The Alas Poor Roric Job, Part I

In which a child of the Goat Matron is unleashed on Coalridge, the Hive’s link into the Lampblack/Red Sashes War is delved into and Rorick’s Ghost is hunted through the under-canals and back-alleys of Crow’s Foot.

Link to Twitch Video

[Youtube Video will be embedded here]

The Gang

It was Maude and Skannon this time around. It is interesting to see what kind of jobs interest different combinations of scoundrels, based on their skills and inclinations.

Skannon used his downtime to heal up after getting stabbed in the Upper Deck Job and he did some spying on the Hive. He saw them loan mercs to the Lampblacks, evening out the war. It was as if the Hive want the war to go on longer. He caught site of a mysterious Dagger Island woman with a bad-ass platoon of Hive Mercenaries as her personal bodyguards.

Maude used her downtime to also heal up as she was still ghost-touched, also from the same previous job. She also took a new vice, as her obligations vice wasn’t finding traction in play. Another big deal, her Attune went to 3 in the midst of dealing with the Dimmer Sisters. I liked how Sean described it, with Maude realizing that there was more to this ghost-stuff than simply binding and banishing.

Downtime actions were limited because the Wobbegong Crew is at war with the Red Sashes after stealing turf from them.

clock

Maude made good headway into her clock about becoming the High Priestess of the Saint of Witches.

The job started with a few clocks in action but I’ll go into that below.

Duskwall again

Roric, he’s in the book and I’ve got ideas about him. John did a neat job setting up a cool web around Roric and his death. I’m excited that they are hunting down his ghost. In a way he’s the keystone to the starting situation. He was the one who kept the peace between the Lampblacks and the Red Sashes before Lyssa, his second-in-command stabbed him in the back and threw his body into the canal.

Bricks, the barber who healed up Skannon, who works under a Hive-owned brothel.

Noggs the Knife, an old ghost from under the Upper Deck, killed in a gang war 60 years ago.

Pigsfoot, the old name of Crow’s Foot, back back from the Crows were the ruling gang.

Thirsty Ghost, an old pub in Crow’s foot where Roric had a cache of weapons and clothes.

Flint, Maude’s friend, a spirit trafficker. I’m not sure why I described him as the caretaker of an alley filled with forgotten gods’ altars but I did and it has stuck. He was with Maude when she failed a succession of rolls that led to her accidentally summoning one of the Ghost Matron’s children in a church to the Forgotten Gods in Coalridge. He dragged her out of there once the demon-goat-thing made its way out of the bleeding walls.

The Job with text

We exchange e-mails between games. I mentioned that in the Upper Deck job they had taken the leader of the Red Sashes, Mylera Klev’s little brother and now she wants to make a deal for peace or his return or something. We were thinking that tonight was going to be the Hostage Job but that didn’t pan out with only two players at the table.

Several Lampblacks have refused to leave the little brother’s side, not wanting their gang to lose their space in that leverage.

Since Pete and Sean were going to be at the game, Sean suggested an occult job and I suggested Roric’s ghost had a bounty on it – one bounty by Lyssa and another bounty by a mystery bidder who was doubling the coin offered by Lyssa.

Skannon said, “It must be Roric’s lover…who else would be motivated to pay so much?” I did my best to keep a poker face when Pete said that.

They hunted Roric’s ghost down through Crow’s Foot while the Dimmer Sisters, the Gondoliers and some moonlighting Railjacks all hunted too. I set up a clock for each of them. Sean suggested that their clocks be less than the Wobbegong clock, since they were all higher tier gangs. Those kinds of mechanical suggestions are invaluable. The crew had an 8-part clock and the rest of the rival ghost-hunters had 6-part clocks.

Maude and Skannon left Maude’s new ghost friend, Noggs, to be eaten by a pair of Dimmer Sisters to get away from a conflict with them, a pair of young ladies in widow’s garb and black veils, floating a few feet off the ground. Maude could see that they weren’t possessed by a single ghost, but were a pair of women in a network of women, run by a council of ghosts in a complicated web.

