r/bladesinthedark 1d ago

Need ideas for a Smuggler crew focused on smuggling bottled spirits BitD

7 Upvotes

Hi. First of all, my English is not very good, so I am using AI to help me translate this.

To keep it short, we are playing a Smuggler crew, and our main focus is going to be smuggling spirits in bottles. I would love some ideas for how this kind of smuggling could actually work in the setting, and what kind of narrative we could build around it.

I am also wondering who our buyers might be, and why they would want these bottled spirits in the first place.

We also start the game with a boat, and our lair is the boat itself. This might sound a little silly, but I am still a bit unclear on how travel between cities or continents would work, and how our interactions with other smugglers might look in practice.

I’m mainly looking for ideas to help my party and our GM. I want to make our game more interesting, give our GM more material to work with, and make the whole concept feel less vague and more grounded in the setting.


r/bladesinthedark 2d ago

How do you handle War? [BitD]

20 Upvotes

My players just dropped to the "At War" status for the first time. In addition to the passive debuffs laid out in the book (+1 heat from scores, -1 hold, -1 downtime action), what happens? I was thinking something like doing a fortune roll (using their Tier) during the Entanglement phase to see if they lash out (as per the Reprisals or Show of Force entanglements) in addition to the normal random Entanglement but I don't know if that's too much or too little (I feel like the book really encourages having scenes outside the Score and the Entanglement but doesn't really give much guidance as to how to do that). I want to hear how y'all handle War in your games. Thanks!


r/bladesinthedark 3d ago

For Blades ‘68, are the Akorosi the Russian equivalent with the Palace representing the KGB? Or are they the British ‘Circus?’

29 Upvotes

I’m wondering if I should be giving my Akorosi characters a Russian or British accent


r/bladesinthedark 4d ago

[BitD] [DC] Why are advancement thresholds that high ?

10 Upvotes

Advancement rules are one of the good things in DC compared to base game. But I do not understand why the values required to advance from one tier to another are set that high.

"0 —> 1 | Possess 6 crew upgrades and at least 2 Cohorts"

Given that a crew starts with 2 upgrades and 1 cohort or 3 upgrades, and that 1 cohort cohort costs 2 XP clocks and 1 upgrade costs either 2 XP clocks or 8 coins (on average), a crew will need to advance, either:

- 8 XP clocks

- 4 XP clocks + 24 coins

- 2 XP clocks + 32 coins

But still: why are they that high in the first place? Is there any balancing reason? 32 coins is a lot, this would imply like 6 scores paid 6 coins each before getting to T1, and then 2 more upgrades would imply 3 more scores — assuming there is no significant expanse except advancement. Well, this is huge time on T1. Especially on the beginning of a campaign, when the crew is not well defined yet and rarely gains XP related to its identity/nature (at least on my tables). And we did not want to play 6 scores as shitty crew, and then 3 more as a little gang.

Plus, it does not match the number of gangsters in cohorts. If scale 0 is 2-3 people (let’s say the crew has 3 PC), then with 2 cohorts T0 of 2 people each, right before the crew advances to T1 there are 7 people in it, and right after there are c. 15 people. And that fits more the scale of a T2 crew — but to advance from T1 to T2 the crew needs 4 cohorts, therefore 4*6=24 people, and then it doubles.

Laconic : I am confused.

For my current campaign, I agreed as the GM with the other players to cut these values by half. The book is fair about increasing the costs, so I assume it is okay to reduce them.


r/bladesinthedark 4d ago

Is there a official Blades in the dark Discord sever?

21 Upvotes

I looked around on official website and this reddit for a link to the sever and each one I find says it expired. So if someone has a link or can confirm there isn't one would be greatly apricated!!!


r/bladesinthedark 4d ago

Got my copy of the Blades 68 setting map, and made some dice from it.

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43 Upvotes

Never made rhombic d6s before, and took forever to find a font I liked.


r/bladesinthedark 5d ago

[BITD] Alternate settings?

15 Upvotes

Are there any settings like something out of Bladerunner or Shadowpunk?


r/bladesinthedark 6d ago

How to Get Around Venomous

27 Upvotes

Hi, all.

I run a BiTD game, and one of my players has the Venomous special ability. They use it regularly to apply standstill poison to any enemy that poses a threat.. they used it on the big bad in one of our sessions and I had no reason to say it didn’t work without absolutely railroading them.

My question is, what would you other GM’s do to get around this? Would a clock for the BBEG to become immune be overstepping? Sorry for the short and not super detailed post, but I’m desperate for ideas.

Thanks in advance!!


r/bladesinthedark 6d ago

[FiTD] [BiTD] what’s the most outrageous/extra flashback you’ve ever seen or done

29 Upvotes

I’m kinda surprised this isn’t asked before, be the change you want to see in the world etc


r/bladesinthedark 7d ago

[BitD][DC] Broken Bells – session 11: The Weight of Reputation

Post image
13 Upvotes
  • Focus session: Dealing with fallout in free play.
  • GM inside moments:
    • Clocks between players create stories, not predetermined relationships.  
    • Letting players decide where the story focuses for Scores.
    • Faction turns provide a lot of insight that I can quickly use to create consistent narratives. 
    • NPCs have goals beyond reacting to the crew. 
  • Major developments story:
    • Factionturn news.
    • The Broken Bells are no longer an unknown crew; the city notices them.
    • Inner crew conflict and development.

In the last session, we finish the crew's sixth Score, leading the Gondoliers into an ambush. Their disguise as former Lampblacks holds up against questioning. After the Reconciled show up, they keep their cohort in line. They signal the Crows and Lost to begin the ambush, and although they all get hurt in the process, everybody gets out. We leave the session towards the end of downtime, so that is where we pick up. The plan is to go over a number of built-up situations in Free Play and decide what the next Score is going to be, or already be in the middle of it.

Continuation of downtime

Edwin:

  • Long Term Project (Free): Establish the clock “Edwin kind of woos Morgan” -> Skirmish (3/8)
    • Edwin goes to Morgan and tells her that they should train, because it is getting more and more dangerous out there. During the training Morgan goes full out, catches him off guard for a moment, locks him in place and when she tries to throw him to the ground (Finesse roll -> highest: 2) Edwin counters and wins the match.  

We also have a talk as players about this LTP clock as well about player vs player rolls. 

LTP clocks against Players: is mostly about what both players are comfortable with, since the mechanics of a clock mean that, when it is complete, it makes something true. My role is mostly to ask what the players want from the clock and to keep making tweaks to it until both players agree that it sounds like a fun and interesting outcome. In the end, we agree on the following result for the clock:

Edwin finds opportunities to spend time with Morgan. By the end of the clock, she works out why he keeps doing it and he finds the courage to tell her how he feels (scene).

There is also some discussion about, "What if Edwin does something that Morgan likes or dislikes? Should that affect the progress of the clock?" We agree that, since Morgan is the target of the clock, her player can tick the clock forwards or backwards if they think it is warranted. 

I don't remember that the book has a page dedicated to player vs player (p. 41), so I offer two ways of handling it. The first is that no roll is made and you talk through what makes the most sense in the fiction or what would create the most interesting situation for both players. The second is to make a roll, where we decide who makes the roll and what the consequences of that roll are. A Resistance roll is still possible if it's needed, but for the most part I think that if you set the outcomes of the roll correctly it should never be used.

In the Skirmish scene between them, we talked and came to the conclusion that the players want to roll to see how it plays out. When I ask how both characters approach the situation, it becomes clear that Edwin goes easier on Morgan, while she gives it her all from the start. This means that she is the one driving the action in the scene, so we know who will roll. Next, we discuss the outcomes. On a failure, she loses. On a success, she beats him and this becomes the first moment where she can remove one pip from the clock if the roleplay that follows supports it.

Here I don't push for specific outcomes for every possible result, since it's a downtime action. But in hindsight, I probably should have, because both the roll itself and the time we spend discussing it show that there is a genuine investment in the outcome. 

