The Long Shadow (Inactive)

Game Master Kiradia

The shadows of Duskwall reach far into the streets, but do they reach far enough for the newest crew of scoundrels making their way up the crime filled underworld? Official Character & Crew Sheet


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Playbook: Lurk | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 3 | Stash: 0
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I don't think the apathy drives him. He has no particularly strong pull to the dead (aside from his Vice, but that's mainly driven by a dislike/hatred of the "privileged" (as he sees them) rich).

I would like to make a crew drive to "be seen as people who get the job done." Fog would like that ideal over being seen as morale, the streets are rough!


Playbook: Lurk | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 3 | Stash: 0
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*prods chat* So..what do others think about the XP their characters should earn from the heist? Any ideas on what to do with Fog's second downtime action?

Liberty's Edge

Sorry friends, weekend was pretty busy for me. So... I'm curious where everyone else is? If you have any confusion about what to do please ask questions. I'm more than ready to answer them and others can as well. The downtime portion is about doing personal stuff and goals and gives chances for roleplay outside of the high tension score. So... how do your characters unwind?


Playbook: Leech | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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I'm not sure what I should say for Saint's XP. He didn't really do anything related to his role or skills. Thoughts?


F Whisper [Stress: 0/9 | Trauma: None] [Harm (L1: None, L2: None, L3: None)] [Coin: 0 | Stash: 0 | Load: Light (2 +Thief's Rigging)]

Apologies for my absence, I changed jobs and it cut into my time a bit more than I expected it to. Thanks for botting me, and doing exactly what I would have done, except far better. :)

As far as XP, I guess I get one for the Desperate Action, and one for Beliefs/drives/heritage/background. I don't think I get Vice XP, because while the device itself was occult, I sort of put my values / the job before my desire to have it and learn from it. Still, this is something that will affect Ophelia and we'll likely see again. So, 2 for me sound right there?

Liberty's Edge

I'll need to look over the score, but focus on your downtime activities for now. I'll look over the XP stuff when I get a chance to later this afternoon but technically XP (kind of... sort of) happens after Downtime which can be used to gain extra XP through training.

Liberty's Edge

Saint: Ok, looking over the score, I think I have found 2 xp for you. Specifically dealing with the ghost, which was the main challenge of the score, Saint expressed both his belief's and his background at the same time when he discussed his feelings on ghosts and helping them by destroying them rather than letting them descend into madness and you expressed your revulsion at the idea of sharing your life essence with another being to save their "unlife." While the rest of your XP triggers didn't happen, I think both of those are enough to give you 2 XP, which you can assign to any of the 4 groups.

Liberty's Edge

So... I feel its time to ask... how is everyone feeling about the campaign? Do we wish to continue or stop it? If there's confusion please ask questions but if there's a growing lack of interest I'd like to know so I can try to change things to get it back on track.


F Whisper [Stress: 0/9 | Trauma: None] [Harm (L1: None, L2: None, L3: None)] [Coin: 0 | Stash: 0 | Load: Light (2 +Thief's Rigging)]

I've been very much enjoying it! I do keep having to refer back to the book a lot since I'm new to the system, but I'm really liking what we're making.


Playbook: Leech | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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I'm enjoying the story and setting a lot. Not sure I'm contributing as much as I could be- in the videos there was a lot of bartering with Devil's Bargains and taking stress to give an advantage to other team members- but I'll get the hang of the rules as we play more.

Liberty's Edge

Ok, in that case, I still need a few things from some players. I haven't heard back from Guts but I have from Dusky so I'll get on Dusky to make his post. Saint, I still need downtime actions from you so if you could make a post for that we can try to get this going to the next score. The last page has my post about downtime activities and a link to the summary for bullet points of actions required.


Playbook: Leech | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Okay, 2 xp- do I need to fill up all the boxes in an XP track (Insight, for example) before I get another specialty point (Tinker)? Or do I just put the points straight into Tinker or Wreck or whatever it is I want to level up?

And when do we get another Special Ability?

