Blades in the dark: Servants of Halthar

Game Master Meetch

Characters and crew


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HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

Probably not, no. Unfortunately, I'm not all that handy in actual fisticuffs, so for my part I'll probably be best used blowing things up or breaking them down.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Don't get too snagged in planning. A forked approach of some people on the roof and some people on the ground is sufficient. Just tell me how the ground crew enters the maze (money entrance, drug entrance, from the roofs down or the sewers up) and we can do engagement.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Anyone? Waiting on the missing detail and we’ll roll engagement.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

I had suggested that the missing detail be that we don't know exactly where he is in the complex. Also, I think I would like to go into the drug entrance.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

The missing detail isn’t something you don’t know. It’s the part of the plan that isn’t defined, in this case “where are you entering”

You vote “drug alley”

Any dissent?


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

Sorry I've been super infrequent lately... friends in town. Just finished our last session of IRL BitD

Anyway, I suggest drug alley as well, as long as Tarkinos is in the lead, and armoured.


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

I can do that. Drug alley it is!


Hound | Hunt 2, Prowl 2, Study 2, Survey 2 | Resistances - I:2, P:2, R: 0 | Harm:1 | Load: Medium

Briar would like to be on the roofs and take out the snipers.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

So here are my thoughts on my personal XP:


You addressed a challenge with technical skill or mayhem: I would say 2 xp this time, as I provided people with drugs AND I used fireoil.

You expressed your beliefs, drives, heritage, or background: I would say 1 xp as I was interested in using the drugs we found for medicinal purposes, and I am excited about the prospect of a new test subject.

You struggled with issues from your vice or traumas during the session: Not applicable yet. yet.

......

Here are my thoughts on Crew XP:


Advance the agenda of your deity or embody its precepts in action: I would say 2 xp here, since we acquired a new space, and Emaline marked Harrington with the symbol of Halthar.

Contend with challenges above your current station: I'd guess that the greycloaks are currently above our station (not hard since most crews are) so xp there.

Bolster your crew's reputation or develop a new one: I would suggest that perhaps we have developed a new reputation: Professional. Given the way we surgically dismantled this group, I feel that word of that might get around. I would nod towards xp here as well.

Express the goals, drives, inner conflict, or essential nature of the crew: I think that our group has an interesting understanding of each other; No one is trying to put their agenda first on missions (I'm not trying to take people at the expense of stopping the will of Halthar, for example). Also, I think it's telling that we all rushed to Tarnikos' aid when he got grappled by Harrington. I would argue for XP here as well.

......

For my downtime actions, I am going to reduce stress on my new friend (ideally not enough to kill him, but hurting him, on the other hand...) and then I am going to work on my Long-Term Project (since I'm in the lab anyway...)

Finally, I want to spend 2 coin for 2 more downtime actions: one to reduce heat, and the last one will depend on how my other rolls go.

Vice roll: 1d6 ⇒ 3 That will reduce three stress, leaving me at three.

My Long Term Project (rolling study): 3d6 ⇒ (5, 6, 1) = 12 Nice!

......

Action to reduce heat:

Mender is going to try and point our recent crimes at Malista, the priestess who has been attempting to have him killed for a few months now (since they parted ways violently). He will move to each of their crime scenes and plant the symbol of Malista's god (crudely drawn as if in haste) somewhere, then approach a bluecoat a few times and say something along the lines of "Officer, I saw a woman wearing a dark cloak and skulking around that place where the [Crime Occurred]. She was drawing some sort of demonic symbols in the ground and chanting!" Would be interested in a devil's bargain for this!

My last downtime action would be to try and find out who is looking for us, based on looking at their search patterns (i.e. where in the city/district they've been seen asking around about us, who they've talked to, and so on).

Study: 3d6 ⇒ (1, 1, 6) = 8


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
.Mender wrote:

So here are my thoughts on my personal XP:


You addressed a challenge with technical skill or mayhem: I would say 2 xp this time, as I provided people with drugs AND I used fireoil.

You expressed your beliefs, drives, heritage, or background: I would say 1 xp as I was interested in using the drugs we found for medicinal purposes, and I am excited about the prospect of a new test subject.

You struggled with issues from your vice or traumas during the session: Not applicable yet. yet.

......

I agree with all the above.

