broad and intended to cover a great deal of options – they overlap by design. The result is based on the highest roll from the pool with a 1-3 being a “bad outcome” where you may not succeed and also may suffer consequences, a 4-5 provides a “partial success” where you are likely to succeed but with consequences, while a 6 is “full success” and if you have additional 6s in your pool , you get a Critical Success. These Action Rolls are modified by the Position of the Action and Effect Level, both set by the GM, and possibly modified by a Devil’s Bargain where the GM may offer some additional dice for the pool in exchange for …. Something, or teamwork. Position is the amount of danger or disadvantage the Scoundrel is under while Effect is how much they can influence the outcome which allows the GM to not only give a benefit to a creative player but also warn the Players of when they have stepped into a poorly thought out situation. 

Resistance is handled through three Attributes – Insight, Prowess, and Resolve – that are rated 0-4 and that relate to 4 of the 12 Actions as shown on the character sheet.  Resistance rewards a breadth of skills so for each Action that you have at least one Dot garners you an Attribute Dot. The better your resistance roll, the less Stress it takes to avoid the samge you may be taking.  Harms from actions are ranked from Level 1 to 3 and they are descriptive and flavorful ways to be hurt, like having a punctured lung, To avoid this and “buy down” the level, after the resistance roll, Stress may be spent to mitigate the Harm from the rolls.  Stress may also be incurred to push yourself and do a greater job … but with Stress comes a potential price. Too much Stress and you will suffer a Trauma. Stress cannot be mitigated during a score or session, and must be done in downtime. A Trauma is permanent.  Once it is on your sheet, you cannot remove it and when you have Four Trauma Conditions the character is no longer playable – Vicious, Paranoid, Haunted, and Soft are examples of what can happen when a Scoundrel suffers a Trauma. 

Because the Crew is so important, and I think more important than any specific character, I want to look at that first. Each Crew is categorized by a Tier, which aside from a general indication of quality, also provides the scale of the gang – the number of other people who answer to the players or specialists who may be in their employ.  You design your Crew in a way that will become familiar in Blades – 

  • Type – Start with a broad Type to be chosen – these include Assassins, Shadows, Cults, and Hawkers among the options. This provides a baseline status for your crew and tells the GM what sort of Scores, or criminal activities, the game will likely focus around. A handful of Coin, the abstracted wealth system of the game, in the coffers, 
  • Reputation – The reputation is a simple one word descriptor to be known as that adds depth to the type of Crew you are
  • Lair – Every Crew needs a lair to hide out in and this is where you make you choice! Check the map and description of Doskvol to see if there any aesthetic leads you can take.   
  • The Hunting Grounds selection involves the first trade off to be made – if you spend your coin, you may improve your status with the faction who lost territory, or you may be stingy and keep your money so that you are not so well liked.  As you expand your territory, this question repeats often as you grow and lose status with your rivals.  
  • Special Abilities – Each type of Crew gets a list of Special Abilities from which you choose one  and then apply a handful (2 predetermined and 2 from the list provided) of Crew Upgrades to further customize your crew.  Another tradeoff can occur here in gaining your special ability.
  • Contacts – Finally, there are pregenerated contacts and a favorite contact is particularly loved and hated by some other factions for your final trade off in creating a definite feel for the city as a whole your Crew is in.  

The type of Crew you have chosen guides some XP gain as well, as it is tied to what crew you are as Assassins gain XP when they pull off a successful accident, disappearance, murder, or ransom while a Cult gains XP when they advance the purposes of the god or demon they worship or otherwise embody those precepts. Seems pretty easy, and it is.  Seems pretty open and loose, and it is. There is just enough structure to be guided through the process, but not so much that only an old grognard like me can love it.  Since we are doing starting characters this time around, I won’t spend too much energy on XP and advancement, but suffice it to say that it is fluid and rewards good play.

Character creation follows a similar design where you start with choosing a Playbook.  A great deal of character work comes after the initial generation, and so the starting designs are done quickly and with a very intuitive process.   

  • Playbooks – These Playbooks are broad types of Scoundrels and what they specialize in, more like archetypes than classes, providing some guidance for the rest of the process. 
  • Heritage – We touched briefly on the Heritages available from different regions and that helps define the character. 
  • Background – A background choice from before being a Scoundrel such as Academic, Trades, or the Underworld- this doesn’t immediately provide any mechanical change but is another point of guiding your character.  
  • Action Dots – Each Playbook has Three Action Dots already placed within the 12 Actions.  Starting Scoundrels cannot have more than 2 in any Action, but the recommendation is to use one Dot to represent your Heritage, one for your Background, and the remaining 2. Breadth of Actions is rewarded by the Attributes described below.  
  • Special Ability – Each Playbook has a swath of Special Abilities to reflect the talents and traits of that archetype.  Choose one, but helpfully the book puts them in an appropriate order so you can just choose the first one listed without any problems. 
  • Contacts – each playbook has a list of sample NPCs the character knows – Choose one as a Close Friend and one as a Rival.
  • Vice – Every Scoundrel is prey to some Vice that range from Obligations to Family to Faith in the unseen to Gambling, Stupor, and Gratification.  Choose a Vice and a Vice purveyor so that your Scoundrel can get their fix. This helps a Scoundrel heal Stress in Downtime between Scores but is a dangerous thing as it cancut as much as it heals 
  • Finishing Touches – Think of a Name, Alias, and Appearance if you have not before and look over the fine details on the sheet.  Check your XP triggers for the Playbook and any Special Items the Playbook has. Choose your Load for the first Score and meet the rest of your crew at your Hideout. 

