| Wandering GM Wastrel |
OK, you're trying to get 2 (and then 3) people secretly through the Silver Staff. It's a discreet kind of place by design, but 2 of the 3 don't look like patrons and the other one isn't supposed to be wandering around.
It sounds like you're using Prowl - I won't insist on a group action, but to get the Effect you want we're looking at a Desperate position (on the plus side, it gives you XP for the roll). Let me know if you want a Devil's Bargain for an extra +1d.
| Wandering GM Wastrel |
OK, that's a success - with a very serious and unfortunate complication. I have one in mind but I just want to check if everyone is ok before I run with it.
The complication is that one of the Silver Nails has dropped by to "see" Lottie - he's not scheduled as a "client" for today but he's not about to take no for an answer. Nothing is actually going to happen because Casia and Luce arrive just as he's pulling a knife on her, but this is darker than a lot of stuff I've written so I want to check with you before I go there.
If anyone's not happy with that, I will come up with something different. Please let me know.
| Ranna Karlsdóttir |
Question for the GM. Could the bouncer that just spotted us be Samy, who got nervous about the delay and left his post to look for Lottie? That would make the 'complication' explaining who we are, (since I don't think he would have met either Jonah or Ranna), and convincing him to wait until Casia/Luce get back.
| Jonah Torrson |
OK, that's a success - with a very serious and unfortunate complication. I have one in mind but I just want to check if everyone is ok before I run with it.
The complication is that one of the Silver Nails has dropped by to "see" Lottie - he's not scheduled as a "client" for today but he's not about to take no for an answer. Nothing is actually going to happen because Casia and Luce arrive just as he's pulling a knife on her, but this is darker than a lot of stuff I've written so I want to check with you before I go there.
If anyone's not happy with that, I will come up with something different. Please let me know.
I'm fine with it.
| Wandering GM Wastrel |
Question for the GM. Could the bouncer that just spotted us be Samy, who got nervous about the delay and left his post to look for Lottie? That would make the 'complication' explaining who we are, (since I don't think he would have met either Jonah or Ranna), and convincing him to wait until Casia/Luce get back.
I like that idea, but I'm going to leave this one to the fortune dice
Fortune: 1d6 ⇒ 3
Apparently not - this is an unrelated bouncer encounter.
| Jonah Torrson |
Okay, so not Samy. In that case could we have 'liberated' a small jar of some kind of strong sedative? If so, then maybe Jonah can distract him just long enough for Ranna to prepare a syringe of the stuff and then stick it in his backside to knock him out. Not lethal (hopefully), but keeps us from an outright fight.
So maybe Sway, then Finesse?
| Ranna Karlsdóttir |
Don't even have to take from the supplies. As part of her Leech bandolier Ranna has access to Trance Powder, which "Induces a pleasant hypnotic trance when inhaled." She can just throw it at him and say "These are not the scoundrels you're looking for. Go take a nice nap."
That's probably still Finesse though. Maybe Jonah's distraction could count as an assist rather than a separate action?
| Wandering GM Wastrel |
Yup, you've hardly used any of your equipment so there's lots of options. That sounds like a finesse roll to me, risky Position with full effect. Go ahead and make the roll with +1d from Jonah's assist. If you want a Devil's Bargain for an extra +1d, let me know.
| Ranna Karlsdóttir |
No Devil's Bargain but I'll push myself for an extra die. We're close to the end here so I think the stress is worth it.
Finesse: 3d6 ⇒ (4, 6, 2) = 12
| Wandering GM Wastrel |
That's a full success, so you get to narrate how it goes :)
| Luce, Light's Shadow |
I've got a vial of Slumber Essence which might be useful here but I've got no idea what the dice roll required here would be...
Question for GM - how is Slumber Essence usually applied? Drops? Spray? Something else?
| Casia Spinther |
Casia has absolutely zero interest in leaving behind a Silver Nail as a witness that they were there and looking out of place.
So she'll attempt to persuade him to not say anything via the only tool she has in that kit.
Stabbity, stab, stab.
Skirmish: 2d6 ⇒ (1, 4) = 5
| Ranna Karlsdóttir |
I know Ranna's not there but killing this guy (even if he deserves it) seems like a really bad idea. Killing members of other gangs is what got the Dusk Mites into a war with the Grinders. We were already spotted by someone who knows exactly who Luce is. Do we want to risk the Silver Nails drawing a connection between that encounter and "one of our guys just got shanked"?
| Wandering GM Wastrel |
A few thoughts
This is why we don't make action rolls until we've established the situation, because it may change what you do. The Position here is Desperate because of the situation and because the Silver Nails are higher Tier than you are: they are the equivalent of special forces - commandos, green berets, SAS, etc. Finraeth was able to take down a group of them, but he had chosen a place and time that suited him, together with magical backup from Jonah and a special ability that lets him do that. You don't have any of those things going for you.