.Mender wrote:

Here are my thoughts on Crew XP:


Advance the agenda of your deity or embody its precepts in action: I would say 2 xp here, since we acquired a new space, and Emaline marked Harrington with the symbol of Halthar.

Contend with challenges above your current station: I'd guess that the greycloaks are currently above our station (not hard since most crews are) so xp there.

Bolster your crew's reputation or develop a new one: I would suggest that perhaps we have developed a new reputation: Professional. Given the way we surgically dismantled this group, I feel that word of that might get around. I would nod towards xp here as well.

Express the goals, drives, inner conflict, or essential nature of the crew: I think that our group has an interesting understanding of each other; No one is trying to put their agenda first on missions (I'm not trying to take people at the expense of stopping the will of Halthar, for example). Also, I think it's telling that we all rushed to Tarnikos' aid when he got grappled by Harrington. I would argue for XP here as well.

......

I have no objections to this if no one else does. Any dissent?

.Mender wrote:

For my downtime actions, I am going to reduce stress on my new friend (ideally not enough to kill him, but hurting him, on the other hand...) and then I am going to work on my Long-Term Project (since I'm in the lab anyway...)

Are you keeping track of your LTP yourself?

.Mender wrote:

Action to reduce heat:

Mender is going to try and point our recent crimes at Malista, the priestess who has been attempting to have him killed for a few months now (since they parted ways violently). He will move to each of their crime scenes and plant the symbol of Malista's god (crudely drawn as if in haste) somewhere, then approach a bluecoat a few times and say something along the lines of "Officer, I saw a woman wearing a dark cloak and skulking around that place where the [Crime Occurred]. She was drawing some sort of demonic symbols in the ground and chanting!" Would be interested in a devil's bargain for this!

No matter how you roll, I'll give you a half-filled 4-clock "Malista discovers who framed her" for +1d

.Mender wrote:
My last downtime action would be to try and find out who is looking for us, based on looking at their search patterns (i.e. where in the city/district they've been seen asking around about us, who they've talked to, and so on).

A very novel approach! By following HOW your foe is searching, vs. who your foe is, it's quite clear that he's asking exactly the right people. As far as you can tell, so far he has only spoken to people who know you.

How he knows who to ask without knowing who you are is still unknown, but something strange is happening.
Adding another 3 to that clock.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

You addressed a challenge with calculation or conspiracy.
Doesn't say anything about succeeding. The flock play was some major conspiracy, and I think there might be an argument for calculation in the Sherlock-style pre-fight mental simulation. 2 XP.

You expressed your beliefs, drives, heritage, or background.
Squeezed in a bit about his heritage using doublespeech, and his beliefs about other vices affected his reaction to the drug stash. Those are both a little thin, so 1 XP.

You struggled with issues from your vice or traumas during the session. I'm tempted to leave my stress just to get a trauma and start getting xp here... There's even a fiction reason to do so, since the purveyor is distancing himself from us.

I'll finish Insight to train Hunt, so I can guns, and put the other in my playbook.
~~~

Advance the agenda of your deity or embody its precepts in action:
The lands of Halthor's faithful will stretch to the horizons. Without our profit, we're all a little extra intent on proving this bit.

Contend with challenges above your current station:
We're still tier 0.

Bolster your crew's reputation or develop a new one:
We were in and out like ghosts. The only person witnessed was Hutch, who didn't look like he could take on two snipers and a roided out thug. The masked collaborators will hear whispers of how the creepy well-mannered man in a white coat snuffed out the greycoat dealers without a shot fired.

I can see developing a professional reputation as well.

Express the goals, drives, inner conflict, or essential nature of the crew:
We weren't as disorganized this time. This one's still the one we seem to struggle with...


Hound | Hunt 2, Prowl 2, Study 2, Survey 2 | Resistances - I:2, P:2, R: 0 | Harm:1 | Load: Medium

You addressed a challenge with tracking or violence

Briar was all about non-violent options this score to avoid the attention of the Wardens, but she did use her tracking to get intelligence on the Greycoat's defenses and to surprise the sentry and the snipers. 1 XP.

You expressed your beliefs, drives, heritage, or background

Being all sneaky-ambushy is part of both her heritage and her background. 2 XP.

You struggled with issues from your vice or traumas

Nope.