For Downtime, are there any particular long term projects that would be helpful to the group? I'm open to suggestions.


Playbook: Lurk | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 3 | Stash: 0
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I like the setting, the game, and how you've been running it. It does seem we fell into a decline after the heist.

Your character gets new special abilities when you earn a progression. You can do that by putting XP toward your playbook.

As for long term projects...not sure. Maybe getting a like..doctor room set up in the Towers?

It could provide us a safe place to rest up/deal with injuries. Maybe give a bonus die to any physicking rolls Saint makes?

Liberty's Edge

As a Leech you have several options for long term projects. You could craft something like a new weapon or device, or some kind of potion or poison. Whatever you think would be useful to being Shadows. You could also do some kind of social thing if you wanted to expand your character's influence. Long-term projects can be just about anything really, I know that can be paralyzing for some people to make choices based on a near infinite set of options but pick a goal and focus on it. :)


Playbook: Leech | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Wouldn't a doctor room in the tower be a Crew upgrade? That's part of my problem, I can't decide if things I'm thinking about would be long-term projects or Crew upgrades.

One example would be the medical room in the HQ. Or an alchemy lab or tinkering workroom.

Another thing I was thinking of was trying to expand his network of contacts in the medical/trades/wealthy but not noble class of working folks. Or, alternatively, he could work on expanding his network with smugglers and other shady folks through his cousin. That could be a bonus to Consort or something like that, but networks and contacts also go to Crew and reputation, don't they?

The Exchange

Playbook: Slide | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Subterfuge Supplies

Sorry for the absence, I've been bogged down with a bunch of projects and posting here kept slipping my mind. I'm gonna try to get back in the habit of checking the thread daily.

Liberty's Edge

Ok, back from a long weekend. In the interest of getting back to playing the game, may I suggest you focus on building your contacts for now Saint? It will give you some time to get used to the downtime activities and at this point downtime has taken far longer than I anticipated. Adding a contact will be a 6 segment clock that you would probably roll Consort or Sway on depending on if you want to make a contact of an acquaintance or a stranger.

As for the other questions, almost anything can be a long-term project, its a very open ended sort of downtime activity and can be used to get crew upgrades (though they usually take a long time). An alchemy lab or tinkering workroom would fall under the Workship crew upgrade but its not a big deal if someone wants to make acquiring one a long-term projecct.

Liberty's Edge

More than enough time has passed, so I'm gonna move on for now. Saint, I'm not skipping your downtime but we really need to get this moving or its going to die, let us know what you decide and we can retcon anything we need to. So, the final question in all of this is what you guys want to do next. We pretty much enter a sandbox at this point where the crew gets to decide their goal. I do have an overall story to tell later down the road but for now, its all about the crew and your beginnings.

The options include doing another job for pure money, or doing a job for money and some Claim your crew can grab like Turf or a Vice Den. You could try to make some new friends as well by doing a job for someone else. You guys get to decide the goal. So, let me know what you think.

The Exchange

Playbook: Slide | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Subterfuge Supplies

Well, that was a bit of an unusual job, and we could always use more money, so we could just do a good old fashioned burgling for fun and profit. But, making new friends is always beneficial.


Playbook: Leech | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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That sounds good to me, Kiradia. Working on expanding his network of contacts it is.

For the next job, we made a decent amount of coin on the last one. If we could do something to improve our rep I'd lean toward that rather than just straight money.

The Exchange

Playbook: Slide | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Subterfuge Supplies

So a high profile or difficult job? My word.


Playbook: Lurk | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 3 | Stash: 0
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Let's try to make some friends by doing a job with another crew..let's say uhmm..Gray cloaks? We're already a little good with them, lets' try building a better alliance with 'em.


F Whisper [Stress: 0/9 | Trauma: None] [Harm (L1: None, L2: None, L3: None)] [Coin: 0 | Stash: 0 | Load: Light (2 +Thief's Rigging)]

Works for me!

Liberty's Edge

Sounds good to me! I'll get an update going tomorrow.

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