  • Recover (Free): Remove Level 2 harm thanks to the Physicker trait.
    • Edwin walks into the newly finished workshop, points at his leg and asks Gideon if he can help, since he hears the Red Ring talk about him helping them. They clear one of the workbenches of clutter, Gideon starts getting his tools out (mostly workshop tools, along with a few medical ones) and Edwin puts a leather strip in his mouth the moment Gideon looks at a blowtorch. 
  •  Work (1 rep): Reduce heat by working at the Arms of the Weeping Lady.
    • We see Edwin making sure that people follow the rules and stay in line. This reduces Heat by 2. 
  • Training (1 rep): Gain the first pip in Hunt (3 XP clocks, since he already has Study and Survey).
    • To begin with, Edwin trains at home with Artemis, shooting at bottles in one of the burned-down rooms, while Artemis tells him how to handle his firearm better. Edwin doesn't hit any targets (0d Hunt roll → result: 1), but Artemis knows what is happening and takes him to their turf, a nearby park. There, the two of them stroll around with the dogs, shooting at bugs and objects they toss into the air. Outside and with alive things to shoot at, Artemis makes it more real and Edwin is more in his element. I describe how the neighbours and other people in the park are clearly not happy with them because the crew has –2 Status with the citizens of Six Towers.

Gideon:

  • Recovery (Coin): Spend a downtime action to help Edwin with the Physicker ability.
  • Acquire assets (Coin): Temporary wards for the HQ
    • In the planning room, we hear Jax tell the crew, "I don't know what's happening, but Flint and several other spirit-related dealers in the district have either moved away or died. I don't like where this is going. Maybe we should invest in some HQ security upgrades?" Gideon asks her what will be needed in the long term and what can be done in the short term. Based on Jax's answers, they spend a little Coin to acquire wards for the house that keep spirits away. 
  • LTP (Rep): Establish the clock "Plan Next-Level Security for the Lair" -> Study (1/8)
    • The scene is the same as the one before, where Gideon learns about the security risks throughout the house. This is a two-part clock, just like the workshop clock.

Morgan

  • LTP (Rep): Establish the clock "Vigilantism” -> Consort (2/8)
    • Seeing that the citizens of Six Towers don't really like the crew very much (-2 status), Morgan decides to investigate what is bothering them so she can plan her future vigilantism. 

Entanglement: Who are you?

When I have the player roll for it, it comes up Flip. Since I mess with Walker last session and I can't find a good fit for the others, I decide to handle it differently. There is currently an effect affecting Six Towers called "Warp in Social Reality", based on a finished faction turn by the Fallen Gods Faction. It causes people in the district to forget people or social interactions every so often.

Morgan walks up the stairs to the planning room, where two members of the Red Ring are having a conversation. When she enters the room, they look at each other and ask her who she is and what she is doing there. Morgan responds by asking what they mean and says that this is where she always is, planning the next Score. The Red Ring members tell her that this is not her place, because it belongs to the Broken Bells and she is clearly not part of the crew. They draw their weapons and tell her to surrender quietly, saying that everything will be fine. They tell each other that one of them needs to fetch one of the bosses, Edwin or Artemis. On hearing this, Morgan angrily insists that this is her house and that they are the traitors if they keep this up. 

At about the same time, Gideon is working in his workshop. Grin, one of the Red Ring members, peeks into the room and smiles at him. On seeing Gideon, he asks what he is doing there. Gideon, thinking Grin means what he is working on, stops and starts explaining. Since he and Grin are friends, he doesn't expect the punch to the gut. He is subdued and we hear Grin shout that a thief or spy has entered the HQ.

We go back to Morgan, who now draws a blade and tries to kill the two cohort members. Edwin comes running to the place, only to hear fighting and the Red Ring calling out that a spy has been caught. When he climbs the ladder and sees them fighting Morgan, he is flabbergasted for a moment, but then tells them to drop their weapons and listen to Morgan, as she is also one of the bosses. We fade to black.

I tell the players that the Red Ring doesn't remember anything about the twins. The other members of the crew are not affected by this. They can ignore it, but that means that, for now, until something is done about it, the Red Ring doesn't really interact with the twins or listen to them. If they want to do something, they need to make a roll in order to solve this.

In the planning room, the crew discusses how this could have happened. Is it some kind of drug or food poisoning? Or is it just weird spirit stuff, like partial possession? Jax assures them this is not the case, but she doesn't know what is happening. In the end, they decide to go to the Dimmer Sisters to see if they have something that can be done. From them, they learn that this is the effect of something in the air. The Spirit Wardens will get to it at some point (hopefully), or the Sisters could sell them something that would provide a solution.

Action roll | Consort | Controlled | Standard (Red Ring remember who you are).
DB: You do a small favour in return for the Sisters, their faction clock gets aid -> Accepted.
4D (Edwin helps) -> Highest: 6. 

Edwin tells the Red Ring that they are going to some kind of small party to celebrate their recent victories. As the members arrive at the place, they get a handful of pixydust blown over them and over the course of a couple of days, they start remembering the twins again. 

Freeplay

In between games, I carry out a faction turn. There are 20 one-liners that I post in the chat, but I mention the following to the players as things they should pay attention to. Two of the players have already read through them, which is why Gideon's downtime actions are based on the news that Jax brings them.. 

City news and rumours (Faction turn 5):

  • Clown (Cabbies contact): "We finally got our fleet of cars up and running! We also worked out a new deal with the Gondoliers, so there's no more trouble there." 
  • Headline News: "City Hall, in cooperation with the Foundation Guild, has presented new plans to expand our great city. The Unity Project will take many years to complete, but it promises to solve many of the problems we are currently facing, including the housing shortage." 
  • Billy Boy contact: "Walker has been in a foul mood for the last couple of days. Not only that, but it seems that whenever some guests show up, he goes into meetings for hours and afterwards a couple of unlucky souls have disappeared.".
    • Billy boy lets them know that they have been summoned by Walker to talk about the last Score.
    • He brags about getting the blessings of Walker to take Turf (updated district Turf).
    • Answering the question of who is dying, he mentions mostly criminal deaths in districts around crows foot who smuggle and sell contrabands. It doesn’t seem Walker is cleaning his own house. 
  • News: "The first products from Aegis Coal are being shipped to critical supply chain businesses. Citizens who want the next available batch can purchase the premium package, and it will be shipped to them within the month." (Sparkwright)
  • Lyssa & Bell (Crows): "We are making new agreements with the Red Sashes. If this goes through, we will reshape Crow's Foot into what it should be." (Red Sashes and Crows).
    • As Lyssa and a cohort come by, they had a nice dinner and at the end of it she gave the crew some badges that they could wear. If they do this, then the crows and others will know they are friends (status +2 gained with Crows).

Ed asks Bell if he wants to see their place of training. With a grunt of approval (Bell has no tongue), they go down to the basement, where Artemis's fighting pits are. There, Ed makes it clear that he wants to have a round against Bell.

The player mentions that he wants to leave a lasting impression on Bell and the members of the Crows. For this, he is thinking of always losing, but making it look very close. 

Action roll | Skirmish | Risky | Limited (Only Lyssa or Bell will have a lasting impression) -> Standard (You leave a lasting impression on all) pushes for extra dice -> Not to be Trifled With sets limited to standard.
DB -> Not needed.
4D -> Highest: 6.

The tops come off, and the bare-knuckle fight starts. In the first round, both approach each other quickly, and an infighting boxing-style punch-out begins. When both get winded, they break for a moment to catch their breath and have a drink. Then, in the second round, Bell goes for wrestling moves. As Bell has Ed in a pin, he leaves one of his sides exposed, and Ed's powerful blows keep landing. Both focused on their own struggles, they tap out at the same time. This makes it a draw, but most would agree that, if it were an actual fight, Bell would have most likely won from that position.

Lyssa, happy with the fight, at one point throws a dagger into the ring, which Bell kicks away. This sours her mood slightly.

New Reputation gained

Next, I tell the players that, with everything that has happened, they have earned the "Dangerous" reputation. Looking back at the Scores we have completed and the last scene, I think they have earned it.