~~~

Crew XP

I agree with Mender's assessment here.

~~~

Briar's downtime actions

She will help track down Velaris, because he is crucial to the cult. Hunt: 2d6 ⇒ (5, 2) = 7
She will work on the LTP to lower the clock of the person hunting us. If Mender shares his findings, she can try to extrapolate who the mysterious person is going to talk to next, or what information they will try to obtain, and try to either plant a false trail or erase the information. Study: 2d6 ⇒ (4, 6) = 10


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Briar
I agree with all your XP triggers.

You add two more to your clock to find Velaris, mostly ruling out where you're sure he isn't. One more segment ought to do it!

You successfully lay down a false trail. Great job. You knocked 3 segments off your mysterious foe's clock.


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

You addressed a challenge with tracking or violence

Hunted the Greycoats in Prep, and used quite a bit of (admittedly unusual) Violence on the score. Dos puntos de experiencia?

You expressed your beliefs, drives, heritage, or background

Carved a dudes face up to resemble a holy constellation... i think that's Belief or drive. 1?

You struggled with issues from your vice or traumas

I could argue for the face-carvery, as her vice is Beleif (also, she overindulged) maybe 1 xp?

~~~

Crew XP

I also agree with Mender's assessment.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Emaline
I think all your XP triggers are fine!


Human-ish Level i^64 game master l Team (H): 3, Team(P):2

Hey, Just mentioning that I'm gonna see about starting a game of The Sprawl, A Mission-based Cyberpuk game, not dissimilar to BitD in formula (Get job, do legwork, execute job, get paid) Thought any of you with a spare game slot might be interested.

cheick it out here.


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

You addressed a challenge with violence or coercion

Went toe-to-toe with a big mean guy with a pretty bad reputation. I also got rid of a problematic sentry by intimidating him. 2?

You expressed your beliefs, drives, heritage, or background

Stole some turf for my cult. Don't think the basic operation of the score itself should necessarily count for that.

You struggled with issues from your vice or traumas

Nah not really.

I also agree with Mender's assessment of the crew xp.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]
Halthar's Voice wrote:
I agree with all the above.
.Mender wrote:
I have no objections to this if no one else does. Any dissent?
Halthar's Voice wrote:
Are you keeping track of your LTP yourself?

I am indeed, on my alt. I just need to know how many ticks to add.

Halthar's Voice wrote:
No matter how you roll, I'll give you a half-filled 4-clock "Malista discovers who framed her" for +1d

Done!

Does anyone mind aiding me on my reduce heat roll?


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

If Voice says we can change one of my actions I don't mind.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Mender
With the exception of healing clocks, 1-3=1 segment, 4-5=two segments, 6=three segments, Critical=four segments. Healing clocks are 2, 3, 4 and reduce stress.

Tarnikos
You're welcome to aid Mender without spending a downtime action. It will cost you 1 stress to assist.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

I'm go ahead and roll my check with 2 dice, and if Tarnikos declines to assist me we'll just ignore the 2nd die. I am taking the devil's bargain.

2d6 ⇒ (1, 1) = 2


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Mender
Even with Tarnikos' help, your efforts to frame Malista are clumsy at best. It's enough to throw a little doubt into The Black Diamond's involvement -1 heat but not enough to make a real difference. Malista is certainly interested in who is trying to frame her.


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

Gonna throw this out there... Where do we hit next?

Options:

1.)Vice den owned by the grey-cloaks (Good for $)
2.)Turf owned By Dimmer-sisters
3.)An ancient Gate also owned by the dimmers (lets us go into the deathlands)
4.)A sanctuary owned by The Weeping Lady
5.)Or some more Greycloak turf

Ideas I have for doing these

1 or 5) just go in and carve up some more faces

2) we do a ritual-y thing that forces out their enslaved ghosts and occult powers from the area, claiming it for ourselves.

3.) we use some occult ability to attune the Gate to us alone, rendering it useless to the Dimmers

4.) either we weave another Sob-story, or we make (or fake) some great advancement by Mender,a dn convince her to give us more in exchange for a ew favour tokens or whatever.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

We could take the vice den, take Conviction when we advance the crew, and turn the place into a church. (more of a fictional connection than a mechanical one...)


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

Here is what I think we should do: let's pick a mission, then when our crew advances, I would vote for making our hideout hidden, so then we can go to war with the greycloaks and wipe them out.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Your hideout is already hidden. It’s one of the booms given to you by Scurrlock.