In addition, your Effect in a straight-up fight will be severely limited - there's no way you are taking him down with a single dice roll.
I've got a vial of Slumber Essence which might be useful here but I've got no idea what the dice roll required here would be...
Question for GM - how is Slumber Essence usually applied? Drops? Spray? Something else?
Good questions! It's a vial, right? That suggests it's not in powder form like Ranna used, but it could be a gas that you release by breaking the container. Or it could be injectable, or it might be something they have to drink. Why don't you tell me where Luce got it from, and how it's used? Then we can decide what action roll would be most appropriate.
My suggestion would be using Casia's action roll as a setup action, with the effect of distracting the guy while Luce delivers the knockout blow (literally). That's likely to be far more effective than trying to take him out in a straight-up fight, which he is much more suited to than you are.
Casia is planning on laying the blame on Lotti - who will be conveniently absent and unable to protest her innocence.
| Luce, Light's Shadow |
Hmm... I think originally Luce probably got some from someone rather shady who promised it would be an anaesthetic for her father and cheaper than opium. It's not really, but she figured out that there are other uses for fast acting sedatives and makes occasional purchases from said shady dealer for other reasons.
As for how - I'm thinking either an injection (although things like hollow needles probably aren't common in this era?) or something a bit like smelling salts - a corked vial which you sniff/inhale. First wiff makes you woozy and then its much easier to get the second/third sniffs into them after that which knocks them out for a while?
If so maybe Casia distracts him and Luce tries to slip in and Finesse the vial under his nose? She's got no other combat skills so hopefully that can be allowed...
| Ranna Karlsdóttir |
FYI Ranna gets syringes as part of her kit so injectables are definitely a thing in this universe.
| Wandering GM Wastrel |
If so maybe Casia distracts him and Luce tries to slip in and Finesse the vial under his nose? She's got no other combat skills so hopefully that can be allowed...
Ah, the old "Does this smell like chloroform to you?" gambit.
I'll allow that as a Finesse roll, for sure. Desperate position but standard effect so it will knock him out. Do you want a Devil's Bargain for +1d?
| Luce, Light's Shadow |
I think I do...
Honestly I hate the idea, but hey - demz de roolz.
| Wandering GM Wastrel |
Ok, the bargain is that this your only remaining dose of the stuff. If you want to use it again, you need to take a Downtime action to replenish your supply.
You can always refuse a bargain if you don't like how it sounds, btw.
EDIT: or propose an alternative.
| Luce, Light's Shadow |
I can live with that.
Finesse: 2d6 ⇒ (1, 6) = 7
Oh thank Artemis!
| Wandering GM Wastrel |
Well worth taking that Bargain! So it works - you step lightly into the opening that Casia has given you and give him a whiff of the salts - he blinks for a few moments before falling backwards and toppling onto the floor.
Casia - your move works, you dart in with the knife and distract him enough that he's focusing on you rather than Luce, so her move catches him off-guard. Unfortunately, even though you're trying to evade him rather than fight him, he's a deadly, trained soldier: his blade moves faster than you can see, there's a spray of blood as he cuts you repeatedly.
Take level 3 Harm: Carved Up.
If you have any equipment slots left over, you can take armour (2 Load) which will reduce it to level 2 Harm. You can Resist with Prowess to reduce it by a level of Harm (2 to 1 if you combine with armour, or to level 2 if you don't have space for the armour).
Don't get into a fair fight with these guys. You will die.
| Wandering GM Wastrel |
Cas resist: 3d6 ⇒ (5, 3, 2) = 10 1 stress for Casia, so she's now at 5/9 by my reckoning. Take level 1 harm, Nasty Cut, as she dives out the way and trusts her armour to take the worst of it.
For future reference, the narrative is supposed to drive the mechanics ("fiction-first"), so if you decide you're making a Skirmish roll then that means you describe the action in those terms (and ideally, you describe the action you are taking before you roll the dice). If what you wanted was to distract with a minimum of violence then that would almost certainly have been a different action roll.
| Wandering GM Wastrel |
So how is everyone doing? Do you want to play out the hustle from the Silver Staff over to Gadoc Rail Station with Samy and Lottie in tow, or just handwave it and move into downtime?
| Wandering GM Wastrel |
Spoilsports :P
Alright, one GM handwave coming up.
| Wandering GM Wastrel |
OK, end of score! Well done everyone, particularly the two of you who are new to this game.