Because Trauma can take a character out for good, or to reduce Heat from the Bluecoats, a character may get pinched for jail time, the Crew can always use some more members and this streamlined process for character generation is perfect to have more Scoundrels waiting in the wings. It is one of the items that I am not always entirely sold on with Blades – the focus on the crew and the jumping over planning phases for me can undercut good character development and long term play but YMMV and for single campaigns, there is nothing wrong with this at all. 

The other main mechanic for Blades is the use of Clocks.  Blades very much encourages a wide use of the Clock mechanic to track advancement and long and medium term goals that take more than a single roll of the dice.  As certain successes or failures occur, a segment of the clock is ticked off until it is full and the result occurs. This can be as simple as picking a lock on a 4 Clock, or as grandiose as the Factions goals to take over the entire Block on a 12 Count. By triggering events and results to actions, rather than some unspecified time or behind the scenes triggers, there is a greater buy in and greater ability for the GM to just leave things unsaid as the clock ticks off.

Finally, Blades jumps right into the thick of things.  One of the “modern” design parts of the game is the attempt to provide a continual push towards action and avoid spending too much time in analysis paralysis.  The game is built around Scoundrels who move from score to score as they attempt to enhance their Crew’s criminal standing and so the set ups are simple, and somewhat rote. Once a basic idea has been formulated, instead of going through the detailed planning of other heist games, Blades moves you into the action of it! To allow for things to go well or poorly, Blades has a flashback mechanic that provides for actions taken in the past to set up the current Score. Depending on how difficult this would have been, the GM sets the Stress it takes to establish it.  As Blades works to be a highly collaborative game, there is discouragement for the GM to flat out say no to ideas, and so the game can proceed with this variant of “Yes, but…” answers. 

When you put all of these things together, you see the overall shape of the game, and a session, like on Page 9 of the Blades book where you see the specific layout of:

  • Free Play – Character scenes and actions and consequences from previous downtime, as well as finalizing the Target and Plan for the next Score
  • Score – After the target and general vector of the Score is planned, the Scoundrels will choose their load of gear. Then the Engagement roll sets the overall Position of the Crew and the Score goes off with the Actions and meat of the adventure including the Flashbacks to see whether the Crew can expand their territory, Rep, and Stash. 
  • Downtime – Finally, you evaluate the results of the Score – Payoff in Coin, Heat in public awareness and unwanted attention, and the Downtime activities to grow your character or the Crew as well as indulging in Vices to clear some Stress. 

Overall, Blades is a now iconic part of tabletop gaming that does a lot of things quite well and embodies a number of the modern table top design trends to create a stylized and memorable game of Scoundrels in an Evocative Steampunk Urban Fantasy with an emphasis on fast and rewarding gameplay. 

Green Flyers
Savvy Smugglers

In the corners of Doskvol, a new Crew has begin to make a name for themselves.  There is never a shortage of hungry and desperate crews all seeking to establish themselves as the new criminal overlords.  Scoundrels are, after all, still just Scoundrels. Something is special though about the Green Flyers. Most crews don’t come from a background of Smuggling, and the paperwork and meticulous planning it can take.  Daring and challenging at times for sure, but these are a crew that specializes in the quiet and the understated. A savvy group that has aroused the attention of the Fog Hats as they begin to quietly and efficiently undercut that group of Smugglers in the Silkshore. 

The name at once is an act of misdirection, as people look upwards rather than in the canals and shores of Doskvol and a play on their goal.  The green of money and the power of Electroplasm combined and Flyers …well, they can be many things all equally high flying as they mark their rise. The brilliant Spider called Cricket may be the mastermind behind this crew.  He recruited the Skovlavian Hound they call Thistle and the Slide from the Dagger Isles who looks just like you or I. How they convinced the Iruvian Whisper known only as Sphinx to join them in this fool’s errand isn’t yet known but rest assured, they will form the core of a dangerous crew. Can commerce and the drive for the illicit propel the Green Flyers to the top of Doskvol or will they run afoul of something far worse than just high taxes and forged manifests?

Cricket
A.k.a Aldric Skora
Ambitious Akorosi Spider
11/05/19

A child of privilege, Aldric thought he knew it all until he went to Charterhall University.  Studying philosophy gave rise to a less respectful of authority outlook on life and he began to realize what he could do for himself.  Selling papers and grades was one thing, but the thrill of stealing the answers was even better. Aldric became the Cricket nor suddenly or through tragedy, but in a slow slide to put his natural talents to use as a smuggler amongst the artists and philosophers of the SilkShore

Thistle
Aka Vey Welker
Driven Skovlavian Hound
11/12/19

Vey knew what it was like to grow up under stress as her family lost their home to the Imperium’s advances.  The War of Unity didn’t create Unity so much as refugees and resentment. Travelling from Skovlan to Doskvol meant Vey was able to hone her skills … to track and to hunt. They took them the long way around by train and by foot through Severos and Iruvia and finally the entire length of Akoros before coming to rest in Doskvol. She would quickly fall into the roll of a Hound in the streets of Doskvol, but Cricket and Sinker saw something in her and now she helps run the contraband across the streets of Doskvol and through the canals all the while looking for ways to help her people and hurt the Imperium. 