To find Roric’s trail when it had run cold, Maude hacked the network, a Desperate roll. It was cool have that be a success and show a bit behind the scenes of the Dimmer Sisters’ operations.

We ended there, with Skannon leading them through back alleys to where Rorick, possessing an old woman, had picked up a brace of pistols and a cloak.

To be continued in a few weeks. I have family obligations next week.

The Mechanics in White

I was happy to be rolling on a more chill entanglements table this week. The Bluecoats took Kyle in and questioned him, adding +1 Heat because they saw through a lie he told.

I felt like I was asking for better die rolls this week. In the last job I made a bunch of mistakes, having people roll dice like to-hit rolls, which led to unsatisfying results. The clocks were set up well for this job but the job was also just more dynamic. Hunting a ghost through the streets while other arcane powers strive to get there first is pretty cool. The fiction being flavorful led to an easier time setting up consequences.

This is the first job we’ve stopped mid-game. It felt like an easy stop-point. I remember right where they were, tracking the body Roric has possessed while the Dimmer Sisters close on in.


Art

Leon F. Czolgosz, the assassin. Photograph. Retrieved from the Library of Congress, <https://www.loc.gov/item/90707285/>;.
The Corliss Bevel-Gear-Cutting Machine. Photograph. Retrieved from the Library of Congress, <https://www.loc.gov/item/2004678678/>;.
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Grand View, City and Canal, Syracuse, N.Y.” The New York Public Library Digital Collections. 1880. http://digitalcollections.nypl.org/items/510d47e1-5eee-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Wm. Hawes in front of jewelry store with intricate clock.” The New York Public Library Digital Collectionshttp://digitalcollections.nypl.org/items/510d47e0-69ca-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Print Collection, The New York Public Library. “Le port aux mouettes.” The New York Public Library Digital Collections. 1886. http://digitalcollections.nypl.org/items/510d47da-4263-a3d9-e040-e00a18064a99

Re-thinking the Upper Deck Job

The Job with text

The players set up the Upper Deck Job, taking turf from the Red Sashes with Lampblack muscle helping them, as a stealth job. They surveyed and saw that this was a lightly guarded drug den that had half the guards since the war began. The players defined their point of entry, started to talk about planning the mission and I asked for an engagement roll and get things started. I should have asked a few more questions, gotten an idea of what exactly they wanted to do, maybe even drawn up an ugly map and drawn in a few arrows and X’s.

They got a mixed result and I essentially turned their stealth mission into an assault mission with one mixed result. I should’ve set up a 6-count clock with several ticks in it and let the tension of the sneaking vs. the guards finding out they were on board ramp up.

When the players ask for a certain type of job, they are asking for a certain type of tension. They want to see their characters be a certain kind of cool. I’m totally open to a stealth job becoming a total mess and turning into an assault…or an assault forcing the crew into hiding and becoming a stealth job or deception as they ditch their own clothes and put on a bluecoats’ uniform. The engagement roll is not there to decide on success or failure but to set a level of starting tension and danger. It shouldn’t throw the entire mission immediately into disarray with one mediocre roll. I’m going to think of the engagement roll as setting the music playing in the opening scene of the job.

My bad, a mistake on my third engagement roll ever but I’ll keep an eye on that for next time.

Discussion on G+

Gang Wars now and Gang Wars to come for the Wobbegong Crew

In which the Wobbegong Crew pay to avoid prison, learn that the Red Sashes snitched, witness the beginning of a serious rift in the Billhooks and take Red Sash turf for their own.

[Youtube video will be embedded here.]

Episode 5 on Twitch 

The Gang

Charming: He was separated from the rest of the crew for most of the job and managed not to kill anyone. In his downtime, he did some healing and some stress relief with his buddy, Sawtooth.

Skannon: Our stealthy scoundrel took a beating this game, getting a 2nd trauma, Haunted, after he ghost cloak’d his way through the floor to avoid an irate Red Sash and nearly destroyed the ghost ward in the lower decks.