I would definitely welcome any comments you have, either here or feel free to PM me (or message me on Discord) if you would prefer to put your feedback one-on-one. Things you liked, things you didn't like, things that could have gone differently, random thoughts, whatever. Playing this on PbP rather than tabletop makes it harder for me to know what you are thinking so please do share generously.
That aside, we are now into Downtime!
PAYOFF
First we look at payoff. You only get 1 Coin because you all took the extra meds which will help Ranna keep her clinic running.
You also get Rep, but the question is: do you let word get out about your score? If you keep it quiet, it's less messy in terms of Heat but you don't get Rep. Let me know.
XP
You get 1 XP per Desperate roll. I think there were only 2 in that whole score, 1 for Cas and 1 for Luce.
You also get XP for your playbook trigger. Mark 1 XP if you met that trigger at least once, or mark 2 XP if you met it repeatedly.
Other than that:
Did you express your beliefs/drives/heritage/Background? Mark 1 XP if you met that trigger at least once, or mark 2 XP if you met it repeatedly.
Did you struggle with issues from your vice or traumas? Mark 1 XP if you met that trigger at least once, or mark 2 XP if you met it repeatedly.
HEAT
There's at least 2 Heat coming your way because of the complications with Luce getting recognised. I will wait on "awarding" any more until I know your decision regarding the Rep. If you keep it quiet, zero Rep but less Heat.
DOWNTIME ACTIONS
Everyone gets 2 actions for free and can get more by spending Coin. Let me know what you want to do.
| Jonah Torrson |
Well, it looks like once again all I can do is heal and try to reduce stress.
I'd say 2 XP for addressing challenges with knowledge or arcane power and 2 XP for expressing beliefs, drive, heritage, etc. None for vice or trauma and no desperate rolls.
I think I'll dump all four into Special Abilities.
| Ranna Karlsdóttir |
Ranna did have a desperate roll, since she traded position for effect when breaking into the vault. 1XP
Playbook trigger: “You addressed a challenge with technical skill or mayhem.” At least two, (the smoke bombs and the acid for the vault door), and possibly a third if the trance powder counts. 2XP
Expressing beliefs/drives/heritage/background. I think so? She had a couple flashbacks to events in her background, wanted to target the Silver Nails because of her heritage, and her beliefs/drives as a doctor propelled the whole score. I’m counting 2XP, but let me know if I’m being overly generous with what counts.
Vice/Traumas. Her vice is her obligation to the clinic. While the entire score involved getting supplies, I think the only time she really struggled was when asking people to give up the coin in exchange for antiseptic. 1XP.
| Casia Spinther |
Casia would like to keep quiet about the job. Missing out on the rep gain would be preferrable to rising higher in the notice of the Silver Nails, currently.
Desperate Roll: 1 XP
Playbook Trigger: "You addressed a challenge with stealth or evasion." 1 XP
"Beliefs/drives/heritage/background"? Probably only once - when given the choice of what to pocket in the vault. She chose family over her vice. 1 XP
"Vice/Trauma"? Not this time that I remember.
Sounds like 3 XP for Casia. Like Jonah, she'll drop 'em all into Special Abilities.
Hoping that one of her downtime activities is for Ranna to stitch her back up. :)
I'll have to figure out the other.
| Luce, Light's Shadow |
Keeping quiet seems sensible to me!
As for XP I have no idea really so do correct me if this seems wrong.
1 XP for desperate roll
Trigger: "addressed a challenge with calculation or conspiracy". Well this whole thing was one big calculation on her part but... once with the servant boy to find the vault, once bribing the two workers and once for the whole Sami situation? I'm not sure how much flashbacks count, because every flashback is kinda 'addressing a situation with calculation'. So maybe 3XP?
Don't think she expressed her beliefs, drive, heritage or background at all.
But did struggle with her vice with the whole painkillers/profit issue in the vault.1XP
So 5XP?
As for downtime activities I don't know what they are, so I'll get back to y'all on that!
| Luce, Light's Shadow |
And proving that I *really* didn't get it, I tried to award myself too much XP!
Only 4XP in total, cause I can't get 3 for calculation and conspiracy! :)
2 going into resolve cause I want to be bossier and 2 into special abilities.
| Wandering GM Wastrel |
I was going to point out that *all* of you had a vice issue when I gave you that not-so-secret test of character, but Luce beat me to it.