Sphinx
Aka Thena Basran
Prideful Iruvian Whisper
11/19/19

Far from home, Thena Basran plys the secrets of the ghost field as a criminal Whisper.  Her family has no knowledge that her time spent in Doskvol is as a criminal – she has found this life to her liking.  Iruvia held no secrets for her anymore, and now she can stretch her knowledge in powers in new ways. Time was short here, not like the unbroken line of history the black deserts concealed.  Here in the wet and foggy North, Thena became the mysterious Sphinx. These Imperials don’t know how to Attune properly and that will be their downfall. 

Sinker
Aka Lenia Daava 
Crafty Itinerant Slide
11/26/19

The Dagger Isles were home for a few years, but even the Daava family knew it wasn’t the best place for a long term family.  Piracy wasn’t what it used to be. The Unity War was too well fought and the Leviathans growing stronger – it was time to settle down.  A new place for the Daava meant Doskvol where few would know of their past. Sadly, it wasn’t but one week in the Northern home, that the Daavas were killed to a person save Lenia.  Lenia spent time in the Bluecoat’s orphanage, being groomed to be one of them but it wasn’t to last. The skills that would be the mark of a Slide came early for Lenia. Sneaking out, the bars and vice dens were much more interesting and in those Aldric and Lenia saw kindred spirits.  The Green Flyers came from their friendship and some say more than that … but the reputation of Sinker, the unknown Slide who gets the Hunters to bite, may be secretly the most important Flyer for the future. 

Crew Design

Because the Crew is such an integral part, and I would say the most important part of a Blades game, I want to take a quick moment this week to look more directly at how the Crew was made. 

  • Playbook – As with the Scoundrel generation, you start by choosing a Playbook for the Crew.  This not only provides some mechanical bonuses and changes, but sets a social compact with the GM.  The Playbook tells the Players and the GM what kind of Scoundrels are in the game! A table playing a Crew of Bravos probably isn’t going to be well suited or interested in an Industrial Espionage Opportunity against an Electroplasmic Manufacturer, while Smugglers are not likely to be the first on the list to undertake an extortion or sabotage Opportunity.  I chose the Smuggler Playbook because I enjoy the idea and think that focusing on a group of Import-Export ne’er-do-wells is not given its due in enough games. 
  • Upgrades – The Smuggler Playbook provides two starting upgrades – a Boat or Carriage, where I will choose a Boat for now, and a Training Upgrade for Prowess.  Training Upgrades are used in advancement so won’t come up this time we go through Blades, but are very helpful since XP is sometimes a bit scarce to spend in downtime. 
    With two more Upgrades available from the list, I first choose Barge because I like the idea that the Green Flyers will move their Lair around a bit and this allows them to literally move their location around. If they survive long enough, and rise in the ranks, this could let them move the Lair to a whole other neighborhood. I’ll take the Smugglers Rigging for the other Upgrade which lets each member of the Crew perfectly conceal two carried items.  This will also help explain their favored cargo to start. 
  • Cargo Type – Most Playbooks start with a favored Turf action, but Smugglers start with a Cargo Type.  The Green Flyers will begin with Contraband – the sort of high tax luxuries of whiskey, wine, spices, and drugs that can be easy to move and hard to trace.  
  • Special Ability – It is hard not to pick Like Part of the Family.  This turns the vehicle into a Cohort, or fully fledged character. Because I like the idea of the Barge as the central facet of the crew, it will be a fleshed out Cohort vehicle for sure.  This lets the vehicle be part of teamwork tests and is of a Tier equal to the Crew Tier +1. As an Edge, I will make the Barge Sturdy so that even if broken or damaged, it still functions as befitting a barge but it is Finicky so when Cricket isn’t there to operate it, it is at a penalty. 
  • Standing – At each of these stages, the Crew made friends and enemies among the Factions of Doskvol.  I mentioned the Fog Hounds before who are ne of the listed Crews who happen to be Smugglers, so I thought that would be a good way to start off by having them as rivals, but this is balanced by having a bonus from the Silkshore citizenry as they are full of the exact kind of people who appreciate this contraband they bring in.  The Gray Cloaks, former Bluecloak watchmen now a criminal crew, are unhappy with the Green Flyers who are now expanding on the ground and the Blue Cloaks themselves don’t like the increased contraband so the Flyers are under their watch, but only at a -1, Interfering. The Ink Rakes, though, are Helpful and Friendly at +2 to the Green Flyers – these muckraking reporters get the occasional tip for a good story and a bit of a discount when they need to stock up on their own vices.  Not a bad balance for a fledgling Smuggling Crew. 

Green Flyers Crew Playbook Here

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