Duskwall Scoundrels (Inactive)

Game Master DMRaven

Crew & Character Sheets



Dead branches crawl along bleak walls. A series of shadows scale and leap the wall, weaving through thick, overgrown hedgerows to the mansion. One kneels down and with a click, presses open the door and they file inside. Moving quietly up the stairs, a sudden scream sounds. At the top of the staircase is a maid with a torch in one hand, plainly surprised. Guards’ heavy footsteps can be heard running.

Welcome to Blades in the Dark, a game of intrigue, shadows and crime. Blades is a game where you play as ruthless thieves, cunning smugglers, or cold-hearted assassins in a place of near constant darkness. The city of Duskwall sits in a land of forever night hidden behind a screen of powerful lightning that holds back swarms of disquieted ghosts.

The heists you run will not be easy. You will succeed, but bad things will happen. Complications will arise. The ruffians and scoundrels you play will be battered physically and mentally. They will struggle to survive in gritty streets that offer no remorse.

I’d like to run a game with this game and setting. Possession of the book is not mandatory. Blades is based on a simple die mechanic and has a strong focus on narrative story-tellling where the trouble the characters takes the spotlight.

System: Blades in the Dark
Seeking: 4 players of any playbooks
Posting Rate: 1/day - Blades requires a lots of back and forth. I would like players who are okay with the game being moved along if they cannot post during a 24 hour period.
Duration: I’d like to run through a single heist and a single downtime primarily to test the ruleset. Extension past this is possible but will be up for discussion way down the line.

Rules and Setting Overview
Crewbooks

Other notes: When applying to this, don’t worry about the nitty gritty mechanics of your character. I am most interested in: your heritage, your friend, your rival, and your vice. Where are you from and who are you? What has led your character to their current life of crime?

Additionally, what are your top 3 choices (ranked as first, second, and third choice) for crew. The crew that is decided upon will determine the details of the first heist your gang of scoundrels goes on.
Due to the crew impacting the game in this way, it is hard to say exactly what kind of heists you will be running into and what kind of game we will be playing. We will hash out more of this after four players have been chosen.

I am giving preference to anyone who has applied over at Kadria’s game whom is not able to play in that game due to the limited spots.


Depending on whether or not I get into Kadria's game will decide what I make. I may remake Guts or try for a different playbook altogether.

My votes for crew are thus...

1) Bravos
2) Hawkers
3) Assassins

Liberty's Edge

I want to start by thanking you DMRaven for also opening up his game as I am excited to play a Blades campaign as much as run one. I'll be dotting and putting up my own submission for consideration in a little bit!


I need to think about this for a bit. For now, I'm tentatively in, especially since my KM character didn't make the cut.


Aest wrote:

I need to think about this for a bit. For now, I'm tentatively in, especially since my KM character didn't make the cut.

Awesome! I'd love to play a game with you again.


After looking at the playbooks, I think I'm going to make a Hound. Caught someone playing Elite Sniper and the idea lingered.

Liberty's Edge

Ok, so I've got most of my basics down and now I'm just writing out further details. The character is ready to be viewed and can be found here. Vlaire Kingston

For my 3 crew picks, I'd personally go for:

1. Cultists
2. Assassins
3. Shadows


I'm interested, too, probably putting together a Lurk or Slide.


Alright, I'm going to go with

1. Smugglers
2. Shadows
3. Cultists

for my three. Still thinking about the rest.


As an update, I realized I didn't put a timeline or anything in the first post.
Applications Completed: 1 Week; Wednesday, March 1
Crew Decided on by: Friday, March 3
Game Start: Sunday, March 5


So, I was looking through the playbooks and I was totally ensnared by the idea of the Convict within the Spider playbook. So, I present my submission to your game; Smiles the Spider.

Name: Crowl "Smiles" Strathmill
Look: Man, Athletic, Handsome, Scarred, Fierce. Tends to dress in a hooded coat, dress shirt with suspenders, Fitted Trousers, and Long Boots.
Playbook: Spider
Heritage: Akoros
Background: Underworld - Gang Member
Action Dots: Consort oo, Study o, Sway o, Command o, Skirmish oo
Starting: Consort oo, Study o
Heritage: Sway o

Heritage Explanation:
Like many Akoros, Smiles heritage is a mixture of more homelands than he can imagine. What they all have in common though is that all of them found being part of the Empire to be the correct thing to do. While the Imperial Military was one way to convince them, convincing others to do it without violence was always an important lesson to learn within the Empire.