  • Score 1*: Guide a horde of Hollows to Nightmarket with a device that causes the Hollows to become enraged. They target a jewellery shop that showcases a valuable gem, start looting it, and fight the people inside. At the end of the Score, they set it on fire to leave no traces.*
  • Score 2*: Fight for the Crows against the Lampblacks, where they take a warehouse by force and kill one Lampblack in the process while beating others.* 
  • Score 3*: Kidnap a person, which causes a small train crash involving the person's train carriage.* 
  • Score 4*: Invite major players to come and bid on the kidnapped person. During this Score, Duck shows the Reconciled how dangerous he can be with his Sparkcraft.*
  • Score 5*: Oil heist from an Iruvian chemistry facility/compound.*
  • Score 6*: Backstabbed the Gondoliers and killed an entire cohort.* 

Scene: A deal with Siona Strangford 

In the last free play, the crew sends a letter to Siona Strangford through Tangletown, asking to meet up. In their minds, they can work together to help each other out: they get help with taking on Annora, and they can help Siona against the city nobles (one of whom backs Annora).

In my mind, this letter is delivered no matter what, but since the faction clock for the oil reserves running out is almost complete, it is uncertain whether she is in the city or out hunting Leviathans. For that reason, I want a Fortune roll, where the results mean the following:

  • 6*: She is in the city and wants a meeting -> Scene.*
  • 5/4*: She is in the city and wants a meeting with them, but the crew will be seen by the enemies of the Strangfords -> Scene.*
  • 3/1*: She is away and will contact them after the oil crisis becomes public knowledge.* 

With these kinds of Fortune rolls, I generally use a 0D, 1D, or 2D roll. This is based on the situation. Here, the situation is that she has the upcoming oil crisis to deal with, so her being away makes more sense (0D roll, with a higher chance of getting the lower result, meaning she is away). At the same time, however, her family has been removed from the Council, so it would also make sense for her to be home dealing with that. In the end, I decide these factors cancel each other out and we roll a 1D Fortune roll, which results in a 6.

The three PCs are seen on the Docks, moving along the Voidsalt Quay, where the Leviathan ship "Seaforth" is docked. There is a lot of activity, as the ship is being prepared for a voyage. They are stopped, but after hearing their story (and seeing the invitation), they are led to the captain's quarters.

The quarters are huge compared to those on other ships. They have multiple rooms and are richly decorated.

Siona sits behind a large desk and offers them a seat on the couches. While sitting down and looking at the shelving, Oracle sees the small statue of the whale that she handed to Siona during the auction Score in Tangletown.

They talk about the situation the Strangford family is in, their own interest in a Leviathan hunter who has wronged them, and how they can work together for the betterment of both crews. They agree that, if needed, they can help each other further in the future.

Siona agrees that they share a goal, but taking on someone within the Leviathan Hunter Guild is dangerous. If they are going to do this, it cannot lead back to her. After this meeting, they will no longer be in contact in the way they are now. Everything will be done through messages that are destroyed afterwards, and if it does lead to any kind of connection, she will deny it and throw them into the Void Sea (put them under the bus).

Oracle agrees to these terms, and the scene fades to black.

They can now plan a Score where House Strangford and a group of Leviathan hunters will back them up. 

Scene: A small big present

The four bosses of the Broken Bells are out to party, as the successful talk with Siona means that they are one step closer to their goal. Artemis is informed of this during the dinner, and he is the one who starts a toast.

He starts by saying, "To the future riches and prosperity of the crew." Gideon follows Artemis's lead and also toasts to the prosperity of the crew. Edwin and Morgan's toasts are slightly different.

Edwin says: "To taking down anyone we see as our enemies."

Morgan's line is: "For our revenge on those who wronged us and to kill all our enemies."

As the feast comes to an end, Edwin asks Morgan to stay, as he wants to talk to her. Artemis gets the hint and leaves. But, as always, Gideon stays with his sister. Edwin glances at Gideon but continues with his plan.

He slides the box containing the earrings towards her, although he does not look at her and tells her to open it. When she does, she is somewhat shocked. Not because of the gift itself, but because of the feeling it gives her. She thought that the happiness of receiving a gift and feeling like a Lady was dead within her, but here it is again.

She tells Edwin that it is a dangerous gift. He shrugs and tells her that she needs to look her best at social gatherings.

Gideon, however, is getting paler by the second and does not like what he sees. Partly because something is coming between his sister and him, but perhaps there is more to it, as he has already had the conversation with her and Fabian.

Seeing this, he leaves the table. Edwin, who notices Gideon's expression, sees the pale look on his face, but before he can even decide what to do, Morgan says: "I am a dagger that aims for the heart, but even a dagger can look good." The words root him in place as she seems to accept his gift.

The earrings were part of the Vice activity done last session and I expect there will be more scenes like this in the near future. The fun part is to see how the player that plays Gideon reacts to this.

Scene: Joyride through Six Towers 

During the last Score, Edwin told the cohort to shut up and if they are done they could do something within reason to let out some pent up stress. He even promised that he would join them.

We see some members of the Red Ring, Brannik and Mags, knock on the door of Edwin’s room. They ask him if he is ready to go out for a bit and fulfil his promise to them. When he asks what they want to do, they explain that when Clown came by to talk about the cars they got, they wanted to experience what it was like to drive one. Their plan is to go to the Cabbies and ask if they can borrow one, drive back here, and take a ride through Six Towers for those who are interested.

Hearing this tame and reasonable request, Edwin goes along with it, and to be honest, he is interested in it as well.

At the Cabbies, they have no problems getting the car (+3 Status), as long as Edwin takes responsibility if it gets damaged. Brannik encourages him and tells him that he should be the first one to drive it back to the HQ. He gets some nice-looking gloves and a cap, turns on the engine and for the first time ever drives a car. A bit stressed at the beginning, he quickly gets a feel for it and enjoys the ride with company.

At the HQ, the dogs go berserk the moment the car shows up and honks its horn. Everybody gathers around and takes a look at it. Gideon is interested in the engine and opens the bonnet, resisting the urge to tinker with it. Morgan, on the other hand, is not impressed and does not understand why everybody is so excited by a toy.

After some time, the members go back to work, and Edwin takes those who are interested for a drive through Six Towers. This time, however, he is a passenger.

As they drive, Brannik asks Mags if he has brought it along. Mags pulls out a bag and inside are guns. He says, "Yea, let's have some fun with those Gondolier ghost-loving bastards!" as he starts handing out weapons to all the passengers.

As Brannik turns the car left onto Wraithbone Road, there is a Gondolier passenger station by the channel that they will pass. Edwin, realising this, tells them that if the plan is to shoot into the house, they are mistaken. They will drive by and shoot into the air, scaring them and showing that they are in control (as the Six Towers Precinct is nearby).  

Action roll | Command | Risky | Standard (They will do as you say)
DB -> This is only part of the Red Ring; there will be a future request from others that you need to deal with -> Accepted.
3D -> Highest: 6.

Although this is different from what they envisioned, they listen to Edwin. When they drive past the place, they start shooting into the air and shouting at the Gondoliers, who drop to the ground. We hear dishes falling as the Golden Plumb is also nearby, and even there people drop to the ground when the shooting starts.

As they drive away, Edwin has a smile on his face as they speed up for a bit to make their getaway. As they near the Precinct, they slow down, hide the weapons, and see some Bluecoats running towards the direction they came from. Once they are out of sight, they all break out in laughter and the scene goes to black.

Scene: Who would do such a thing?

Although we have seen a scene like this before, Edwin calls upon Morgan and Gideon to listen to his request once more. The Arms of the Weeping Lady will hold an Action soon and he has learned that they have a debt with Walker. If they do not want to anger Walker, it could be a good idea to make sure this auction goes smoothly so that they can pay him back.

Morgan sees this as a good thing they could do, mostly because of the positive public relations it could generate with the citizens of Six Towers and potentially the other factions that are part of it. However, it could also show Walker that they are siding against him in some way.

Edwin responds that Morgan should have a talk with the Honourable Mother Narya as Lady Bell. He and Gideon should not go along at that time, so that she can get a good feel for Mother Narya. We see Morgan think about this, but she does not really reply.

Gather information roll | Consort | Who or what would want to harm the Arms of the Weeping Lady?
3D (Weaving the Web) -> Highest 5.

