Where can I find rules on territory or have I missed something vital?

Where can I find rules on territory or have I missed something vital?

Where can I find rules on territory or have I missed something vital? Looking at the wolf´s PB I see “add trouble: obligations” and “add blessing: influence”. I have no idea what this means… ELI5 please. Thanks!

Error on the DriveThruRPG files for Dark Streets: the download for the playbooks has to be manually changed on your…

Error on the DriveThruRPG files for Dark Streets: the download for the playbooks has to be manually changed on your…

Error on the DriveThruRPG files for Dark Streets: the download for the playbooks has to be manually changed on your computer into a .pdf file to function, as it currently downloads without a file type.

Any word on when the new archetypes (Immortal, Dragon?) might be released? I’m very excited about them!

Any word on when the new archetypes (Immortal, Dragon?) might be released? I’m very excited about them!

Any word on when the new archetypes (Immortal, Dragon?) might be released? I’m very excited about them!

I’ve been thinking about running a Secret World game based off of the mmorpg, the system we chose was the nWoD from…

I’ve been thinking about running a Secret World game based off of the mmorpg, the system we chose was the nWoD from…

I’ve been thinking about running a Secret World game based off of the mmorpg, the system we chose was the nWoD from White-Wolf/Onyx Path, but now that Im thinking on it, I think that Urban Shadows would work better, do you have any suggestions on how to possibly put this into action?

Hi guys!

Hi guys!

Hi guys!

I’ve created my first city (Bellingham, WA) and are preparing the start of my first Urban Shadows campaign after the Danish summer holiday has ended.

I’m not short on ideas, creativity or experience with either improvisation or PbtA.

So everything should be fine. If it wasn’t for the Factions. They tend to confuse me a bit, and therefore I seek your experience and help.

I’ve decided to allow all Playbooks, just for the diversity and freedom of choice. (We like freedom of choice in Denmark.)

My questions are …

1. Do you force players to be part of the same Faction?

2. If not, how do you handle their different interests, and how do they manage to work together?

In my version of Bellingham, Power and Night are the leading Factions, with Vamps, Wolfs and Wizards being the major forces. (I think this is a classical setup.)

Hope my ramblings makes sense, and that you will share your experience with me.

It is time for a big climactic battle. The setup:

It is time for a big climactic battle. The setup:

It is time for a big climactic battle. The setup:

– The demon Ornix walks the earth, reborn in unstoppable mortal form. The ley lines in the city were taken down as a result, and are being restored by the PCs to cage him in allowing for him to permanently die if his essence has no where to escape to – one remains.

– The feds (“Black Badge Division”, thanks Wynnona Earp) and some old world watchers (“The Oci”) have been brought together through PC action, to begin work on a massive banishment ritual

– Ornix doesn’t care about the mortal plane, he just wants vengeance against a faerie king, the Fae’s monarch, and is seeking the Fae to open a portal to the fae lands.

– The Fae personally, privately, summoned Azazel, another prince who hates Ornix, to the mortal plane – it was ghastly and definitely would have been “veiled” in other company, but it worked well here. He’s personally grossed out by Azazel now, but still wants him to help kill Ornix

– A trap has been set for Ornix, drawing him to where the Fae will be. The Fae has privately called Azazel for the same meetup. A local wolf pack (antagonists for most of the game) have been persuaded to keep Ornix’s underlings mostly at bay. The Wizard has the tools to restore the final ley line and complete the cage at any moment.

– The Fae has his own private goal of closing off the fae lands for good in this area, and is working with local terrain and weather spirits to help. The last requirement is to leech some of Ornix’s power to close it off for good, but he has to get close enough to shove the metal spike that the Veteran created into him

And this all goes down next session. I have some clocks, all interestingly tied up quite well. What I want to do is make some custom moves, obstacles, and things like that, that each risk ticking a clock, or preventing a tick.

So I need some ideas and help here to mechanically and thematically make this battle interesting. What obstacles will the banishment spell face? How will Azazel continue to build power to fight Ornix, assuming he still wants to? What will stop the Fae or the Wizard from completing their tasks?

Help me brainstorm, plussers

Unleashing as a Wizard

Unleashing as a Wizard

Unleashing as a Wizard

So one of my players is a Wizard, and I suggested that they could Unleash with magic to chuck a fireball at someone (or a lightning bolt or whatever; fireball is just a specific example from the book that the Tainted does at one point). He answered that he didn’t think he could since there’s a specific Channeling option for that.

So I went back to the book for guidance, and I’m getting conflicting messages. On the one hand, there’s stuff like the above example of a Tainted conjuring fire without going full-on demon form. There’s also the Dark Arts corruption move which suggests that battle magic should be a thing. But in the playbook advice section, it says you have to Channel to cast a spell, and if you use Elementalism you then have to Unleash on top of that.