Background: Skirmish o
Background Explanation:
In order to be recognized as a Crow, the most important thing you had to be able to do was be able to throw down and not get your ass kicked too badly. It was within this school of hard knocks and inside Ironhook Prison that Smiles really learned how to throw down.

Free Dots: Skirmish o, Command o
Special Ability: Jailbird
Smiles' Friend: Jeren, a bluecoat archivist:
Jeren and Smiles both grew up in the abject poverty that is Crow's Foot, watching the gangs go to war and the Bluecoats steal what they could from the honest folk and criminals alike. They lived across the street from one another and as young children into young adults, were close friends. Jeren wasn't interested in going the path of the scoundrel and wanted to go straight, something that Smiles respected from his close friend. When others would try to get in Jeren's face, Smiles was always there to break their face first or get the dirt they needed to ensure he'd be left alone.

As adults, they have both gone their own ways but are still good friends and can drink and tell stories. Jeren hasn't forgotten the kindness of Smiles and helps him where he can with information that the scoundrel can't usually get. In return, Smiles makes sure no one gets to put his friend in a rough spot.


Smiles' Rival: Salia, an information broker:
Smiles was once good friends with Salia, a renowned information broker who usually played neutral in most things. He would come and exchange secrets for coin to her and vice versa, a friendly relationship that almost turned to something more. However, while he was on a job for the Crows striking at the Billhooks, the enemy was waiting for them.

Most of his boys and girls got cut down and Smiles was picked up by a Bluecoat patrol that wasn't under the tab of the Crows. He had only told the operation to one person; Salia, over a few cups of ale at the Leaky Bucket. That cost him five years of his life, five years in the hell that was Ironhook Prison. Now he is free again and he wants two things from her; the reason why...and her life.


Vice: Pleasure - Lovers Smiles was always a bit of a lady's man, always looking for a wonderful time with whatever lady happened to show interest in him. His personal favorite place to indulge was the Red Lamp ran by Madame Tesslyn in Silkshore. Already, his face has turned up there in the bosom of one of her working girls.

Background: Crowle "Smiles" Strathmill was born in Crow's Foot, the son of working girl and a member of the Crows while Madrin was still in charge of it. Dark-haired, handsome, if a bit dirty and wordy, Crowle was raised amongst the Crows all his life. The life of the scoundrel was the life he was most accustomed to and when he was sixteen years old, he joined the Crows as an official member. It was the proudest he had ever seen his father been.

Life had always been up and down for Crowle but unlike his father, who just accepted things as they were and worked to make them better, Crowle wanted to learn why things were the way they were. He wanted to see how a favor owed could damn a gang to die while another word might be able to save them. He studied carefully, learned what he could, and began to follow the trade of the Spiders. What good was it to spill blood if you didn't know why you were doing it?

His father was killed by the Billhooks a few years after that in retaliation against the Crews taking more territory from them and it was during the massacre afterwards that he was given the nickname "Smiles". Crowle was usually a cheery, friendly man but when he learned his father was murderd and made an example of, the smile wouldn't leave his face. When he lured those responsible into the clutches of the Crows, his smile didn't disappear as he cut the man's eyes out and left them as a warning to know their place. The rumor had it then that if you see Crowle smiling, it either means you're in for a party or someone is going to die.

After his betrayal at the hands of Salia and his time locked away within Ironhook Prison, Smiles came out to see how the world had changed. His mother, despite the care that the Crows formerly gave her, passed away without medicine after there was the sudden change in leadership. Lyssa approached him with an offer to rejoin the gang but he was disgusted with her betrayal and refused, especially hearing how she had help broker peace between them and the Billhooks and how they had forgotten to take care of his ailing mother while he was serving his time.

