If a Veteran takes Back At It and takes a Corruption move from another archetype that has “mark Corruption” on use,…

If a Veteran takes Back At It and takes a Corruption move from another archetype that has “mark Corruption” on use,…

If a Veteran takes Back At It and takes a Corruption move from another archetype that has “mark Corruption” on use, does the Veteran mark it once or twice?

What about the Wolf’s Force of Nature? Would the mark Corruption whenever they rolled Blood or would they be able to choose when the +1 Blood applied.

Hello, everyone.

Hello, everyone.

Hello, everyone. I literally JUST joined a minute ago, so bear with me if I haven’t seen this in the stream before, but is there a place where I can get ALL (or a huge whack) of the alternate playbooks for Urban Shadows? Trying to bend it to fit a concept and I’m looking for other Faction members, basically. Any resources would be incredibly helpful. Thanks in advance!

Considering Transit Moves…

Considering Transit Moves…

Considering Transit Moves…

In our Boston game, we have a custom move for getting around the city using a magical subway line controlled by Power. It has been handy for getting from place to place instantaneously, and also giving an opportunity mark a faction easily, but we’re now at a point where everybody is terrified to ride the Gold Line for good reason. So, I’m considering how else folks might get around the city. Options include…

1. Skip over transit time entirely. Just cut to them being where they want to go. Kind of eliminates some tension and ignores just how hard it is to get around this city sometimes (in real life!), though, and makes it unlikely they’ll ever use the Gold Line again.

2. Narrate transit only briefly to indicate how annoyingly long it takes (“A Red Line delay and a short Lyft ride later…”), and advance one of the threats in the Storm. (If only they’d risked the Gold Line, maybe they would’ve gotten there in time before the werewolves started their assault!)

3. Offer alternative transit moves for other factions based on what’s already established in our setting. All told, they’d probably look like…

When you ride the Gold Line, roll with Power. On a 10+, you travel instantaneously to any location connected to it, no problem. On a 7-9, you leave something behind, or you owe Braithworpe a Debt. On a miss, you wish you’d waited for the next car.

When you rely on mundane transit, roll with Mortality. On a 10+, you get where you’re going in about as much time as your Maps app predicted. On a 7-9, you still get there, but the GM will tell you what you missed thanks to the delay. On a miss, you get an unwelcome reminder of what it means to have a commute or a day job like any other mundane chump.

When you use the Silver Branch to take a shortcut through Tir Na Nog, roll with Wild. On a 10+, you get through in minutes, no problem. On a 7-9, somebody spots you who you wish hadn’t, or you exit not quite where you expected, GM’s choice. On a miss, walking into another world turns out not to be a shortcut after all.

When you take a shortcut through Night-controlled territory, roll with Night. On a 10+, you get there much quicker than you would’ve on the T or in a cab, that’s for sure. On a 7-9, it’s still a quick ride, but you need to call on one of your gang contacts to make it through; consult with the GM on who you might owe a Debt. On a miss, you walked into the wrong neighborhood.

Thoughts?

Hey!

Hey!

Hey! Had a few question regarding the Fae, mostly it’s intimacy move. It says to demand a promise from the person you share intimacy with and if they break that promise you gain 2 debts on them.

1st question.

Does a promise demand something on both parts? Like ” Guard the safehouse until you die and I will make sure you get a nice funeral”

Or can it be one sided: “Promise me to guard the safehouse until you die.”

2nd question.

Is it allright for the fae to demand huge promises like “promise to be my slave forever”, intentionally worded to be broken so they get 2 debts?

I’m looking for advice on bringing the game to some logical conclusion.

I’m looking for advice on bringing the game to some logical conclusion.

I’m looking for advice on bringing the game to some logical conclusion. With the Beginning of Session move, players can author their own kickers each session, which is super cool. The problem is that they don’t always tie together cleanly.

We’re getting to the end of some of the corruption tracks, and I think the stories for each character are coming to an end. So I’d like to try to bring things in more tightly, but don’t want to remove the Beginning of Session move for the players.

Anything special you guys do to start pointing towards that 3-4 episode season finale arc?

Hey, I have a question about the Wizards magic. On the Sanctum Sanctorum move it says:

Hey, I have a question about the Wizards magic. On the Sanctum Sanctorum move it says:

Hey, I have a question about the Wizards magic. On the Sanctum Sanctorum move it says:

“When you go to your Sanctum for a spell ingredient, relic, or tome, roll with Spirit…”

In the spells specified in the top left corner of the playbook though the only spells that require an ingredient need a sample from the targeted person. I guess you’ll hardly find that in you Sanctum. Does that mean the Wizard can cast spells that are not in that list? I find no clues in the rulebook on how a Wizard would use other forms of magic, or even tome and relic reliant magic.

How do you handle real life personalities like local celebrities and politicians in your games?

How do you handle real life personalities like local celebrities and politicians in your games?

How do you handle real life personalities like local celebrities and politicians in your games? Do you avoid them or fill their roles with fictional characters? Do you just introduce them when it comes naturally, but you don’t make a big deal out of it? Or do you go out of your way to include caricatures of well known locals and uncover their supernatural ties and dirty secrets?

Just picked up a physical copy at the game store yesterday, so happy to get my hands on an actual book.

Just picked up a physical copy at the game store yesterday, so happy to get my hands on an actual book.

Just picked up a physical copy at the game store yesterday, so happy to get my hands on an actual book. Can’t wait to run and play this.

Question concerning debts between player characters. One of the characters my friend and I like to reprise are sisters, separated in early youth and reunited in the plot.

My concern is that they should not really be collecting debts against each other, at least not in the style that Debts appear to be represented in the US system (not because family doesn’t collect debts, but because their relationship has always been “best of friends”).

What would be a good way to have best friends who will collaborate easily and forgive debts in US without discarding the Debt system? Curious if others have run into this before and already written about it.