If you cannot, your clients will seek new sources or retribution. When the Clock is full, you lose face towards your clients. The GM may also opt to offer a Tick on the Clock as a Devil’s Bargain or as a significant Consequence or other such appropriate fictional fallout. If you strike a deal without repairing your source, mark another Tick. If your source is ever compromised, start and Tick a 4 Clock and Tick it for each Downtime that passes without fixing your source. One of your Friends, Contacts, or a Friendly Faction could also be a source of your goods. Depending on the situation, you might be your own source so long as you have a Workshop and ample time to make your own goods. When picking your Vice or Contraband, detail the specifics. Blades in the dark for free#You start with this Ability for free and will choose another Special Ability for Crew Creation. In addition, upon Crew Advancement, take Stash equal to Tier+4 instead of +2. You may list your preferred goods as a source of your Vice and when indulging on that source, take +1d. As long as your source remains intact, you may continue to effortlessly purvey your goods as normal. Pick one of the following: Faith - Drugs - Alcohol - Weapons - Intelligence - Luxury Items.ĭetail the specifics, your source, and your competition. The Goods: You have a Vice you Purvey or Contraband that you sell. I’ve posted this before, and while I haven’t had a chance to playtest it yet, but here is a Homebrewed Special Ability for Hawkers that tries to convey a handful of things (which I’ll enumerate after the Ability): It isn’t impossible (or hard, for that matter), but the game doesn’t do you as many (or the same) favors as it would do for the other Crews. Blades in the dark how to#While not everything in games needs dozens of rules surrounding them, Hawkers are pretty well tied to their Product and Cults are pretty well tied to their worshipped thing- and yet there is minimal support, guidance, or direction on how to proceed with these notions. The big “issue” with Hawkers and Cults is a lack of direction on how to handle them. Bravos are the “middle ground,” better handling gang warfare. When compared to Assassins, Shadows, and Smugglers Hawkers and Cults are less “directional” and don’t lend to archetypal Scores and Jobs. Hawkers (and Cults) are pretty awkward Crews.
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