Without a crew to call his own, Smiles has relied upon Jeren and the few contacts he has left to keep an ear out for any up and comers. Maybe it was time he stopped being the loyal follower, the gifted helper, and started calling the shots himself? All he needed was a crew to get behind him and he'd lead them to bloody glory through Duskwall.


Dot. This sounds interesting.


In the vein of your thread, Kiradia, I also have a few questions.

Claret:

You have a fair amount of good details here and I definitely want to play up the Strange aspect of Blades' setting, so I'm glad to see it getting pulled in.

What, if anything, does she know about the reason her father was killed by the Circle of Flame? Why is she ward to Scurlock if her mother is still alive?

Regarding Flint, what is his goal in keeping her father's soul hidden away? Has he or would he use it for blackmailing her?

Smiles:

You already have a pretty detailed backstory with a few elements that really pinpoint and focus on how Smiles felt about different things that have happened to him. That's great!

I only have a couple of questions:

While Smiles was in prison what, if any, interaction did Jeren have with him?

Smiles seems very much the vengeful sort. What is his current opinion of the Crows and the Billhooks? Would he work with or for them to further his own ends or would he simply seek vengeance upon them for past slights? Neither answer is wrong, obviously, I'm just trying to get a sense of how much revenge still drives him.


Here are your responses, DM Raven!

Answers!:
While Smiles was in prison, occasionally Jeren would come and visit the man in an unofficial manner. He wouldn't do anything that would make Smiles life any harder on the inside and he kept Smiles abreast of what he could. Their correspondence was occasional but still rare during that time.

Smiles is considering the possibility of working with a lower gang, such as the Red Sashes or the Lampblacks, and trying to claim Crow's Foot for himself. He still despises the Billhooks and would look for any opportunity to betray them or make sure they took the fall. Old grudges die hard in the street.

Vengeance is an important thing to Smiles, it is the currency of the dark alleyways and bloody streets. Favors and vengeance all string together to make the web he sees as a Spider.

He isn't a fool though and won't lose himself to beserking anger anytime soon. He is a clever and dangerous man and is able to look down the line to when he can hurt his enemies. Time is on his side.


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All feedback is taken and appreciated, all questions will be answered, and any missing information it's something I've not noticed and need to be notified of.

One: Assassins

Two: Bravos

Three: Hawkers

Playbook: Cutter

Name: Masia Clearstone

Alias: Crooked

Look: A worn-out old man who lets his features hide nothing of his years and the cold flames that were once his youthful anger. He's often dressed in a cream jacket with a white shirt and a black tie wearing worn trousers and scruffy brown shoes.

Heritage: Akoros - Masia was born to a family of merchants who's only great aspiration in life was to keep their heads low and survive.

Background: Military - Masia wanted more to life than just to survive, he wanted to thrive and decided to join the military. Decades upon decades of legitimate clean work as a soldier have gotten him nowhere. The best things that ever happened to him are his marriage and his kids.

Now he is a retired old man. His wife taken by drugs that he didn't even realize she was taking, one son dead due to the foolish ambition and pride that he himself had as a child and another showing the same he has decided to leave something before his own death so that his other son might survive.

Vice/Purveyor: Obligation - His son is the only thing that is keeping him alive but he knows his time is coming so he feels a need to pass on as much to him as possible, whether it's advice or saved wealth.

Special Ability: Not to be Trifled With

Friend: Mercy - A friend by happenstance, Masia saw Mercy be attacked by Chael and Mercy trying to kill him in turn. Chael was left with the more grievous wounds and tried to put the blame on Mercy when some Bluecoats arrived but Masia provided testimony and they've been acting as accomplices and friends ever since.

Rival: Chael - Chael hates Masia ever since Masia got him arrested.

Action Dots: Cutter playbook plus 1 Sway (Heritage,) 1 Finesse (Background,) 1 Finesse, 1 Command

Liberty's Edge

Questions? I have answers!

What, if anything, does she know about the reason her father was killed by the Circle of Flame? Why is she ward to Scurlock if her mother is still alive?

