Just a short update of what this year is shaping up to look like real quick.
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The twenty first session of Carrion Crown.
Derek @seizethegm
Marty @mhooie
Joe @joe_rpg
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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.
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.
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.
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
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.
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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>
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.
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.
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.
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
The twentieth session of Carrion Crown.
Derek @seizethegm
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!
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.
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
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!
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.
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.
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
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.
Derek @seizethegm
Marty @mhooie
Lydia @LCharactermaker
Music for this Episode is “Bad Moon Rising” by Creedence Clearwater Revival
It is used without permission
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Support us on Patreon as well.
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.
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.
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 –
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.
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:
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.
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?
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
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.
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.
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.
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.
Green Flyers Crew Playbook Here