My interim judgment is that the Wizard can still Unleash with magic without that channeling option, but the Channeling option allows them finer control over the effects. I.e., with Elementalism they can always choose to deal 3-harm or 2-harm area; with general magical Unleashing the tags are in the MC’s hands. I just finished a long-running Masks campaign with him in it, so the comparison I’m drawing is that Channeling is like the Nova’s Flares: specific permissions with slightly altered mechanics, but not strictly speaking anything you couldn’t do with the basic moves alone.

How have y’all handled it? Does this scan, or do you tackle it another way?

Just wrapped up session zero of Legends of Chicago, and ended up with so much good (and twisted!) stuff to work with.

Just wrapped up session zero of Legends of Chicago, and ended up with so much good (and twisted!) stuff to work with.

Just wrapped up session zero of Legends of Chicago, and ended up with so much good (and twisted!) stuff to work with. Here are some highlights:

Wrenfield and Harker, a law firm run by the Night faction, is looking to gentrify Tucker the Wolf’s territory, which is currently a tent city that the upper crust has mostly abandoned (here’s some inspiration he linked: http://chicagotonight.wttw.com/2016/02/09/exploring-tent-city-along-chicago-river). Tucker is a newcomer to the city, on the run from a small northwestern town and currently more swept up in the supernatural politics than an active participant.

Wrenfield and Harker are helped in their endeavor by Maura and Mallory Financial Solutions, a finance company that trades in both money and souls. The Tainted’s patron, Vito Mallory, is the CEO. They’re making deals with the rich and powerful who want to make a profit off of the project, and also exploiting the desperate poor who they’re pushing out, so they’re double-dipping in hope and misery.

On the other side, Christian and Son, the current owners of the property, are deliberately trying to keep the development from happening, but M&M and W&H are putting heavy pressure on the city to seize it under imminent domain if they don’t do something with it. Christian and Son follow the path of the Sacred Architects, and keeping that neighborhood poor and unexploited furthers their vision for the city, but there’s currently an internal power struggle over whether that vision should be changed.

So we’ve got an alliance between Wild and Night pushing up against Power, and Mortality is caught in the middle. Meanwhile, Tucker is being hunted by Captain Herrera for murdering his father in his hometown, so the cops aren’t going to be of much help.

Other characters are just as much in the thick of things, too. Krista the Witch is the daughter of the Wrenfields, former partners at the firm who died in a mysterious explosion. She’s working against the firm in order to make up for the mistakes of her family–including her own. The sacrifice that she made for her power was her unborn son, whom she traded to the Hawk, the fae king of winter.

Her son is now a fae abomination, hellbent on finding his mother no matter the cost in mortal lives. During his last such crusade, she managed to elude him, but it left her aunt Olivia bedridden and homeless, leaving Krista as the only one willing and able to look after Olivia’s 11-year old son Tyler.

And then there’s Clara the Vamp. She works for Wrenfield and Harker, a job she took when she was still a mortal, before she fell in love with a vampire named Hugo and his jealous girlfriend Rachel chased her down, tortured her and nearly killed her; Hugo turning her was the only thing that saved her life, and she still hasn’t forgiven him for it.

She’s seizing and manipulating every resource at her disposal so she can take revenge on Rachel. This has included arranging for Tucker to come into conflict with Grigori, the vampire formerly in charge of his territory, now a pariah. She’s got Tucker in her pocket, and Chett too since she’s also using those resources to help get him out from under his contract. The only person who has a real lean on her is Krista, who tries to help the poor and downtrodden–and sends any that can’t be helped to Clara. Girl’s gotta eat (emotions, in Clara’s case).

Of course, naturally Clara went digging for dirt on Krista, and now she’s squarely in the sights of her child.

Meanwhile Chett is doing everything he can to help the people he’s supposed to be hunting for Maura and Mallory. He only got into this contract because a gang of drug-running werewolves killed his sister, and Maura gave him the power and information he needed for his revenge. He’s always been on the wrong side of the law, but running people down and handing them over to demons is beyond the pale, so he helps where he can.

Which currently includes investigating the Fallen Angels. They’re that splinter group from Christian and Son with a different vision for the city, and lately they’ve engineered some locus points which are drawing out the risen dead and driving them into violent frenzies.

…Whew! That’s a lot of snowballing, and we haven’t even started playing properly yet! Stuff took longer than I anticipated, but we got a lot out of it so I think that’s all right; we went ahead and rolled the start of session stuff if that wasn’t clear already. Really looking forward to seeing how everything continues to spiral next week.

I just did the session zero for a new Urban Shadows game, and while I don’t have much to report yet I absolutely had…

I just did the session zero for a new Urban Shadows game, and while I don’t have much to report yet I absolutely had…

I just did the session zero for a new Urban Shadows game, and while I don’t have much to report yet I absolutely had to share: The Wizard in out game is a mad scientist from another timeline, stranded in ours after she fled through a single-use gate. Didn’t even need to change any of the moves for the playbook for it to work.

I was so impressed by how unexpected it was!