Vlaire is actively investigating why her father was killed by the Circle of Flame. She's had to wait a few years as she grew up under Lord Scurlock so the trail has gone very cold but it is a driving passion of hers to learn why her father had to die. Her mother made a deal to Lord Scurlock to essentially "sell" her daughter to him. The only other choice was to sell her into slavery since she didn't make enough coin to support herself and her daughter. Vlaire doesn't think about her mother much anymore, not even sure if she is still alive.

Regarding Flint, what is his goal in keeping her father's soul hidden away? Has he or would he use it for blackmailing her?

He's definitely used her father's soul for blackmailing her before. Another desire of hers is to recover her father's soul, though she doesn't know what she would do with it afterwards. Flint is too wily for her to kill him outright since he keeps his stash of souls well hidden. As to why he keeps it around besides being a bargaining chip... who knows, spirit traffickers are weird.


Dotting. My friend and I were just discussing this system, and lo-and-behold, someone's running a recruitment for it! Looking at the setting info and playbooks now, and will have something up shortly.


Okay, I think I've settled on a Lurk, but I have a question: Could I get a brief overview of what the attributes do? I didn't see anything in the system overview document, and I want to make sure that I spend my dots to reflect the character in my head.

As far as the 3 choices go, I vote for:
1) assassins
2) bravos
3) shadows.


Prowess, Insight, and Resolve are only used to resist bad consequences; you don't really roll it as an action. There are some actions that sometimes use your lowest attribute pool as the dice pool or the highest but those are things like Vice Indulgence rolls and Healing rolls.

You determine what your rating is by how many 1st dots you have in a category. So if you have 1 dot in 3 Resolve skills, you have a Resolve of 3. If you have one dot in 1 Resolve skill and 3 dots in another, your Resolve is 2.

I'll try to answer questions how I can, just starting my own tabletop game of Blades in the Dark so I'm learning all the things,


Okay, here's a rough idea of the character that I have in mind if it helps with making suggestions on what to spend my dots on:

This character is a young woman from Tycheros who has amnesia of everything up to the first time that she killed someone. After dealing with the initial trauma of being a killer, she discovered she had talent for it and so killed professionally for a while in a freelance capacity before she met her wife, who she left the lifestyle for. Her wife convinced her to try to pursue a different lifestyle, so she took up music, specifically playing the guitar and singing. After her wife passed, she spent some time drifting and then found herself taking a contract job on a pretty bad person.

Since she joined the crew, she says she's focused on her music, but she always is talked into 'one last job'. After a few jobs like that, she would admit to herself that she can't give up killing, but she will instead have a say in the people she kills, targeting 'bad people'.

She is also going to still play her music professionally as well.

That's roughly where I am with my character background. Any help on the mechanics side would be appreciated.


Well, seeing as they're a Lurk, they're obviously the sneaky type. Are they more pew pew with a rifle or cut cut with a knife.

The other thing is to think about what her vice is. Is it obligation to her career? Is it drugs that she used to do with her wife and helped the "creative process" and she just kept the habit to deal with the pain of her wife's passing?

Do you have any ideas on what caused the amnesia? What are is her demonic trait that sticks out and identifies her as Tycherosi? If you're able to, have you looked at her friends and rivals and come up with a story with them?

The truth is that you don't really need to figure out everything right now, the game is designed to learn more about the character through play. It is just good to think about, is all.

As for where to spend the rest of her dots...is she good with people? Friendly and talkative? Can she be scary, demanding? Is she good at messing with stuff and things? Does she have some skill dealing with the Ghost Field or is good at observing the situation?


To answer your questions, She stabs people with knives; Her vice is her obligation to follow her moral code; When I take amnesia on a character, I like to let the GM have a hand in my backstory, mainly because what I get is better than what I would have created on my own; her Tycherosi trait is that she doesn't have a shadow.

My friend is going to be Petra, the city clerk who also was a street rat that worked hard and earned her current job. She doesn't know what I do per se, but she knows that I am a criminal.

My rival actually has nothing to do with my criminal side; Roslin Kellis is a noble who dabbles at being a musician, but while she is decent, she tends to inflate her abilities. I am usually the musician who picks up when she gets fired from jobs, so she blames me for her lack of success.