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

I don't think Wiping out the greycloaks is a reasonable goal short-term, and our crew wouldn't do well at war.

I vote we start acting like a cult, do a ritual to set some nastiest (ghosts, demon, or, my personal vote, Summoned horror) on them.

Barring that, let's get ourselves some room, give us room to recruit/prey on people


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

Summoning eldritch horrors to prey upon them could be a good idea, as long as we could control them so they don't run amok (or if we could blame them on someone else, I'd be okay with them running amok too).

I am going to take a very firm "No Ghosts" stance. My character's entire motivation is to stop the ghost epidemic in the first place.


[Sheets] [Map]

I do agree we need to establish some serious assets before we start an actual war.


Hound | Hunt 2, Prowl 2, Study 2, Survey 2 | Resistances - I:2, P:2, R: 0 | Harm:1 | Load: Medium

Also voting for more cult-related activities.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Sounds like you have a plan: Occult.

The missing detail is “what arcane power are you using.”

You’ll also need to pick a target.

Velaris: Is Halthar asking for anything?


Yeah, "Stop drinking and go back, and also, you know that shop on 23rd, in nightmarkets? Burn it down" but I've spent enough time as his lap dog


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Does that mean that Velaris is not sharing Halthar’s demand?


Wait, did we find him? cause I thought we hadn't

Edit: Missed Tarnikos finding him

He wants a shop in Nightmarket burned down. Rather unfortunate, In velaris' opinion, because they made a great jellied-eel pie


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Yeah, they found him.

Ok, you know your dark god demands arson (and your offertory holding will pay +2 coin for that score).

If you sufficiently tie the occult into anything you do, you’ll add +2 coin (including the gigs Scurrlock is paying you for).

It sounds like you’re trying to decide between really pissing the grey cloaks off, moderately pissing off The Dimmer Sisters or appeasing Halthar who wants you to burn a building down.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

I vote against pissing off the Dimmer Sisters.

As for the Greycloaks, we're headed to war with them anyway.

We can burn down a building I guess, if that's what the cultist set amongst us wants to us to do.


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

Could we do two birds with one stone? Come up with a reason to get a bunch of greycloaks in the shop and burn it down?


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

I could make bombs!


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Interesting plan. Just remember that as a Tier 2 gang, The Grey Cloaks only have about a dozen gang members, plus leadership. It may be tricky to get more than two or three together in one place. Still. if you're crafty you can maybe knock out a few Greys.

And Mender can indeed make bombs!


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

Spooky bombs?


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Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

He'd have to research spooky bombs as an LTP


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

"While I could likely make some sort of gas that heightens fear, I was indeed speaking of making explosives."


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

Hutch braces his right elbow in his left palm and runs the knuckle of his right hand over his chin. "I see where you're going with this, and obviously you're very talented, but do you think it will impress Halthor? I think the fire should be green, don't you? In any case, make it work."


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

It’d be trivial to make the explosives or resulting fire have a tinted color.


1 person marked this as a favorite.
Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

Mostly just making a Tim Gunn reference for humerus effect.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

It sounds like you have a target, but it sounds like you’ll need two plans. A plan to get some Greys in the restaurant and a plan to burn the restaurant down.

Are you going to trick them into showing up (deception) or beat them up and drop them inside (assault)

Are you going to bribe the owners to take a train ride and let you leave bombs (social) or break in at night (stealth) or throw grenades in the window (assault) or trick the owners into taking a shipment of flour that’s really gunpowder and nails (deception) or something else entirely?

You can do some gather information to find the optimum plan or fill in a missing detail once you settle on a plan.


I'm thinking: briar and Tarnikos grab and tie up some Greys, While Hutch and Mender either deceive or smuggle in the powder and reagents, and Velaris sweeps in in the dead of night, after the greycloaks have been secreted in there, to make the final preparations, and send the shop up in multicoloured flames


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

That sounds like three plans, but I'm willing to make it two with some Hutch and Mender flashbacks.
Assault, (deception), stealth

If people are ok with that, I'll need the following:

1. Assault plan: What's your point of entry into the Grey's location?
2. Stealth plan: What's your point of entry into the bakery?

Go ahead and start doing some gather informations in the gameplay thread. Staking out buildings, following greycloaks, bribing friends of the bakers can all be useful for these plans.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

The point of entry for the stealth team should be the kitchen door in the alley.


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

The assault entry point should be in through a side entrance.

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