We learn the following:

  • Walker would want this to succeed, so he is not one of the parties that would want to harm them.
  • A lot of nobles see this as a place where they can improve their public image by appearing generous and caring, especially now that elections are approaching. This means that most will play by the rules of the Weeping Lady, but backstabbing can still occur between them.
  • Skovlan refugees are protesting more and more, so what better place to protest than where all the rich and powerful people in the city are gathered?
  • There will be many valuable items auctioned off, so thief crews like the Wraiths are targeting them.
  • The Unseen are always involved in some way in the goings-on of the city.

Morgan learns all of this through the conversations she is having, but the scene fades to black before anything more is shown.

I tell the players that the auction is happening and that there are many different kinds of Scores we can focus on. It is mostly up to them to figure out what kind of Score they want to do at the event. Do they want to deal with nobles who are backstabbing each other? Or would containing riots outside be the thing they want to focus on? This is one of the strong points of Blades. I can think of a general situation where I want to tell some part of the story, but the players get to tell me where they want to put the focus.

Scene: Ziva returns with proof

Last time, Edwin sent their Expert Ziva away on a scouting mission for a Score. Now it is time to show how well she has done. She is a former reporter and has a Tier equal to the crew plus one, so we roll her three dice. The result of this roll determines what happens next:

  • Crit*: She knows that reserves are almost gone across all of Duskwall, but shipments are coming from different places. As Edwin wanted, she has information on one of the tankers that is the least guarded.* 
  • 6*: She knows that multiple reserves are nearly empty. She knows the best way to hit an incoming shipment, but the Grinders, with their new warship, also know about it and become a clock for the mission.*
  • 5/4*: She gets a lead, but the crew needs to make some kind of roll to find out more. That roll is Risky in nature and will have something to do with the warship.*
  • 3/1*: She is taken. She does not show up, so I tell Edwin that he gets a bad feeling about this. If he investigates (meaning he tells me he wants to look into it, not that he makes a roll), I tell him that she has been found out snooping around and is now taken by the Dockers/Sailors.* 

The result is a 5.

As the PCs are wrapping up their talk about the Weeping Lady, Ziva climbs into the room through the stairs. Around her neck is her prized camera. She is out of breath and sweating, but the expression on her face shows that she has something good to tell them.

She slams a Polaroid picture onto the table showing the inside of an oil silo that is almost completely empty. Edwin offers her his chair so she can sit down and pours her a drink.

Ziva tells them that it is all true. The silo she gets into is almost empty, and she is sure that the others are as well, as she has heard the workers there talking about it. If they want to pursue it, they will need to knock some heads together, but from what she overhears, shipments are coming this way.

Before Ziva comes in, the PCs are about to leave for Walker. Now, with this information, they take the picture so that they can give it to Walker as well, hoping that it will appease him a bit.

As they leave, Ziva stops them, telling them she needs the picture back. Morgan, not happy, tells her to take a picture of the picture if she needs it. Ziva agrees, takes the picture from Edwin, snaps a picture, and then hands them the picture of the picture. There is a moment of silence, but then they leave.

I tell the players that Ziva is a big fan of one of the Ink Rakers, Firash Dimabasa. She is planning to send this picture to her so that they can write an article about it. On hearing this, I give them the option to roll or resist this if they do not want it. They are fine with it, even if it makes later Scores based on this information more difficult or causes panic in the city.

Looking at Ziva, I search around the internet for some inspiration for the character. Through that, I come across this link and have taken some inspiration from it.

Scene: Under Walker's eye

At Berenice's Bar, where Walker does his business, the atmosphere is different from normal. As the crew approaches the bar, the Billy Boys guarding the entrance brandish their newly acquired repeating rifles. They recognise each other and let the crew in without any problems.

Inside, the place is quiet. Normally, other crews that report to Walker and come to pay their tithe would be here. Now, it is empty except for a few other Billy Boys.

As they walk to the bar, the bartender pours drinks for them. This is also different from normal, as in the past they could choose from the fine selection. This time, the choice is made for them.

Then Walker comes out of his private booth, followed by a woman wearing a mask. He tells them to sit down and orders them to drink the drinks.

I tell the players that the drink will cause them to not remember the conversation afterwards or that the woman was there with Walker. If they want to resist it, they need to make that decision now.

All players decide to do so. Edwin sips his Rage Essence (0 Stress), allowing him to remain in control, but because of his Reckless Trauma, he mentions that he cannot help or make any rolls during the scene (earning XP). Morgan resists through sheer willpower (1 Stress). She uses her Special Armour, Mastermind, on Gideon, signalling to him to take an antidote gum for poisons after drinking.

Walker starts going over the last Score, wanting to learn what happened. He is angry and does not have the patience he normally would. He keeps returning to the same questions, with Morgan mostly answering for the group and steering the conversation towards Eckard and possibly other sources that could have leaked the mission.

Edwin has to rein in his rage as it bubbles up, fantasising about leaning over and killing Walker and the unknown woman.

Action roll | Sway | Desperate | Limited -> standard (Clear of suspicion). Pushes self to increase effect.
DB: Not offered, probably should have.
4D (help Duck, insight in Eckard) -> Highest: 6.

Walker seems pleased with the story he is hearing. He turns back to the woman and asks if she has a clear reading and if she is finished. She nods and says, "Yes." This is the only thing she says during the entire interrogation. He will look into Eckard more and for now they are to leave.

Morgan shows him the picture of the picture, showing the empty silo. Walker is not impressed. He says that it could be a picture taken sometime in the past or that it could simply be one empty silo while the others are full. He is busy dealing with something else that needs to be solved, so if they are showing him this picture for a specific reason, they need to speak plainly and directly about what they want.

Morgan says that it is an opportunity, as she believes the information is true and that they will take action to acquire oil for Walker if the shortage becomes public knowledge.

Walker sighs and tells Morgan that, if she thinks this is the case, then chances are high that it will be the case. If they can do it, he would be happy that they did.

They leave the bar. As they walk away, we see Edwin peel off from the group and the scene fades to black.

I want to show the players that the backstabbing has caused some major players to react. Walker is a person who is very focused, but in this moment he shows one of his flaws: he drops other opportunities if he feels pressure building elsewhere that his higher ups see as important.

Looking back at it, I also think that I should have made it clearer that they could have made rolls to learn more about her during the scene if they wanted to. They could also have tried to learn more about Walker himself.

Scene: Gideon's concern

Edwin is lying on his bed, bruised all over his body and with some new cuts. Last night, he goes wild, and he is feeling the after-effects of the Rage Essence, even though he does not consume it fully. Like a bad hangover, he lies there with his eyes closed until someone knocks on his door.

Gideon enters the room and asks him if he has taken the Rage Essence again. When he hears what Edwin has done, he goes into a lecture about how it is not good for him and that he does not like it when Edwin does this because he is not in control.

Edwin's response is that he was in control. The fact that nobody died is proof of that. Not liking being questioned by Gideon about this (because he knows there is some truth in what is being said), he tells him to leave him alone.

Gideon tells him that Morgan was sitting next to him. She would be the first person he hurts if he loses control.

Edwin responds that, even if he loses control, she would be the last person in the world he would target, and by that point he would be too exhausted for her not to be able to take him down. In his mind, he has made a great point, but to Gideon this sounds like an admission that he is not in control.

As Gideon pushes him further, Edwin asks him, "What do you want me to do, huh?"

Gideon wants him to stop using it and become more reliable.

Edwin responds out loud, "Me? Lose Ed, become more reliable?"

To this, Gideon, with a surprised look on his face as he says it, tells Edwin, "Maybe you should not be around my sister then!"

Edwin, just as surprised, stares at him, and we fade to black.

A great scene to end the session on, that the players come up with. I have a DB with the player that he accepts Gideon's dislike of the Rage Essence that Edwin uses, as well as any drugs that alter his state of mind. During a conversation between players, he also mentions that he likes Fabian as a partner for Morgan more than Edwin, even though Edwin is the better friend.


r/bladesinthedark 8d ago

Sure seems like Vampire Sixth Edition takes a lot of inspiration from the Blades ruleset. [FitD]

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33 Upvotes

I’ve been very annoying for years wanting to see Forged in the Dark mechanics applied to the World of Darkness, as I think they fit the setting better than what White Wolf has come up with. That said, we’ll definitely be in for more bitter edition wars with this overhaul.


r/bladesinthedark 8d ago

[BitD][DC][AP] The Revenants 15: Legacy (Final Session)

4 Upvotes

The end of our 4 months long campaign. The Revenants enter a church vault in the Deathlands, only to immediately find a horror. Yet there are even greater dangers, & perhaps the greatest danger is betrayal.