To answer your questions, She stabs people with knives; Her vice is her obligation to follow her moral code; When I take amnesia on a character, I like to let the GM have a hand in my backstory, mainly because what I get is better than what I would have created on my own; her Tycherosi trait is that she doesn't have a shadow.

My friend is going to be Petra, the city clerk who also was a street rat that worked hard and earned her current job. She doesn't know what I do per se, but she knows that I am a criminal.

My rival actually has nothing to do with my criminal side; Roslin Kellis is a noble who dabbles at being a musician, but while she is decent, she tends to inflate her abilities. I am usually the musician who picks up when she gets fired from jobs, so she blames me for her lack of success.

I would like to focus on these 4 areas: killing, music, stealth, and situational awareness, in no particular order.


So how does she indulge then in her vice? Does she go around the almhouses, helping people and donating her time? A vice should have the danger of overindulgence, which is why they suggest things like drinking, fighting, drugs, what not. It is the thing your character does that helps them unwind and relax.

I understand that for amnesia and I'm certain that DM Raven will have a bunch of neat ideas for it. This game is just very character-driven and I like to think more storytelling-cooperative than your standard Pathfinder game. We can come up with the details altogether, we're both the producers of the show and the viewers of the show! :D

As for your areas of specialty...

You'll want Skirmish then, that is your "stand-up fight" action. Music really has nothing tied to it, honestly. I'd ask DM Raven for more idea. Maybe Tinker to adjust and play around with your guitar and other things?

You're already good at Stealth by having a 2 in Prowl, that can't go up any hire. Situational awareness would be covered under Survey. Think of Survey as getting "the big picture" while Study allows you to focus on the details.


I see what you mention about vices and I'm not sure what makes sense for the character I had in my head, so I think I might need to rethink the character I'm making.

I am watching/listening to a character creation youtube video to help give me ideas.


Okay, I have re-thought my character. I'm still going with a Tycherosi Lurk, but instead of having amnesia, he's going to be a follower of a god of thieves. He specializes in B&E, and pulling off ridiculous heists, and he does it by having the ability to walk through walls. Of course, he doesn't really tell anyone he has this ability, and he tries to cultivate a mystique of the unstoppable thief.

I have most of my character thought out, but I just need to finish up one or two things and then I'll get it posted.


Here is my submission:

Gath "Shadow" Foster
Playbook: Lurk
Background: Academic
Heritage: Tycheros (trait: shifting tattoos on his torso)

Insight
*Hunt
*Study .
*Survey .
*Tinker .

Prowess
*Finesse .
*Prowl ..
*Skirmish .
*Wreck

Resolve
*Attune
*Command
*Consort
*Sway

Special Ability: Ghost Veil

Vice: Faith (in his forgotten god Arkath)

Contacts:
Friend: Roslyn Kellis, a noble, devout follower of Arkath, and speaker to spirits.

Rival: Darmot, a bluecoat who knows about the cult of Arkath and seeks to stamp his worship out.

Items:
Fine Lockpicks - simple and functional, the main thing about these tools are that they are miniaturized and designed to be easily hidden.

Fine Shadow Cloak - This cloak appears to be made of physical shadow that occasionally shifts on it's own, and seems to cause the color to bleed around it.

Light Climbing Gear - The inner parts of these gloves are covered in fine hairs that grip surfaces tightly.

Silence Potion Vial - This vial of 'holy water' of the church of Arkath causes the drinker to not produce any sound from their body, but anything the drinker wears or carries still makes noise.

Dark-Sight Goggles - These goggles allow him to see into the dark in a similar manner to the way that ghosts see.

Spiritbane Charm - Shadow's holy symbol of his god, Arkath, which is a sign of power over ghosts.

Arkath: Before the cataclysm, Arkath was known as the guardian of secrets, Arkasa. After the cataclysm, Arkasa changed his role to the God of shadows and darkness, commonly worshipped by Tycherosi thieves, assassins, and people who work with ghosts. Those who have traits similar to ghosts are considered blessed by Arkath.