The dice were not kind to Pete tonight but Skannon was still awesome.

Maude: She led the charge into the Pig Pit during downtime. She started and completed a short clock to ally with the Lampblacks and hit a big crit to notice a big rift between Erin and Coran, putting together that Erin’s lover is the leader of the Red Sashes. Good stuff.

Another big moment was using a ghost to take out a flare meant to alert the Red Sashes and summon a war crew. Muade had a helluva night.

Duskwall again

The Billhooks: Tension in the Billhooks gang is written in but today we learned a bunch about how that is shaking out. The group tripped over the tensions between Erin and Coran, both vying for control as the gang while Coran’s father/Erin’s brother serves time in Ironhook Prison.

Black Dust Pub: We met Edlun again in Duskwall’s version of a cop bar in Coalridge. This time the gang met with him to lower their heat. Edlun gave a good speech to a rookie about how the Bluecoats are just another gang. “Our job isn’t justice; our job is peace.”

I like Edlun more and more.

Morlan: One of the Billhooks saved by the Wobbegong’s in their first job. He accompanied them into the Black Dust Pub as a go-between.

The Upper Deck: This is the drug den the Red Sashes owned, taken by the Wobbegong with Lampblack help. It is a scuttled ship on the docks whose lower decks are flooded. There are buildings built on top of the ship.

The 5 Faces of the Moon: A Brightstone drug den with fine hash and dreamsmoke.

The Leaky Bucket: This is where the gang planned the job with the Lampblacks. Sean mentioned it and it worked. Is it in the book? Not sure.

clock

I started the job with a 4 part clock for the guards surrendering and that was a poor judgment. I changed it to a 6 part clock, making the job less easy (but still not that bad).

cog-6

The Billhooks Civil War

Oh, it is coming and it will be bloody.

cog-6

Upper Deck’s Ghosts Come for Skannon

This was part of a Devil’s Bargain. I’m feeling odd about these because I haven’t seen one of these clocks go off yet but I know the players are watching them and they are exerting pressure in some way. I might have to make these somehow more urgent or worded better. I’ll keep an eye out.

The Job with text

The Entanglement Roll that started the gang was rolled with 0 dice. That means I roll 2d6 and take the lower. Once again I rolled double 6’s, a result that calls for someone in the crew to go to jail. They paid Edlun coin to keep their crew out of prison and tossed in an extra coin to find out who snitched.

It was the Red Sashes.

The job was born. Good job, entanglement. I rolled to see how the war between the Lampblack and the Red Sashes was going. The Red Sashes rolled 6 and the Lampblacks rolled a 2. It wasn’t looking good for the Lampblacks; they were taking a beating and had taken heavy losses. The Lampblacks were ready for an ally.

I described the Upper Deck to the group and they were into taking it. 2 guards at the gang-plank and 3 more on the old, beat-up, grounded ship.

They decided they would stealth across the water onto the ship while Charming dealt with the gang-plank bouncers. Dice hit the table and things got complicated. Skannon took trauma and everyone took stress. It was a rough job and it could have been much, much more rough if Maude hadn’t nullified the S.O.S. flare, if Charming hadn’t beaten down the last door, if Skannnon hadn’t weaved the ward back together.

It was good stuff, solid teamwork. Now the team has a drug den on the docks, a grounded schooner that is also haunted – as it was used as a meat locker for enemies by a long dead gang. That is a juicy piece of turf, a nice new part of the Wobbegong mythology.

EDIT: Re-thinking the Upper Deck Job is a blog post in which I think about this job and how I would’ve done the engagement roll differently if I could go back.

The Mechanics in White

The Scoundrel’s Grind is in effect and the players are feeling it. They were careful to grab turf without killing anyone.

I need to make an Action Roll cheat sheet for myself, just something fast and easy to get an idea of what kind of consequences I can offer for the various types of failures and consequences for success-with-a-price results.

Having a rule mentor at the table is a tremendous help. I had Jim and Aaron when I was playing Burning Wheel and Sean is invaluable for getting all of the moving pieces that make up Blades in the Dark.