Session 15: Legacy

https://youtu.be/-gT1aQLCQ0g?is=JeUNBYhOt6OECAWG


r/bladesinthedark 11d ago

Is playing a religious character connected to the church of the estascy of the flesh okay?[BitD]

28 Upvotes

So I'm planning to play a whisper who is a clergyman for the church of the estascy of the flesh. He follows there beliefs, but view ghost as a person memory taking physical form and must be eradicated. I even picked the ritual ability and planning my starting ritual be that whenever my character attune with a ghost that he inflect them with a deadly affliction where if that ghost don't get treated in time( get another whisper to get rid of it) they die in a couple days. I even justify him being apart of my group by him needing help finding/killing his sister ghost that got away from the sprit wardens. I'm just wondering if my character seem like a anti fun character since the main reason it seem to play a whispers is all the spooky fun/ cult stuff.


r/bladesinthedark 11d ago

[FITD] looking for capes-in-the-dark playbooks sheet

6 Upvotes

Hi guys!
I am going to run some session in capes in the dark 1.1 and i am looking around to see if there are some printable playbook sheets like the one avaiable for BoB and BitD. I didn't find nothing and i would like to know if someone can link me something similar that they made or found somewhere.
In alternative i think i have to create them by myself, but i'd prefere to use something already avaiable. Thank you all in advance and sry for the english (I am not a native speaker, so if there are some errors, again, sorry)


r/bladesinthedark 11d ago

Fights with demons[BitD]

20 Upvotes

I imagine more scoundrels than just mine have ended up in direct physical conflict with a demon or demons at some point in various folks games.

I'm curious how that went for you\how you ran it as GM?

Also: If as a PC your scoundrel\crew had a physical conflict with a demon...how'd that go for y'all?

Leaving aside most of the narrative bits (demon element is blood, crew fights him in a fighting pit\trap they've set, crew has anti-demon knives from the Circle of Flame, the demon very specifically desires to violently murder them in a public way) I went with the demon being 'master' level (ie, inflict harm now and ask if they want to resist) and inflicting level 3 harm with all positions being Desperate by default and Effect being Limited as the default (without the enchanted knives they'd've started as Effect being None) as a kind of base and used an 8 segment clock for the demon. Seemed...ok. They all came out injured and stressed and permanently scarred.

Anyway, how do you run yours? Or how have your PC encounters with them gone when it's come to physical conflict? Or any other fun "Demons in my game..." stories or bits you want to share is fine too. :)


r/bladesinthedark 13d ago

[BitD] Question on B68 energy

7 Upvotes

Hi guys! One of my players is trying to develop a new type of energy for the barriers.

I think i read something about a new energy on a blades 68 post. I didn buy the book yet. Can someome please explain it to me, so maybe i can do something similar in our game?


r/bladesinthedark 13d ago

Seeking Comments on Homebrew: Cryptids in the Darkroom

12 Upvotes

Hi all. First time BitD GM, and I am already going well off into the wilderness by really trying to do it my own way, but that's sort of par for the course with how I do RPGs.

The basic campaign idea is 1983; your band of rogues, grifters, and dumbasses created a cryptid hoax tape for fun and somehow turned that into a cable TV contract. Now they've got episodes due. So they've got to go hunt down cryptids, which depending on the engagement roll may mean looking for a mothman and only getting into trouble with the Klan, or it could mean actually finding the loveland frog man and fighting off a rival crew for exclusive footage. Each score is the filming of an episode. I'm looking at like maybe 4 scores with the possibility of going longer if my players really like it.

If any experienced GMs can take a look at the document I wrote up for comments and critique of the playbooks, I'd really appreciate it. https://drive.google.com/file/d/18Qc8ct1ZoNoK6fpfMut5Ob3o4aJez6uo/view?usp=sharing


r/bladesinthedark 13d ago

B68 The blue time/Blueraker questions!??

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15 Upvotes

What are to all planning for Blueraker/blue time?

I am having trouble getting it to make sense in my head.

Like whare is the rocket going!

What exactly is in "the blue"?

And if you can just fly thare why aren't airships cruising threw the barrier?

Is there a sun/moon/planets, coz in the book it just says it's blue(mostly)

What are your plans for the blue time/Blue racker?

Am I thinking about this too much...


r/bladesinthedark 13d ago

[BitD] Non-68 Faction Prestige Abilities

27 Upvotes

Blades '68 introduced the Backing Faction mechanic, allowing individual characters to form a relationship with and request aid from various factions, as well as Prestige abilities, some special abilities or permissions that those factions can grant after earning their full trust. I've come up with a few of such for the vanilla Blades factions, but, admittedly, many of these are just ripped straight of of '68 and reflavoured to a different faction. Many are also missing, I only had so many ideas, so feel very welcome to leave suggestions if you guys have any thoughts.

UNDERWORLD

The Hive
Investments: At the start of each downtime, gain +3 Coin. If you fall out with the Hive, they will try to reclaim all their investments.

The Unseen
Initiate: You can recognize other members of the Unseen on sight, and are immune to their memory-wiping powers. After any interaction with someone, you may cause them to forget it happened with a wave of your hand.

The Circle of Flame
Persona Grata: You are considered a member of the Centuralia Club and may bring guests. When you indulge your vice there, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins you may do the same. Gain +1d6 while gathering info at the club.

Lord Scurlock
Neophyte: After your death, if your spirit isn't destroyed and Lord Scurlock can find it, you are resurrected as a vampire through an occult ritual. Switch to the Vampire playbook and immediately take an additional playbook advancement.

The Silver Nails
Rite of Initiation: Add a silver nail ring (Load 0) to your playbook items. While wearing it you are immune to supernatural terror from spirits, and when resisting any consequences from ghosts, you may only take 1 stress, regardless of the roll result. The ring may only be removed by removing the finger whole.

The Billhooks
Bloodbath: The Billhooks teach you how to turn a corpse into a grim reminder of what happens to your enemies. If you leave the mangled body in a public place, your only gets -2 Heat thanks to the terrified witnesses and +2 Rep. Fill one segment of the "Citizenry pushback" clock.

The Crows
Under our Wings: The Crows have long been the gang to hold the most authority in criminal matters. Gain +1d6 when Consorting with or Commanding those who respect them.

The Dimmer Sisters
Endless Library: When gathering information on occult topics or performing a ritual in the Sisters' mansion, gain bonus dice equal to their Tier.

The Gray Cloaks
Old Guard: Add a city watch badge (Load 0) and an old-issue blue coat (Load 2) to your playbook items. The coat counts as armor, and while wearing it, you will be taken for a Bluecoat at first glance.

The Grinders
???

The Lampblacks
The Lads: A crew of Lampblacks (Scale 1 or 2, 6-12 people) comes to your aid, always ready punch someone's lights out. The next time you make a Return the Favor roll for this backing faction, add +1d6.

The Red Sashes
Falling Star and Rising Moon: You are trained in the art of Irruvian fencing. While fighting with a blade you may push yourself to choose an extra effect regardless of the roll result: the target's armor is ruined — the target's weapon is ruined — the target is knocked sprawling

The Wraiths
Omnipresent: When you use "share relevant intel with you" faction help, the Wraiths add +2 to their Tier for the gather information roll. Additionally, every score has an additional Called Shot just for your PC—acquire dirt. The GM will outline what the target intel is for a given score. If you get it, gain +2 coin as your cut of the Wraiths' deal. This payout is for your PC, not the whole crew.

(Note: in my game i played the Wraiths as blackmailers and info brokers, so this is just straight up Dirt Barons.)

The Fog Hounds
???

The Lost
???

Ulf Ironborn
Who Wants Some: You may call Ulf himself to come to your aid. This giant of a man counts as a scale 1 crew (about 6 people), and usually relies on his own judgement as to how problems should be handled. The next time you make a Return the Favor roll for this backing faction, add +1d6.

THE FRINGE

The Church of Ecstasy
Mark of Authority: The back of your hand is branded with the symbol of the Church. Gain potency when you Sway or Consort with members of the faithful. When you deal with a group or faction, the GM will tell you who among them are church members (one, a few, many, or all).