Background: Shadow grew up in Tycheros, where shadows dance and demons deal. As a boy, he was inducted into the priesthood by his parents, both of which were default followers of Arkath. Talented, he showed great talent at making himself unnoticed. As was the tradition of priests of Arkath, Gath gave up his name and took the name given to him by the high priest, Shadow. When he came of age, he had a vision of Duskwall and felt his power surge, discovering that he could walk through walls if he wanted to. Taking it as a sign to his god, Shadow made his way to Duskwall to fulfill his god's mission.

Dark Archive

Well, crap. I came here with the intention of also making a Lurk with Ghost Veil very similar to Vrog's character. Since this is a narrative system and party comp doesn't matter so much, and since I feel like he's a different enough character, in concept, I'll go ahead and pitch it anyways, but I have a concept for a Hound I can pitch instead, if we need to diversify the party.

EDIT: F+#$ing double crap. I wasn't paying enough attention to Vrog's character, the contacts section in particular. This is awkward.

Name: Hammond "Bell" Triggs
Look: Languid, haunted, grimy.
Tattered coat and clothing, hooded cloak
Playbook: Lurk
Heritage: Akorosi (* in Consort)
Background: Underworld - Thief (* in Survey)
Freebie dots: Hunt, Attune

Action dots:

Insight-
Hunt: *
Study:
Survey: *
Tinker:

Prowess-
Finesse: *
Prowl: *|*
Skirmish:
Wreck:

Resolve-
Attune: *
Command:
Consort: *
Sway:

Vice: Faith (any and all churches that don't require a great level of commitment)

Special Ability: Ghost Veil

Description: Born in obscurity, an orphan from birth and a mutt of no special heritage, Bell chose to run with a gang of street urchins, where his calm nerves, lithe frame, and flexibility made him a natural Skulk. Growing up, he was skilled, gregarious, and completely full of himself. There was almost no thief more cocky or daring than him. When he wanted to press his abilities further, but without the patience to train or practice, he looked to stranger means of giving himself an advantage over his peers. He heard a rumor that a witch in Nightmarket had a ritual that would give him the ability to shift into the Ghost Field, essentially becoming one himself, that piqued his interest. Despite the warnings that the other people who had undergone it met terrible fates, he was confident that they only did so because they weren't him. He pulled off a particularly daring burglary, paid the witch the small fortune that he had made, and underwent the ritual, getting arcane sigils carved into his skull by ghosts.

As soon as the deed was done, he eagerly tested his newfound ability on another daring heist, but immediately discovered the horrible price he paid. Shifting to the ghost field, even for a few seconds, is like submerging oneself in horrifying, shark-infested ink. From that point on, he was never the same again. All of his confidence bled away as he was plagued by nightmares and increasingly paranoid that the restless spirits of Doskvol had his scent and were trying to cross over to consume him. To make things worse, his former street urchin crewmembers began dying, victims of murder and freak accidents, one by one. Convinced that he was cursed and consumed by paranoia, he'd spent his last Eel and was thrown on the streets.

It was then that he turned to religion, worshipping anything and everything, taking up any measure of hope and protection he could find. He acquired his nickname from the jingling noise the innumerable talismans around his neck make when he walks, and his body is covered in religious iconography to ward spirits away, drawn on his clothes with chalk and his face and hands with charcoal.

With no money to his name, he has hesitantly returned to his old trade, and has been thieving the last several months to make ends meet. His ultimate goal is to buy a safe space for himself, completely free of the spirits that he believes plague him.

Shady Friend: Darmot, a bluecoat - The only surviving member of Bell's original street gang, Darmot turned straight at a young age and went to the opposite side of the law. While the urchins were initially delighted, thinking they now had a contact in the Bluecoats, Darmot was adamant in being a straight cop, and distanced himself from his former friends. He's as by-the-book as they come, but has a soft spot for juvenile delinquents, going lenient on them and doing what he can to set them on the right path. He and Bell recently met by coincidence, and he's reluctantly showed Bell the same leniency out of pity and sentimentality. He honestly believes Bell's claims that he wants out of this life, and does what he can to help, even bending the letter of the law in the name of the greater good.