Discussion on G+


Art

Leon F. Czolgosz, the assassin. Photograph. Retrieved from the Library of Congress, <https://www.loc.gov/item/90707285/>;.
The Corliss Bevel-Gear-Cutting Machine. Photograph. Retrieved from the Library of Congress, <https://www.loc.gov/item/2004678678/>;.
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Grand View, City and Canal, Syracuse, N.Y.” The New York Public Library Digital Collections. 1880. http://digitalcollections.nypl.org/items/510d47e1-5eee-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Wm. Hawes in front of jewelry store with intricate clock.” The New York Public Library Digital Collectionshttp://digitalcollections.nypl.org/items/510d47e0-69ca-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Print Collection, The New York Public Library. “Le port aux mouettes.” The New York Public Library Digital Collections. 1886. http://digitalcollections.nypl.org/items/510d47da-4263-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Camera notes”The New York Public Library Digital Collections. 1901-10-01. http://digitalcollections.nypl.org/items/a9185640-2289-0132-f854-58d385a7bbd0

Adaptation Beyond the Lightning Barrier: Wolves

nypl.digitalcollections.510d47da-783a-a3d9-e040-e00a18064a99.001.w

When humans communicate and bind post-life entities they speak in what sounds like hushed tones in order to reach those sub-vocal ranges. Wolves have adapted to post-life plasmic predators by utilizing their howl. A pack will spread out in the area around the entity. The wolves will then howl to not only communicate with their pack-mates but begin changing the frequency of the howl to bind the entity to the pack’s will.

When the howling’s purpose changes one can hear as the sound quality becomes something that can cause vibrations in plasmic energy sources. Spirit Wardens attempted to breed wolves with hunting hounds, hoping to utilize this method but the experiment was a failure. Why this breeding program failed has been hotly debated but it could have something to do with the wide territory needed for a pack to successfully hunt or it could be something else about the physical changes that come with domesticity that biological sciences do not yet comprehend.

nypl-digitalcollections-510d47da-7844-a3d9-e040-e00a18064a99-001-w.jpg

Having a plasmic post-life entity howl-bound to their will changes the pack dramatically. 3 of 4 such packs turn cannibal. Often, a member of the pack’s fur will turn white. In every case, the howl-binders will become more aggressive, taking down healthy armed humans with shocking regularity. In the period of about a month, the plasm will become used up and the pack will hunt down and bind another.

Humans who have been bitten by such packs and survive often get a disease that, at risk of sounding like a dime novel, we will call lycanthropy. Once inflicted with lycanthropy, the victim’s voice begins to vibrate plasmic energies, causing them to be misunderstood by their peers. If the disease is left untreated, the diseased will enter a quasi-living state, hovering between flesh and plasmic entities. Eventually, the patient will cease to be a living human taking on both plasmic and wolf-like qualities, becoming a new species, lupus plasmid.

Discussion on G+


Art

Rare Book Division, The New York Public Library. “Canis lupus, White American Wolf. Male. 1/3 Natural size.” The New York Public Library Digital Collections. 1845 – 1848. http://digitalcollections.nypl.org/items/510d47da-783a-a3d9-e040-e00a18064a99
Rare Book Division, The New York Public Library. “Canis lupus, Red Texan Wolf. (Male.)” The New York Public Library Digital Collections. 1845 – 1848. http://digitalcollections.nypl.org/items/510d47da-7844-a3d9-e040-e00a18064a99

 

 

 

 

Downtime w/Heat and the Benthic Zone Job

In which Skannon serves tough time for the gang in Ironhook, Charming get’s stitched up and Maude digs in the arcane muck for dirt on Mr. Pritchard. We had time for the gang to go on a good old fashioned smuggling job for the Billhooks – The Benthic Zone Job.

Twitch Video Part 1

Twitch Video Part 2

The Gang

Skannon/The Crow: Crow went to jail, served 3 weeks. The dice told us it was a tough 3 weeks and Skannon came away with a new trauma, Cold. He also came out with an iron hook tattoo on his left forearm.

