Blades in the Dark (GM Sarah)

Game Master Sarah 'queen' B.

The Dusk Mites I City of Doskvol I Clocks I Stattus


301 to 350 of 1,695 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Actually, you know what? We're goig to make a 4-clock called "Wally the Ghost" to mark your scucesses in getting rid of him. When the clock si full, he goes - banished, driven off, held at bay, whatever. Lolo's Action filled 2 ticks. 2 more and he's gone, for now.

I should have dne that from the start.


Ah okay. I can use one of my free assists if one of the other people who haven’t acted have something. I’m trained in Command so I could try that. Would that basically just be trying to order the ghost to get lost with force of perosnality?


1 person marked this as a favorite.
Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)
Sarah the GM wrote:
I would also be intrested in a Scum and Villainy game. Gladiators sounds cool, too. Would oils and rippling muscles be invovled? Asking for a friend.

"Do you like movies about gladiators?"

Sarah the GM wrote:
Are you trying to do soething here? If you want to make a Command roll, I can give you a limited Effect for using the charm, it would probly form par of the setup roll with Lolo to help Jonah's Compel Action. Also, if you are Resisting that damage, I need to see a Ressist roll from you.

Yes, thanks for the reminder, got caught up with other stuff.

Resist, Prowess: 3d6 ⇒ (3, 6, 1) = 10

Zero stress, level 1 harm.

I like the idea of using a Command action here in true Exorcist fashion ("the power of Christ compels you!"), so I'll gladly give it a go. After all, what could go wrong? Dareia, if you're offering an assist I'll gratefully accept it!

Command, Assist: 2d6 ⇒ (2, 5) = 7


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

I'm a little confused as to where we are at. Sounds like Fin is making a Command action. Dary is assisting?

Question. Do we want to put the genie back in the bottle? Rather than Compel, I could Attune to get him back in the bottle following Fins command. That would fill the clock if with are both sucessful. I've still got three equipment slots so I could add a Lightning Hook and use that to get him back in the spirit bottle. That way he isn't running around loose, but I could imagine someone trying to steal the bottle in the future, it just going missing, or him being really really miffed if we let him out again. All options to keep the recurring theme going.


@Jonah - yes, Fin & Dary are teaming up to try and put a tick onto the clock thru their combined efforts. Your quetion takes us back to our discussion yesterday about Effect, aka how mcuh can you do with a single dice roll. Lolo is on the right track here - putting him back in the bottle is a long term project (Downtime) plus a score devoted to making it happen. All you can hope to do right now is drive him off - if you wave a lightning hook at him, a 6 would just mean he doesn't snap it in peices and feed it to you.

Teh good news is that it took Fin a Desperate position to get 1 tick on the clock. You can do the same from a Risky position. Although given that you genernaly roll a 6, that's probly less of an issue :P

@Fin - mark 1 XP. I'll get to your consequences in a bit.

@Casia - are you Resisting the level 2 Harm and/or want to roleplay it out? I'm happy to wait on you to post something but let me know, please :)


OK, that's a success with consequences. You get 1 more tick on the clock as Wally is hit with Fin's aggression, which he wasn't expecting.

Desperate consequences mean Harm and a severe complication. Fin's ghostbane charm breaks in a spark of electroplasm that scorches him. Tke Level 1 Harm (burnt hands), you can Resist with Resolve. You can repair your ghostbane charm in Downtime for free (no money, it doensn't take a Downtime Action) but you can't use it any more until it's been fixed.


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)
DM_DM wrote:
Sarah the GM wrote:
Yes, what pirate one?! I msissed that!

Googling, I think this is it:

https://ensifer.itch.io/sea-of-dead-men

There was another one (Sea of Gold) that seems to have collapsed before reaching beta. You can find a list of adaptations and hacks right here.

Yes, that's the one! I'm new to FitD so I don't know how good the rules are, but I love pirates. Thanks for the list of all the FitD games, DM_DM!