Shady Enemy: Roslyn Kellis, a noble - left with the misfortune of being robbed not once, but twice by Bell, it was by Kellis' coin that Bell acquired the small fortune needed for his Ghost Veil ritual. Bell initially targeted their manor because of their relatively lax security measures, and made off with several heirlooms that they viewed as priceless. Along the way, he discovered a hidden wall safe that he then came back for in a second burglary, stealing several compromising documents that provided the other noble families with ample material to blackmail them with. With the family's finances and reputation in ruin, Roslyn's parents both commited suicide, leaving her the sole inheritor of the estate. Overcome with bitter hatred, Roslyn did what she could to restore the family fortune, investing in several businesses, and began a clandestine campaign of wreaking horrible vengeance upon the rival families that ruined her own. With the public reputation of being a savvy investor, restoring the family's name through legitimate enterprise, as well as an underworld reputation of being a merciless killer who pried her family's former fortune from her enemies' cold, dead hands, she's always viewed the mysterious burglar that started the whole affair as the one that got away, and her vengeance won't be complete until she's paid him back in kind.


@ Kobolum;

Why were Mercy and Chael fighting? What are they to each other? Beyond standing up for Mercy, what else has Masia done that built a random event into more of a friendship? How similar in age are the too?

Re: His vice; I'm having trouble seeing how his vice would work. Who would be his vice purveyor? How does he overindulge in it and how would it end up getting him in trouble with the law?

@ Vrog;

I'm not sure if Tycherosi features are supposed to be innate or acquired over time. How do you envisage Shadow's? Were his tattoos something he had at birth? Are they ephemeral or distinct? Do they look like swirling ink, specific patterns, or are they more like moving figures like Maui's tattoos in Moana?

Re: Vice: Faith in an old God..I can see some ways of how this could lead to trouble. Possibly the religion is banned in some way or there are odd rituals Shadow likes to conduct that are generally troublesome. How do you see him over-indulging in Faith as his vice? The drug user goes on a bender, the lady's man spends a week in a brothel. Does Shadow disappear into reclusive, shattered temples or other weird places?

Warforged, thank you for providing great guidance to Vrog in putting his character together!

@ Dreg;

Re: Vice - Many of the same questions as directed at Vrog, although less specific. How does someone who only nominally worships different religions over-indulge?

Re: Rivals: So Roslyn does not know who Bell is currently, correct? That sounds like the perfect example of an enemy faction project clock.

Edit: As an aside, Dreg and Vrog, having reverse friends/rivals is...kind of hilarious. I have ideas on how it could function in game, but I'll need to read the rules a few more times to see if that'd be feasible.


Something he was gained when he gave up his name. They appear to be solid when you look at them, but they are different when you look at them again. They do not conform to specific patterns.

As far as his faith goes, Arkath is one of the only deities that have embraced Ghosts, even going so far as to have rituals that lead to allow people to transform themselves into shadow creatures. As you can imagine, this is something that the estabilshed "Good" faiths and even most evil faiths are very against.

When Shadow indulges in his faith, he performs rituals to allow people who experience what it is like to be a ghost, or gain the ability to merge themselves with their shadow.

Arkath's following would be one that any reasonable fantasy hero would call a cult.


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@Dreg: I think that the two of us both having the same contacts, but in opposite ways, would make for an interesting group if we were both chosen:

"Hey, there's Darmont! He's a decent guy."

"You! You're that crazy cultist who turns people into ghosts!"

"Who, me?"

Of course, worst comes to worst, I don't mind changing characters. I originally wanted to play a cutter, but didn't create one since we have one and I assumed that duplicates were not allowed, but after having watched some of the Rollplays with the creator as the GM, that is clearly not the case.

Dark Archive

@DMRaven: I hadn't necessarily thought of that. Well, it doesn't have to represent the overindulgence of faith itself; it could just represent some complication as a result of the pursuit of his vice. Examples!:

A faith that observes the sacrament of reconciliation could lead to him saying more than he ought to say in the confessional. A particular acute bout of paranoia, brought on by a perceived failing of one of his amulets, could lead to him making a scene in public. His vagrancy could lead to him unknowingly wandering into enemy territory. His eagerness to find any new means of protection could lead to him getting conned or taken advantage of. His wearing of a particular holy symbol could anger a particular spirit, or offend a passing cultist or (goodness forbid) demon. His paranoid ramblings could get him kicked out of yet another church. He could abruptly leave on a "pilgrimage" with no further explanation and return weeks later.