Having incarceration as part of the game is interesting. When Pete rolled poorly, it made for an interesting moment. I didn’t want to narrate a difficult time in prison. When he was dropped off to the Bluecoats by the friendly sergeant (mentioned below) when Edlun walked away I said, “He is the last friendly face you see for 3 weeks…”

The only in-prison scenes we saw were his meeting with Torvul to pitch the smuggling job and the tattoo artist who offered to put an Ironhook tattoo on him to commemorate his time. “You can put the tattoo anywhere you want…you’ve had a rough time of it. Where do you want your iron hook if ya want one?”

I was listening to the video and besides realizing that I need to set up my mic and stop saying, “Um/Uh,” so much I also loved how much the crew showed emotional support for Skannon when he returned from a tough 3 weeks in prison. It helped give the decision real weight. Suddenly, it meant something.

Charming: Our Cutter got stitched up and managed not to kill anyone. He tried to bark down a Bluecoat captain but the dice weren’t with him and the Blackjack, the crew’s trusty boat, got a hole punched in its hull. It was a chill night for the Wobeggong’s Cutter, who still has level 2 harm, Stitched Up Bullet-wounds.

Maude: She did some work on becoming the Goat Matron’s high priestess and tried to dig up some dirt on their handler with the Hive, Mr. Pritchard.

Maude grabbed a body pff the docks from the Fog Hound job and carved it up on the altar, giving her a vision from the Saint of Witches in which she was in an office on the top-side levels of the hotel watching Hive warehouses used to traffick in Skovlander children were burning. Mr. Pritchard was nearby, his cigarette fell out of his mouth into a nearby puddle. Behind them were local Brightstone socialites with goat masks and daggers.

Sean also inserted into the fiction that the Saint of Witches, the Goat Matron will be angry about the human trafficking, her being a mother and all. Nicely done.

Duskwall again

Tarvul: The leader of the Billhooks is in jail and he had a scene with Skannon when he was incarcerated, offering a smuggling job to be delivered to his son. Played by the love child of Liam Neeson and Brian Blessed but old. /inside joke

The Pirate’s Cove: A ghost infested haven from waves and storms, surrounded by hungry ghosts. Sean pointed out that they know now that a crew of Bluecoats are under the water there and could be grabbed later to be dug up against the Hive if need be.

The Blue Gull: The ship that dropped a shipment of pistols and powder to the crew.

Edlun: The Bluecoat sergeant who went in to the gang’s HQ and asked them to hand over someone to be taken to prison rather than sending in the boys with shotguns and billy clubs.  I got the idea for him in a G+ thread and thought I’d use him if this entanglement ever came up.

clock

Charming got a clock during the mess with the Bluecoat ship.

Cog 4

Captain Bragg seeks out Charming

What does that mean now that we know that Bragg is dead…or is he dead? Huh.

I also started keeping track of a few clocks that I’ll keep privately, just managing where different gangs are in their various struggles and ambitions. One of the things I really like about the factions is that they are all in motion.

The Job with text

A good ole fashioned smuggling job in the Benthic Zone. I loved it. It got complicated due to an unfortunate roll from their engineer, Kyle. But jobs always get complicated.

The gang accidentally interrupted a deal between the Hive, aboard the Fog Hound, and the Bluecoats, aboard a barge that was supposed to be in the shop for repairs. A small cannon hit the Blackjack below the waterline when Charming’s barked orders weren’t heeded and his Command roll (Desperate Position/Great Effect) turned sour. When things got messy, the Hive’s mercenaries cleaned it up, killing everyone aboard Bluecoat ship and sinking it while the Blackjack limped away.

Skannon got to be stealthy and deadly when he went aboard and killed the Bluecoat officer who ordered the shelling of the Blackjack. It showed how Skannon was now cold, how his time in prison has changed him.

The job was fast; we got it done in less than an hour, jumped right in with both feet.