To answer some questions on awarding XP, it's the players in this game who get to decide what to award themselves and what counts.
That said, if you want some guidance then IMHO addressing problems probably means more than having the right gear - there isn't really a cost to that. But every time you made an action roll or used a flashback, there is a cost to that as things can go wrong. So I think the question is how many of your action rolls/flashbacks were done to address a problem using your specific XP trigger?
This game runs on dice rolls but also on vibes (for want of a better term) - if you did stuff during the score that made you feel like a Spider, or a Whisper, or a Lurk, or a Leech, rather than just a generic scoundrel, that's probably good enough for the XP.
| Wandering GM Wastrel |
Don't think she expressed her beliefs, drive, heritage or background at all.
Strongly disagree - when I asked you "what's a nice girl like you doing in a place like this?" you gave a great answer about who Luce is and why she's comfortable being there. That's at least 1 XP right there.
What this question is getting at (I think - the rules are vague!) is "do we know more about your character than we did before?"
| Luce, Light's Shadow |
Luce, Light's Shadow wrote:Don't think she expressed her beliefs, drive, heritage or background at all.Strongly disagree - when I asked you "what's a nice girl like you doing in a place like this?" you gave a great answer about who Luce is and why she's comfortable being there. That's at least 1 XP right there.
What this question is getting at (I think - the rules are vague!) is "do we know more about your character than we did before?"
Thanks for that - clarity helps and I honestly hadn't considered that bit at all, so thanks again!
If anyone else thinks of anything then please do point them out - I'm very much trying to learn here. :D
That brings me up to 5XP again.
| Wandering GM Wastrel |
I'm not a huge fan of GM exposition, or GMPCs more generally so I'm going to leave it to Casia or Jonah to talk Ranna (and Luce) through what went down with the Grinders.
| Wandering GM Wastrel |
OK, I've had 2 votes for "keep it quiet" so that's what we'll do. Zero Rep from this but likewise low Heat. It was in and out, low exposure, no dead bodies so the only Heat you get is the 2 from the complication of Luce being recognised. You're now at 2 Heat, Wanted level 2.
I forgot that you have a Claim now that gives you +2 coin for burglaries: you fence the drugs you stole through them and your 1 Coin payoff magically becomes 3 Coin, which is enough to buy some more downtime activities if you've run out already (Jonah).
Faction changes: none. The Silver Staff is Silver Nail territory but you weren't going up against them directly. The guy you robbed works for the Nails but the stash you went after was something he was doing on his own time so he can't exactly complain to the Nails about it. The guy you knocked out isn't about to admit to getting ripped off in a brothel, his cred would be shot and his memories are hazy anyway. There's a reasonably diligent search for Lottie, but once they realise she's gone for good they'll do their best to pretend it never happened: you don't want anyone else getting ideas, after all.
tl;dr - the Nails still don't like you but you're really not their main concern right now.
Entanglements, Wanted level 2: 2d6 ⇒ (5, 1) = 6 Interesting.
| Ranna Karlsdóttir |
Quick question after reading Jonah’s post: what was that about Hutton running Skovlander slaves? I remember during the drug deal the Grinders claimed that the group you both were targeting was running slaves. But the Grinders were a gang made up of Skovlan refugees and I don’t remember reading anything in this game or the lore that indictated they trafficked slaves.
I’m trying to figure out if I the player missed something, if Jonah’s player is misremembering, or if Jonah is deliberately lying to Ranna about how things started.
| Wandering GM Wastrel |
Ha! That was going to be my question - as far as I remember it, the Grinders were using their shared heritage with Jonah and Lolo to get some sympathy and put us off-guard by claiming that the gang we were going after were slavers.
Whether they were actually slavers or not was never fully resolved and I don't know if Sarah had any thoughts on that one way or the other (that whole score was interrupted part-way through when Sarah got hit by a car, so it all got a bit confused).
A moment passes as he glances at the little dish of peppermints they always kept filled on the corner table.
Awwww :(
| Jonah Torrson |
Well, I may have misremembered or misinterpreted things, and I haven't really had time to dig back in and confirm, but I always thought it was Hutton and the Grinders that were the slavers. It fact, Jonah was all for sending a message to Hutton on behalf of Lyssa because he thought they were running Skov slaves which had him pretty ticked off.
It could be Jonah is totally wrong. (The ghost field does strange things to the mind at times.) But so far that's how he sees it and how he remembers it. So he isn't lying, but he could be badly misinformed.
If I get a bit of time, I'll try to go back and see where I might have gone wrong and got things confused.