Sarah the GM wrote:
Would oils and rippling muscles be invovled? Asking for a friend.

Well, if I ran this some time I'd want happy players, so tell your friend yes! ;)


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

Resist - Resolve: 2d6 ⇒ (6, 2) = 8

Since Casia has a Resolve of 0, then she takes the lower die, correct?

In that case, that would be a fail. :(


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

If the only thing I can do is try to drive him off, that's what I'll do.


Casia Spinther wrote:

[dice=Resist - Resolve]2d6

Since Casia has a Resolve of 0, then she takes the lower die, correct?

In that case, that would be a fail. :(

You don't "fail" Resist rolls, they auto-succeed. The roll is to see how much stress you take, which is 6 minus your diec roll. In this case that would be 6-2 = 4 stress, which would put you at 8 stress. Soooo - I sugggest that we pretend I never saw that roll, you take the level 2 harm and you stay at 4 stress.

(don't expect me to make a habit of this, FYI)


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)
Sarah the GM wrote:

You don't "fail" Resist rolls, they auto-succeed. The roll is to see how much stress you take, which is 6 minus your diec roll. In this case that would be 6-2 = 4 stress, which would put you at 8 stress. Soooo - I sugggest that we pretend I never saw that roll, you take the level 2 harm and you stay at 4 stress.

(don't expect me to make a habit of this, FYI)

Ah. Sorry about that. I'll remember that for the next time. Thank you.

One could make an argument that taking that much stress from a Resist roll in itself would be classed as a fail. But that would be simple pedantry. And pedantry for its own sake rarely gains you anything with most GMs. XD


And "one" could make an arugment that a pedantic GM would not have decided to overlook that dice roll ;)


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)
Sarah the GM wrote:
And "one" could make an arugment that a pedantic GM would not have decided to overlook that dice roll ;)

Absolutely! And we wouldn't want that so we won't make that argument. :)


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Waiting on the okay to roll to try and drive the ghost away using Attune?


Ha, I was waiting on you to roll :)

Yes, go ahead and roll you usual 6


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Attune: 2d6 ⇒ (5, 2) = 7

I'd say the 6 stress proves I don't roll 6's all the time, but just in case, here's extra proof. I'm just glad for the 5. :)


I'm sorry for the slowdown, I got called into the lab and it turned into a couple of long days.

So, success with consequences. It was a Risky position so I think Level 1 Harm (psychic feedback, Resist with REsolve) and 1 tick in the "Ownders come looking" clock - which fills it up. Yay.

On the plus side, you've got rid of Wally - for now.


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)
Sarah the GM wrote:

It will take him some time to re-form and draw enough energy to be a nuisance to you, and there is a moment - just a moment - of stillness, when you can all catch your breath and start to believe that the worst is passed.

Then.

Ruh-roh.

Sarah the GM wrote:

Then the whispers begin, just on the edge of hearing.

now now now what's all this this this, can't be having with thieves thieves thieves taking, taking taking what isn't theirs naughty naghty naughty

DEFINITELY time to leave. After some BitD-appropriate angsting, of course ;)


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Resist: 2d6 ⇒ (5, 4) = 9 So up to 7 stress.


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

I am certainly down for running. The only thing I'm thinking is trying to throw the amulet's 'owner' off our track for a bit. What I'm thinking is using Attune to generate 5 very simple, ghostly 'dopplegangers' of ourselves to make it look like we're still in the office while we cross to the other roof and get away. Maybe an Assist action would be to somehow mask our actual presence and movements or to jury rig a way for everyone to move quicker? Is the other roof slightly lower elevation so we could zip line across?

If we can get away fairly clean by just running, then I'll not make the action roll. But if we do need something to actually avoid the sister, then I'll go for it. At this point, I'm not sure based on the description.


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

Hopefully they'll see us as nothing more than simple thieves and once we're removed from the location, they'll pay us no more mind as their ... token ... is still there.