They delivered pistols and powder to the Billhooks, who made it clear that they were going to use this new gear to give magistrates a very difficult time in the coming week.

When they got back to their HQ, a courier was there, delivering 2 extra COIN on top of the 8 COIN made from the job. Inside was a note from the Hive about silence being golden.

One more thing that happened in the murky area that exists between setting and mechanics. The job occurred outside of the lightning barrier. The engagement roll started with the crew out at sea, packing crates and barrels into their hold with the waves battering both boats. For whatever reason I didn’t want to start with the gang figuring out how to get past the lightning barrier.

I e-mailed the group and asked about that and we went back and forth about it a bit. Pete came up with a cool idea:

If I may: Dropping the Wall every time a ship needs to cross it seems like an invitation for disaster.  What if all ships are equipped with Tesla or Faraday Cages to disperse the lightning as they breach.  That way every time a ship breaches, it pings the two towers nearest it and that becomes a matter of record.

For clarity: when the lightning barrier fluctuates due to a ship breech, the disruption in current triggers a switch on a counting machine.  That is what I meant by ping.  I didn’t want you all to think that anything more complex than a difference engine was at work here.

It is funny that the way discussions are structured in the game is seeping in to our e-mail conversations about the game.

The Mechanics in White

The pressure the game exerts through heat prompted Pete to volunteer Skannon go to jail in order to alleviate the crew’s heat. That decision left its mark on the character and the campaign. The heat is on again and we’ll have a rough round of entanglements to start the next session.

They jostled some stashed money around so they could go up to Tier 1, giving Skannon 1 die to roll (rather than 0 dice, which is roll 2, take the lower result) while incarcerated. Yeah, while in prison the only thing that you have is your gang’s rep. Harsh.

Throwaway comments on how NPC’s kept walking into the HQ led to us spending the crew’s advance on heightened security – a door and living quarters in the flooded and abandoned hotel under Brightstone where they meet up.

Discussion on G+


Art

Leon F. Czolgosz, the assassin. Photograph. Retrieved from the Library of Congress, <https://www.loc.gov/item/90707285/>;.
The Corliss Bevel-Gear-Cutting Machine. Photograph. Retrieved from the Library of Congress, <https://www.loc.gov/item/2004678678/>;.
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Grand View, City and Canal, Syracuse, N.Y.” The New York Public Library Digital Collections. 1880. http://digitalcollections.nypl.org/items/510d47e1-5eee-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Wm. Hawes in front of jewelry store with intricate clock.” The New York Public Library Digital Collectionshttp://digitalcollections.nypl.org/items/510d47e0-69ca-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Print Collection, The New York Public Library. “Le port aux mouettes.” The New York Public Library Digital Collections. 1886. http://digitalcollections.nypl.org/items/510d47da-4263-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Camera notes”The New York Public Library Digital Collections. 1901-10-01. http://digitalcollections.nypl.org/items/a9185640-2289-0132-f854-58d385a7bbd0

The Immortal Emperor

Pictured below is the Undying and Imperial Majesty, Immortal Emperor of Akoros, Arch-Duke of the Southern Hook and the Northern Hook, King of Skovlan and Grand Admiral of the Akorosi Navy.

There is some distortion in the picture below, as there is in all statues, pictographs and artistic depictions of the Immortal Emperor, a side-effect of the puissant ritual used during his coronation that allowed him to break free from the yoke of the Necromancer Oligarchs who tried to thwart his ascension.

The Immortal Emperor

The Immortal Emperor / Tier VI

The Emperor arrives in the city for the first time since turning on the lightning barriers in a haze of pomp and heightened security. From the moment his personal train pulls into Gaddoc Station the skies are choked by Imperial airships and the docks are patrolled by Imperial warships. (+2 Heat to any jobs that involve the Immortal Emperor’s Allies or Enemies)

Faction Clocks: Uncover Assassination Plot 8 / Gather Enough Mercantile and Noble Support in Order to Declare War in Iruvia 8

Turf: A week before the Emperor arrives his secret police and Imperial Engineers take over Whitecrown, setting up physical security and a back-up lightning barrier, discreetly set into place with the finest technology modern science can produce just in case the city’s barrier should fall. The Imperial levy is tripled while the Immortal Emperor is visiting and profound pressure is put on magistrates, inspectors and Bluecoats to put dangerous scoundrels in the depths of Ironhook for the length of the Emperor’s stay. (Any Arrests made during the Emperor’s visit will remain in jail until he leaves or the scoundrel escapes).