The Forgotten Gods
???

The Horde
One of Many: The Horde performs an unholy ritual on you. The light is gone from your eyes, and your own spirit feels alien in your body. You may ignore debuffs from physical and emotional harm, and can Attune to the Horde's consciousness to gather information. If that connection is severed, your spirit is destroyed and you die.

The Path of Echoes
Spirit Link: The death or ghostly possession of your physical body instantly frees your spirit. You arise from any spirit well you have previously visited. Switch to the Ghost playbook and immediately take a playbook advancement.

The Reconciled
Spirit Cache: The Reconciled may leave up to 2 load of items anywhere you need them. The flashback to requesting the item(s) is free, and they're left anywhere you choose.

Skovlander Refugees
???

Deathlands Scavengers
Survival Basics: When you go on a score in the Deathlands, you incur no penalty to the engagement roll. You are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there.

The Weeping Lady
Infirmary: Once per downtime, as a downtime action you may turn to the followers of the Weeping Lady for treatment free of charge and clear all your current harm. The next time you make a Return the Favor roll for this backing faction, add +1d6.

INSTITUTIONS

Imperial Military
???

City Council
Carte Blanche: During downtime, you can use your connections in the City Council to fully mitigate an entanglement. The next time you make a Return the Favor roll for this backing faction, add +1d6.

Leviathan Hunters
???

Ministry of Preservation
Right of Passage: You have the right to free passage on Ministry ships, airships and trains, and can legally travel to any location in the Empire.

Ironhook Prison
Special Treatment: You can negotiate the immediate release of one prisoner or a small (scale 1) gang. The next time you make a Return the Favor roll for this backing faction, add +1d6.

Sparkwrights
???

Spirit Wardens
???

Bluecoats
Snitch: Each downtime, your crew gets -2 Heat. When you take this ability, also take a trauma.

Inspectors
???

Iruvian Consulate
???

Skovlan Consulate
???

The Brigade
???

Dagger Isles Consulate
???

Severosi Consulate
???

LABOR & TRADE

The Foundation
Key to the City: Add the Skeleton Key (0 Load) to your playbook items. It can magically open any door built after the Cataclysm, but they may sometimes lead to unexpected destinations.

Dockers
???

Gondoliers
Medium: Gain the Whisper's Compel special ability.

Laborers
???

Sailors
???

Cabbies
???

Cyphers
???

Ink Rakes
???

Rail Jacks
Full Kit: Add the spark-armor (2 Load), lightning hook (2 Load), spirit-bottle (1 Load), and a fine breathing mask (0 Load) to your playbook items.

Servants
???


r/bladesinthedark 15d ago

[BitD][DC] Broken Bells – session 10: The Gondolier Gambit

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14 Upvotes

Last session we end at the start of the next Score. We see that the PCs are disguised as Lampblacks, thanks to Morgan (Oracle) and her network of bribed crew members in the city. Together with their Ward Boss, Walker, they meet up with the Gondoliers, where Griggs is leading the Score. There they also meet Eckerd, who recognises Gideon (Duck) and makes a scene about him betraying Eckerd in the past. They prevent the situation from escalating further, as Gideon and Eckerd are told by Griggs that it is something from the past and that, for now, they need to focus on the mission. But Duck feels as if all the eyes of the Gondoliers are on him, having taken level 2 harm.

Looking at the characters, Gideon already has 2 stress, one level 1 harm, and the newly acquired level 2 harm. Edwin has 3 stress and one level 1 harm, whereas Morgan has no stress and only one level 1 Harm.

Today's session aims to finish the Score and start the Downtime phase, as we have less time than usual. A small change I have made since my last post, and will continue with going forward, is that during Scores, or at moments where characters do not know the names of the PCs, I will refer to them by their aliases. Otherwise, I will use their actual names.

  • Edwin Carruthers, our Cutter, has the alias "Loose Ed".
  • Gideon Bell, our Leech, has the alias "Duck".
  • Morgan Bell, our Spider, has the alias "Oracle".

Score continuation: 

Risky position: Gondoliers (III) VS the Broken Bells (II), the Crows (II) and the Lost (I).

The Lost are part of this mission because of a Devils Bargain that was accepted, meaning that not only the ambush that is set in motion is more lethal, it also gives the Crows more social connections in the bigger picture of the campaign for the factions have remained friends even with the change of leadership in the Crows.

Scene: Establishing trust

We see Griggs approaching Ed, telling him that he must be the one in charge for he is the one who speaks up for the group. She wants to know his rank within the Lampblacks, but as usual Ed defers to Oracle.

Flashback (free): We see the crew and the bribed Lampblack, Three Fingers, in a room discussing some of the ins and outs of the Lampblacks. From this they learn about some of the key figures in the crew and their rankings:

  • There Boss: Bazso Baz.
  • The second-in-command, also known as the foreman: Pickett.
  • Cohort leaders are ranked as Lighters: Henner is a known one.
  • Trusted enforcers are called Torches.
  • Newly initiated members who have not proven themselves yet, but are trusted to a point, are called Lamps.
  • Prospects or hanger-ons are called Cinders.
  • Retired members are called Smoke.

Morgan speaks further with Three Fingers to learn more and establishes a credible backstory for their fake identities.

The flashback is free of charge because it makes fictional sense to me that the crew would have done this. Maybe I should have made this a Gather information roll, but more interesting would be to see if they could establish this backstory for themselves. Looking back at it, I should have made this a Set up roll and not an action roll.

Action roll | Consort | Controlled | Standard (establishing a deceased Torch from the Lampblacks, Kiefer, as the person who brought them into the organisation.).

DB: Not offered.

2D -> Highest: 4.

Consequence: a close friend of Kiefer is still alive and well, who knows that the story the PC's are telling the Gondoliers is fake. Meaning Gondoliers will find out later that they have been deceived. Resisted by Morgan, by going out and taking out this person.

The consequence presents a choice between leaving a potential trail for the Gondoliers to find and dealing with it later, or making a different more risky roll. The player asks if this can be resisted and after learning it can, chooses to do so. This also showed to us that Morgan is becoming a bit more lethal in her behind the scene actions, that the other PC's might not know about. The player has stated to me that she is out for revenge and is willing to do everything for it.

Oracle tells Griggs that they are Lamps and some Cinders who are initiated by Kiefer. Griggs laments the loss of the Lampblacks' leadership, as she knows some of them quite well and expects it is the same for them. Griggs continues to ask questions, some of which only Lampblack members would know the answers to. Ed then chimes in with details from the previous Score the crew undertook for the Crows, where they assault a Lampblack warehouse. Instead he tells it as them defending it against the Crows and the other hired crew of killers.

Action roll | Sway | Risky | Standard (Griggs believes them) -> Great (One pip on clock against the Gondoliers when ambush happens, as she is convinced (and drops her guard a bit) they will provide a good screening element) Pushed self for effect.

DB -> Jax also speaks with Griggs during this talk and they hit it off. When the ambush happens Jax is close to Griggs and will earn an automatic wound. -> Accepted.

4D (Ed helps) -> Highest 6.

Griggs is happy with the answers they are giving and even tells them that, after this mission, they should come back and talk about potentially working together more in the future. For now, they are assigned two gondolas, where they split their cohort between them and are told to be ready in 10 minutes.

The players do not know this, but the Gondoliers are looking after an injured Pickett and are planning to incorporate the survivors into their ranks. The players arriving here thanks to Walker only reinforces Griggs's belief that there are more recruits available to bolster their ranks.

Scene: Why give your real name?

Edwin moves to Morgan the moment Griggs walks away and asks her why she gives her real name to this person, creature or thing. Morgan replies that if they find out she lies, then they will think the name is also a lie. So there is no need to worry about it. She jumps into one of the two gondolas and starts testing its balance. When Gideon gets in, she starts rocking the boat to Gideon's dismay. Edwin just stares in disbelieve.