Vrog Skyreaver wrote:

@Dreg: I think that the two of us both having the same contacts, but in opposite ways, would make for an interesting group if we were both chosen:

"Hey, there's Darmont! He's a decent guy."

"You! You're that crazy cultist who turns people into ghosts!"

"Who, me?"

Of course, worst comes to worst, I don't mind changing characters. I originally wanted to play a cutter, but didn't create one since we have one and I assumed that duplicates were not allowed, but after having watched some of the Rollplays with the creator as the GM, that is clearly not the case.

I don't know, I do kind of love the idea of a pair of you having the same friends/rivals.


Sorry, DMR. I had shit come up and I haven't been able to think of a character. I may try to get one rushed together today/tomorrow, but we'll see.


It happens! I'd love to see you get something together. Don't worry about the actual numbers or anything, focus on your character's personality, background, and Vice. Friends and rivals are also preferred.


I can't seem to access the crewbooks through dropbox.


DMRaven wrote:

@ Kobolum;

Why were Mercy and Chael fighting? What are they to each other? Beyond standing up for Mercy, what else has Masia done that built a random event into more of a friendship? How similar in age are the too?

Re: His vice; I'm having trouble seeing how his vice would work. Who would be his vice purveyor? How does he overindulge in it and how would it end up getting him in trouble with the law?

Mercy is a professional killer and knows how to make himself look unintimidating which is how he looked when Chael saw him and decided to beat and robbed him unaware of how dangerous the man really is.

Mercy as a young man and is genuinely inexperienced in worldly affairs. He is smart however and does understand the value of a good alibi and the old man who helped him out seems like a good choice for someone to keep a good back pocket deal with and came to him with the proposition of a mutual partnership -where Mercy gets an alibi- Masia gets a favor, that favor being for Mercy to not touch his son.

It's been a steady building friendship from there, starting out as a business deal they now do help each other on a more friendly basis. Masia still provides Mercy his alibis and sometimes he'll point Mercy towards someone he needs killing.

Masias vice is not difficult to understand when you think about it in the right light, which is basically a parent spoiling their child rotten, never punishing them, giving them everything they want, excetera. The only real difference is he's got a late start.

Examples on what he would do as a vice is if someone beat and robbed his son he would hunt them down and beat them the bloody hell if not outright killing them. If he was forced to give up money that he planned to settle for his son he would do it with every intention of getting it back by stealing it or murdering the person he had to give it to, that being said he also wouldn't give up a penny without a fight unless he feels that it's a good investment. He'd break your hand before leting you keep that penny you found on the ground.


I was having the same problem with the playbooks, so I grabbed a link on the evil hat site for them:

Playbooks and Crew Playbooks


Thank you, Vrog. I'll probably use that link in the future.

Okay! Anyone who's still interested, please try to get your characters done by the end of today. I'll make choices either sometime tonight or tomorrow depending on if anyone is still working on an idea.

Liberty's Edge

Small warning about the pdfs on that website. They haven't been updated to v8.1 and there were a number of changes to special abilities among other things, I'm sorry my links stopped working, I've been making changes for my own campaign and that probably broke the share links.


I'm going to go at 8.1 with Foxit at some point today and clip out/cut out the pages most needed for players.


Hm..well didn't get time at work to tear up the pdf. I originally only wanted 4 players. However, with the way PbP works and with five applying, I am going to accept all of you.

As such the game will feature
Kiradia as the Whisper Vlaire “Claret” Kingston
Warforged as the Spider Crowl “Smiles” Strathmill
Kobolum as the Cutter Masia “Crooked” Clearstone
Vrog as the Lurk Gath “Shadow” Foster
and Dreg as the Lurk Hammond “Bell” Triggs

Liberty's Edge

YAY! Thanks for running a second game once again DMRaven. I'm really looking forward to diving into the player side of this system. I'll get busy making up my alias.


Stupendous! Yay for all of us! My alias for Smiles will be up soon!


I look forward to the game! will post in the discussion as soon as it is up, and will get an alt built tomorrow most likely.


Ya!

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