NPCs: Stev Scurlock (warden supreme, patient, curious, cold)  Brance Daava (brigadier general of the Eternal Lions, paranoid, aggressive, sadistic) Lucella Dunvil (grand duchess, captain of the Secret Police, heir to the Governorship of Imperial City, bored, intrigued, ambitious).

Notable Assets: The Emperor rolls deep. His retinue includes the Eternal Lions, elite bodyguards whose zealous platoons are bolstered by state of the art war-hulls. His perimeter is circled by airships full of sky marines and his living quarters are warded by his personal whispers and a kennel full of Sevrin Bull Terriers, hunting dogs that are able to tear ghosts apart with their green and black teeth. His personal staff Wardens are the original posse who fought and bled alongside him to cut free of the Necromancer Oligarchs, cheat death and then implement the lightning barriers.

Allies: Imperial Military, Leviathan Hunters, Ministry of Preservation, Spirit Wardens, City Council

Enemies: The Foundation, Iruvian Consulate, Lord Scurlock, The Reconciled

Situation: The Emperor and his court have arrived in Doskvol for one reason, to gather support among the Leviathan Hunters and mercantile interests in order to declare war on Iruvia and claim its lands as a colony of the Immortal Empire.

IE Parade in DW


Art

The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Print Collection, The New York Public Library. “Nicholas I, emperor of Russia.” The New York Public Library Digital Collections. 1881. http://digitalcollections.nypl.org/items/510d47da-fdb9-a3d9-e040-e00a18064a99
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Grand Procession, April 10th 1871, in commemoration of the Treaty of Peace betwen Germany and France.” The New York Public Library Digital Collections. 1859 – 1899. http://digitalcollections.nypl.org/items/510d47e0-1bcc-a3d9-e040-e00a18064a99

Blades in the Dark Gang War

Gang War with 3D text

These are some ideas  for Blades in the Dark, when non-player gangs are at war.

Right before or right after a job, roll a fortune roll for each warring party. Did the players do something to give an advantage to one side or the other? If so, give one side a major advantage or another side a major disadvantage. If what they did is known, they take -1 faction status with the gang they hindered. If what they did is a crucial part of a gang’s success, they take +1 faction status.

War creates opportunities for jobs but eventually it causes problems for everyone.

Every time one side rolls a 6 in their fortune roll, heat for all jobs is +1.

clock

cog-6

Gang-moot gathers to discuss ending the war clock

A 6 count clock begins ticking for local gangs looking for ways to end the war quickly; this conflict has begun to cut into everyone’s bottom line as the local papers run stories on out of control gang violence and Bluecoats crack down and begin to edge closer to getting military hardware. Ending the war might mean getting together reasonable leaders who can bring the warring parties together in a neutral space or it might mean throwing everyone’s weight behind one side and wiping the other out. Players can dedicate downtime actions towards putting ticks on this clock (or taking them off). If they put several ticks on the clock, they will have a say on who is invited and who is left out.

 

Art

Clark, Walter Appleton, Artist. He gripped Prosper by the head. [?] Photograph. Retrieved from the Library of Congress, <https://www.loc.gov/item/2010715410/&gt;.
The Miriam and Ira D. Wallach Division of Art, Prints and Photographs: Photography Collection, The New York Public Library. “Wm. Hawes in front of jewelry store with intricate clock.” The New York Public Library Digital Collectionshttp://digitalcollections.nypl.org/items/510d47e0-69ca-a3d9-e040-e00a18064a99