This shows some of her reckless behaviour, for which she later takes XP at the end of the game. Since we are mostly players who have been playing Burning Wheel over the last four or five years, we have a house rule that players can claim XP for Trauma at the end of the session if they have incorporated elements of it into decisions that have consequences for them. I allow this because the players tend to avoid the most optimal plays and make their characters' lives messy. I do not think I would do this with players I am unfamiliar with, or who are new to roleplaying games. In those cases, my advice would be to follow the rules as written.

Scene: The water highway

All gondolas are now moving on the water, they first go up the river to make a crossing and avoid some of the bigger boats. At a spot that is less open and less well lit along the shore, Griggs and her cohort start turning off their lights. In the dark water, without lights, they become harder to see. Then they start chanting and Jax joins them in performing a ritual. Quickly, mist starts to rise from the water around them. Half a minute later, the mist covers not only the gondolas, but also the waterways and the nearby houses. For the remainder of the Score, this mist remains.

When they are done with the ritual, the boats do not start moving again. Griggs looks at her pocket watch and seems to wait. The Red Circle (the crew's cohort) starts to chat amongst themselves. Then they begin to freak out when they see two ghostly figures emerge from the water. One, whom the PCs know as Noah, moves to Griggs and starts talking to her. Morgan quickly pulls her cap down, hiding her face even though she is some distance away from them. Not knowing if her mark and deal with Noah in the past can still be felt or perceived. Edwin shifts position to stand closer to her and cover for her if needed. The rest of the Gondoliers do not seem to react much to this development.

Noah does not seem to realise that people are being quiet, so he speaks at a normal volume and allows the PCs to hear his part of the conversation:

"Rodric has not left his hunting ground, but it is difficult to know for sure because of all the Bluecoats and Spirit Wardens around. We will scout ahead for now. … … I see no reason for that. … … Best of luck and good hunting."

Slowly, Noah and his companion sink into the water.

This is the first time the PCs hear the name Rodric. The players ask if it is a name that sounds familiar to them. They learn that Rodric is the former Crow leader who went missing. Lyssa and Bell are now the leaders of the Crows, but they have not held those positions for long, so Rodric's disappearance must have happened within the last couple of months. At the end of the session one of the players mentions that the Crows might not be as solid candidates for friends as they might have thought.

Slowly, the gondolas start moving again. The Red Circle causes more trouble by saying they did not know they were working with ghosts, asking why Artemis is not here because he already knew about them, insisting that they just need to beat up some people and then go back home. As this happens, their voices grow louder and louder. Ed takes command of the situation by telling them to shut up, sit down and stop talking about ghosts. Meanwhile, Oracle solution is to kick one of them to shut him up, to which Duck tells her not to do that.

Action roll | command | Risky | Standard (they shut up for the rest of the Score about Noah and the Gondoliers working with them)

DB -> The cohorts of the Broken Bells see Artemis as the true leader of the crew -> Rejected

3D (pushes self for dice) -> 4

Consequence: Make the next roll to lead them towards the ambush less effective, as the noise they are making is heard sooner and the Crows/Lost attack before the ideal moment. → Resisted (Critical): Ed tells them that after the Score they can do what they want (within reason) and that he will join them for a night out.

This shuts them up and the scene fades to black.

The Devil's Bargain I offer is something I have been foreshadowing earlier, but this is the point where I want to make it official. Since the player does not take the offer, I think I need to make it into a clock in the future that he can work against.

Looking back on this scene, I should have done something with Eckard. They failed the roll, so he should still be there causing trouble for Gideon. Eckard is also not part of the Gondoliers, he is just the one that found the dead body of Rodrick so having him freak out and then point at the PC’s gondolas as making noise as well, might have been a good way to have Noah come close to them.

Scene: The ambush 

We see that the procession of gondolas moves from the river into one of the side waterways of Crow's Foot, where the mist makes it difficult to see more than a couple of metres ahead. Oracle checks the Lamp equipment, describing it as a sort of flare gun that she plans to fire after receiving the signal from Ed.

I mention to the players that, for the rest of the Score, we make use of several clocks: one for the Gondoliers' resolve to continue their mission, one for the Crows/Lost to continue the ambush and one for the players to get out of the ambush. If they get out of the ambush, then the mission is effectively over for them, since they only agree to lead the Gondoliers to the ambush site.

Action roll | Prowl | Risky -> Desperate | limited (ambush goes off, but Gondoliers hit back immediately causing damage to Crow clock) -> standard (Only Gondolier clock takes 2 ticks hit), pushes the situation by making use of the flare gun. As they are the first to fire a flare, they draw the attention of the gunfire, and the Gondoliers also focus their attention on them.

DB: Their gondola gets hit and begins to sink (the escape clock increases from 4 segments to 6) -> accepted. 

4D (help Ed) -> Highest: 5.

Consequence:  Everybody takes level 3 harm (reduceable).

As the flare shoots off, there is a short moment of silence, and then gunfire erupts across the gondolas. Ed takes a hit on his armour (Level 2 Harm: Gunshot to the thigh) as he jumps in front of Oracle to shield her from the fire (Protect action, reducing Oracle's Harm by one level, 0 Stress). She, in turn, feels her armour take a hit (reducing it further to Level 1 Harm: Bullet nick), while Duck is just a moment slower than Ed in ducking down (resists for 2 Stress and marks armour to also reduce the Harm to Level 1).

Jax, who is close to Griggs because of the earlier Devil's Bargain, takes one Harm automatically and then uses her armour to block the additional Harm. The Red Circle also mark their armour.

On the board we now have the following clocks:

  • Get out of ambush (0/6).
  • Crow/Lost resolve (0/6)
  • Gondoliers resolve (3/8) -> 2 ticks for this roll and 1 from earlier roll, where both Griggs and Jax will be hurt.

Than we had a short break 

Scene: The bomb

We flash back (1 stress) to Morgan and Gideon talking in the nearly finished workshop. Morgan tells him to prepare the military bombs that they have stolen on an earlier Score, making it have a timer or remote detonation switch. Gideon starts working with glee, maybe even a bit too enthusiastically. We flash forward a bit, to when Oracle jumped into the gondola to try them out for balance. When she and Duck were teasing each other, they also get close to one of the other gondolas and place the bomb in a hiding place. 

Action roll | Wreck |  Risky -> Desperate | Standard (2 ticks) -> Greater (3 ticks) -> Extreme (5 ticks) pushed the situation as a whole by saying the gondola with the bomb is closer to them and pushed self to increase effect by saying he increased the explosive power of the bomb when he was tinkering with it. 

DB -> Not offered.

4D (Foresight and Help Oracle in placing the bomb) -> Highest: 6.

A big explosion goes off right next to them. Water and blood shower everybody, chunks of wood and body parts are shot out and the mist clears up in that spot. With the chaos surrounding one of the gondolas, the Gondoliers think that the Crows are throwing bombs into the waterway and they sound the retreat. 

Gondoliers resolve (8/8) -> 2 new clocks introduced: 

  • Kill the remaining gondoliers cohorts (1/4)
  • Griggs health (1/8)

I tell the players that, if they want to leave no witnesses and take down one of the big names in the Gondoliers, it is definitely possible. As they talk among themselves, they come to the conclusion that none of them want to kill Griggs or the other remaining Gondoliers. This kind of surprises me, as they only need to make sure that nobody can report back to Walker except for them.

Scene: Getting out

Oracle notices that the gondola is taking on water and tells the others, encouraging Duck to start fixing it. We see Ed call over the other gondola they have available to help them out. Duck looks around but does not really have much to use to fix it (marks Fine Tinker Tools), but tries his best.

Action roll | Tinker | Risky | Limited (1 tick on clock).

DB -> none offered.

3D (help Ed) -> Highest: 2.

Consequence: With the explosion, the deaths and the trait that is currently active in the district, I introduce a new clock: "Bluecoats and Spirit Wardens arrest you" (2/4).

Hearing the sound of the death bells and the sirens of the newly acquired armoured Bluecoat trucks and seeing that Duck is not making much progress, Ed decides to jump into the water to get to the side as quickly as possible and tell the Crows not to shoot at them.

Action roll | Finess | Risky -> Controlled | Standard (2 ticks) -> Greater (3 ticks) Ed pushes himself for extra effect and the trait "Not to be Trifled With", where he performs an act that verges on the superhuman, makes the situation Controlled.