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

That's my hope as well. Remove ourselves from the situation and let the Lampblacks deal with the sisters - hopefully.


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

That's my thinking as well. The more we complicate this by sticking around, the more likely we are to get caught.

The sisters want the amulet, not us. (Hopefully?)


Yeah I’m feeling time to get the hell out of Dodge, too. People are starting to get heavy on the stress and who knows how much we might need to eat through to get out of here.

If they do decide to come after us, it’s hopefully after they’ve come for the amulet and we’re more prepared


IMS, the Vice mechanic means there's a narrow sweet spot of around 6-8 Stress. Less than that and indulging your vice gets risky; more than that and, whoops, Trauma. Of course, once you're north of 5 Stress, rolling Resistance starts to get a little fraught. Even if you're rolling three dice, it's all too easy to roll badly and pick up three Stress on the spot...

(A thing to like about this system: there are a number of fine points like this, but you don't have to pay attention to them to enjoy the game.)


SOrry about the slow-down, I'm haveing a busy week.

It's a good thing you got the rope set up before the Sisters arrived. It will give you +1d to your Prowl roll to climb across and get out of here. It would be a Controlled position, but things are a bit wild right now so I'm going to say it's Risky.

YOu can make individual rolls, or a group action. Group action means that a single 6 gets everyone across safely, but the leader of the action takes Stress for each person who rolls 1-3. Let me know what you want to do, and who leads the action.

FYI, *anyone* can lead a group action, they don't have to be good at the action - they just have to be the sort that takes charge :)


Btw, other opstions for escape are available if you're feeling creatieve. The rope just seems like the obvious one but I'm open to hearing other plans :)


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

Casia can afford the stress for a group action.

Group Action - Prowl: 2d6 + 1d6 ⇒ (5, 2) + (6) = 13


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

Prowl: 2d6 ⇒ (5, 5) = 10

No stress from this side!


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Group - Prowl: 2d6 ⇒ (3, 4) = 7

No stress, but no 6.


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

Cassie already got the 6 :)


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Oh. She sure did. My eyes, totally read that wrong. :)


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Busy times here, hope to get a gameplay post in today. I think I just role one die on the Prowl check with just one rank?

Prowl: 1d6 ⇒ 2


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

The rope gives you another +1d - try not to stress Casia out :)

(also, strictly speaking they're "dots" rather than "ranks" but we'll let that one pass...)


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Oh that's right - I figured y'all were getting the extra die somewhere.

prowl: 1d6 ⇒ 2 Blech.

Dots, right, dots. That's going to take some getting used to.


As long as we know what we're talking about, it doesn't matter so much. stop me if I start talking about Will saves :)

Dary still needs to make a roll, but the group action is a success so I will move you all forward.


Well, a +1d from the rope means I don’t have to roll twice and take the lower, so I’m good with that.

Prowl: 1d6 ⇒ 3

Could be worse!

We have a long weekend here my wife and I are taking so much needed relaxation time to recover our energies.


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)
Sarah the GM wrote:
Outsied, they pause by the frozen sentries. A hand on a face, musing, contmplative: I think we should send a message, Sister. A pointed finger in reply: Will that one do, sister? The luckless man is pulled into the air, turned upside down. No longer paralysed, he struggles, waving his limbs and trying to shout. No sound comes out, he is hushed. A blade, sharp, gleaming, in a hand. Offered: Be my guest Sister. Politely refused, with a wave. Why thank you, Sister. But I know how much you enjoy your work.

ISWYDT :)

Chillingly good, the whole thing!


Thanks :)

That was a 6, so you make a clean getaway! Teh alarm isn't raised and nobody loks twice at you as you slink through Crow's Nest to get home. Casia takes 2 Stress, 1 for Lolo and 1 for Dary. That takes her to 6.