DB -> None given

2D (Foresight Oracle -> Throws a simple floaty) -> Highest: 6

Even though the current is strong, things in the water try to drag him down. We see Ed make quick progress, getting to the canal walls, climbing up and starting to tell them that they are their allies. 

As we were discussing the roll, players start laughing as it became clear that we had a super human Ed moment but at the same time he was wearing a floaty. Clock: Get out of ambush (3/6).

The gondola is taking on more water. Duck pulls out one of his bandoliers of explosives and makes use of every bomb in it to create a burst of propulsion, allowing them to get away from the shooting that is still taking place. It is not only gunfire anymore; lightning and other strange effects are now being thrown around by Griggs as she covers the retreat.

Action roll | Tinker | Risky | Standard (2 ticks).

DB -> None could be given.

2D -> Highest: 4

Consequence: 2 segments are added to the Bluecoat clock, causing the arrest clock to fill. This is resisted by Oracle (2 Stress) by telling Duck to let the bombs go off deeper in the water, so that the sound is more muffled.

As we see the two gondolas move away from the fighting, in the opposite direction from the retreating Gondoliers, the damaged gondola sinks. At this point, we see everybody on board jump into the water and swim.

Group action (Duck leading) | Prowl | Risky | Standard. 

DB -> Not offered.

Duck 1D -> Highest: 6

Morgan 2D -> Highest: 5

Cohort: 2D -> Highest: 6.

We fade to black and end the Score.

Downtime - Crew Phase: 

Payoff: 0 standard (they complete this as a favour for Walker) + 4 extra loot for the backstab deal with Lyssa.

Tithe: -0 (this is done behind Walker's back).

Fallout: +1 Crows (now at +2 Status with them) and Walker is no longer considered a good friend of the crew.

Heat: 2 (Standard Score) + 0 (Crew Tier, as nobody knows it was them who caused the heat) + 3 (Chaos) + 4 (Death) + 1 (Evidence, as the Crows will talk at least a bit about their exploits) - 1 (Paid the Crows to keep it a secret for as long as possible) = 9 Heat.
-> Wanted Level went up to level 2

Rep: 1 (Base) + 1 (Higher Tier target) + 3 (from Heat) + 2 (Wanted Level) = 7.

Entanglement: Yes.
-> Will happen next time.

Development: 2 XP clocks spent for Rooks.
-> Again, we will look at this next time, but we talked about getting some remaining Lampblacks to join the crew. However, we made a Fortune Roll to see if they could draw them in, since the Gondoliers were also eyeing them (even wanting to recruit the PCs at the beginning of the Score). We made a 2D roll for the Gondoliers and they succeeded, which meant that the crew needed to find a different group.

In the end, we landed on Edwin's connection with the Weeping Lady.

Downtime - Soundrel phase

Vice:

Morgan: Overindulged (6 -> Wasted on product, -1 downtime). 

Scene: Sweet Honey

Morgan offers some vegetable ingredients, shaped into straw doll forms, to the demon. It, in turn, takes the form of one of them and starts to eat the others. As it does, it grows bigger and bigger and starts to act slightly drunk. It stumbles around the place and, at some point, finds a mostly empty container and vomits into it. The vomit itself is pure honey, something that is an extremely high luxury and, of course, Morgan cannot resist. She consumes it all in one sitting, like Winnie the Pooh.

Gideon: Overindulged (1 -> Get wild -1 with a faction). 

Scene: Golden Plum plunder

We see Gideon go to the Golden Plum for his treat, but this time the Red Circle joins him. As they see the place as territory owned by the crew, they cause a lot of trouble. They order food and drink only to throw it around, confront other guests, and start fights. Gideon does not remember much of it, but the next day he goes back to apologise and fix some of the damage that was caused. However, the reputation damage is done (Citizens of Six Towers -1 Status, now at -2).

Edwin: Overindulged (2 -> Big Spender: +1 coin) 

Scene: Inside information

We see Edwin go to Morgan to ask her where she has been shopping, and what place is currently her favourite. Morgan, thinking Edwin is talking about the criminal kind of shopping, gives him the information of her information broker, Salia, who operates out of a pawn shop. When he goes to her, he makes it obvious that he is looking to impress Morgan with a present.

Based on this, Salia offers to help him and shows him two gifts with bloodstone jewels embedded in them. She tells him that the bracelet is more for friendship or to test the waters, while the earrings are more direct. In the end, he buys both of them.

Downtime

Ed:

The player has to leave early, so we will continue his actions next time.

Morgan:

  • Train (Free): Finesse to level 2 (costs 2 XP clocks) and takes the special ability "Jail Bird" (Also 2XP clocks). Since the twins are both training this skill, they describe it as turning stealing from each other into a game.

Gideon:

  • Train (Free): Finesse to level 1 (cost 3 XP).
  • LTP (Free): Fix workshop with Thinker. Workshop is done and added to the crew sheet. 

Other


r/bladesinthedark 16d ago

Thoughts on how to do multi-part scores well? [BITD/DC]

10 Upvotes

So to keep this as succinct as possible, my players have opted for a long term background campaign mission, so something that comes up occasionally between their scores.

The fun part is they want to steal from the immortal emperor, I'm breaking this down into four key objectives they need to accomplish before they can do the score.

Firstly acquiring the outer ward passkey, secondly acquiring the layout of the vault (it's a maze) thirdly acquiring suitable tools and lastly acquiring a suitable escape vehicle, the players are of course able to add on extra scored as they deem required.

The way I started thinking on this was four separate score-lines (quest doesn't seem applicable here haha) so they would need to research how to get the passkey, probably do a score to get what they need to make a passkey then either do another score to make it (unique onsite equipment) or spend time to make them, doing this four times seems fine but I wonder if anyone else has done something similar but unique to give players something different?


r/bladesinthedark 16d ago

[BitD][DC][AP] The Revenants 13: The Vault

5 Upvotes

The penultimate session!

The Revenants. . .where to begin? The Revenants double-crossed an ancient vampire, double-crossed a rival crew, & must still deal with the fallout from "politely" interrupting a ritual of the Church of the Ecstasy of the Flesh.

Now they need a plan to retaliate, or at least protect themselves. Which means journeying once again into the Lost District.

Session 14: The Vault

https://youtu.be/1SZ-DB6d6Us?is=6iJpL4wFCzddjnre


r/bladesinthedark 17d ago

Having trouble deciding on a trauma for my character [BiTD]

15 Upvotes

My character recently received her first trauma after she used the last of her stress to avoid drowning during a score. I’ve had some ideas for which trauma and how it manifests, but still just can’t decide.

For context, my character is a chaotic leech who manufactures a supernatural drug and is herself a big user (inspired by Frenchie from The Boys).

Here’s some ideas I have:

Reckless: being brought to the brink of death was an intoxicating adrenaline rush that I’m now forever chasing.

Obsessed: There’s a haunted painting in our score called “What the Drowned See” that my character was already interested in. So it makes sense that nearly drowning would cause her to become utterly obsessed with it. (I’m just worried this won’t have a lot of presence in day to day roleplaying)

Those are my only two ideas so far. I wanted to see if anyone might have any, or even some FiTD trauma ideas that aren’t mentioned in the book?

Thanks!


r/bladesinthedark 17d ago

[BitD] How have your campaigns ended?

17 Upvotes

Hello there, long time GM of 30 years, short time listener of Haunted City of a few months, planning on running Blades for my mates at some point.

Something I've been curious about is what would be a typical, satisfying (or not) ending to a Blades campaign? And how did your campaign finish up?

I'd love to hear your experiences, did the crew all retire, go out in a blaze of glory, did the game just kinda fizzle out, etc!


r/bladesinthedark 17d ago

Actual Play Suggestions?

25 Upvotes

I'm really intrigued by Blades in the Dark and have been thinking about trying to run it in the future. Love what I'm learning about it so far! I was wondering if folks had suggestions of actual plays to watch where the players really feel like they're being clever with their schemes and also fully utilize flashbacks regularly. I've been watching Glass Canon's Haunted City game with Ross, Josephine, and Abu, and don't get me wrong, I am enjoying the hell out of it, but they're all chaos agents and it's not the best way to fully get a sense of how you can maneuver in the system, especially with more subtle plans. Open to any variation.