You are still only halfway thru your score, because you still have to hit the Red Sashes as well (don't look at me, this was *your* idea to take them both on). So, no Dwontime for you! But, I'm not a comlplete sadist so I'm not going to insist that you do the whole thing in a single night. Your characters get to go home and rest for a day or so before taking on the next target.

That means that everyone can remove 1 point of Stress, so Casia is now at 5 Stress, Dary has 2, Fin has 4, Jonah has 5 and Lolo has 4.

CAsia's Level 2 HArm "Frightende" goes down to Level 1 "Shaken" - she's had some bad dreams and restless nights so even though the immediate terror is gone she's still not quite right.

Dary's LEvel 1 Harm "Shaken" is also still there - same bad dreams, same not quite enough time to recover fully.

Fin's Level 2 Harm "Brokne Nose" isn't going anyewhere either.

Jonah's Level 2 Harm "Concussion" is still an issue - while he's not quite so out of it, he's getting splitting headaches and bad sleep. His Level 1 HArm "Bruised neck" is also still there, ahtough the bruises are going from blue to yellow/purple. A few more days and they should be gone.

Lolo's Bad Hangover is gone.


Taht means it's time for another engagment roll. I need to know how you are planning to hit the safe house and stel the drugs for Baszo. As I said earlier, in BitD planning is minimal so all you need ot decide is what method you will use, and give me a detail of that method and we can go straight to the engagement roll.

The methids (and detail) are:

Assualt (the point of attack)

Deception (the mehtod of deception)

Stealth (the point of infiltration)

Occult (the arcane method)

Social (the social connection)

Transport (the route and means)

Not all of these methods are suitalbe for every score, e.g. in this case I think Transposrt is definitely not going to work for you.


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

In the 1 or 2 days available to us, are we free to play with the weather in a non-game-affecting manner?

More specifically, I'm looking for a thunderstorm. :)


I'll maek you a deal: you get to choose whatever wearther you like, provide you give me an answer to the above post :)

But yes, feel free to psost and interlude


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

The first job really felt like it was in Casia's wheelhouse, so I had no issues declaring for stealth. I didn't want to jump on the second one as well, so I was going to let someone else possibly select for their strengths.

If no one else has any preferences, I'll select for stealth again, waiting until nightfall and going in through the roof if possible.


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

I'd go with stealth, deception (we pose as Blueshirts or some other group and take the drugs), assault, in no particular order.


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

Stealth works for me, as does assault - although the Sashes are tier 2 like the Lamps so that could be quite a fight. Deception is a nice idea, but posing as Bluecoats might just get us shot; we're going after criminals, so they probably wouldn't respond well to a perceived police raid.

EDIT: hey, what about posing as Red Sashes? "We're from HQ, there's been a change of plans, hand the stuff over so we can move it..."


I definitely like the idea of deception. Plays a bit more to Dary’s strengths. I’m good with stealth, too, if that’s the groups preference, though


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Deception or stealth work for me. Maybe pose as the grunts that are supposed to pick the stuff up and deliver it to the distribution points?


Finraeth wrote:

Stealth works for me, as does assault - although the Sashes are tier 2 like the Lamps so that could be quite a fight. Deception is a nice idea, but posing as Bluecoats might just get us shot; we're going after criminals, so they probably wouldn't respond well to a perceived police raid.

EDIT: hey, what about posing as Red Sashes? "We're from HQ, there's been a change of plans, hand the stuff over so we can move it..."

Nice thought, but all the Red Sashes are Iruvian so even with disguies there's a limit to how long you would get away with that.

Jonha's idea might work. Maybe the Red Sashes use local grunts to deliver th stuff because they blend in better.

It sounds like we don't yet have a decion on wether to go stealth or deception?


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

I quite like the idea of just waltzing in and tricking them into handing over the drugs - that fits with our "daring" reputation :)


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

I'll vote for Deception just because we used Stealth last time.

301 to 350 of 1,695 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / BitD (GM Sarah) discussion All Messageboards

Want to post a reply? Sign in.