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1 - 2 Setting Up Shop

General Summary

Step 1 - Getting Product
Reginald throws out a score for Charlie - rob a drug delivery for a guy paying tribute to the Butcher Boys. There is some inter-crew conflict as Charlie mentions he got a side thing set up for himself. Jesse thinks it should be all for the crew and no personal shit. In the end, the crew decides a better play would be for them to manufactor their own amphetimines and then sell that to Reginald.   They infiltrate UIC by posing as potential students, and leave a door or two unlocked. Later that night, the crew pulls on campus and walks straight into the chemistry lab. Just as Luts picks the lock into the controlled substances room, Charlie notices something unusual in the hall. A ghost appears, Charlie screams and he sets off a clock. Shillelegh goes and helps Luts who wrecks the supply room. Jesse decides to embrace his inner abuela and tries to turn the ghost, which immediately takes notice of him. She follows them out as they make it back to their car and off into the night.   In Other News
The Bishop Street Greasers decide to have a drag race down the middle of 47th causing a massive, firey crash. The news and cop coverage causes heat for the entire neighborhood.  
Step 2 - Making Friends and Enemies
As Luts got the batch cooking back at the garage, the crew goes and talks to Chris from the Five Four. A complex scheme is undertaken to take over some turf and forming a three way alliance between the Southside Sinners and the Five Four and the latter in an alliance with the Insane Cornell Boys.   The boys rolled up to the bar and Jesse and Luts go inside while Shillelagh takes a Look-see on the outside forces. They notice something is amiss and Shillelagh has to start moving. Which he does, a quick baseball bat to a knee before taking up position blocking the entrance to the bar convinces the crew outside to mind their own business. Inside, Jesse takes the two Ada St Clovers boys by the hair and slams their heads into the bar and Luts' concoction that instantly 'glues' their faces to the surface. Jesse is so jacked up he takes a ho into the bathroom for a quickie while Luts goes to work on the two convincing them that they no longer own this joint. Back outside, Shillelagh does the same and informs the drug crew that they now work for the Five Four, even though he realizes that one of the dealers is Father Brannigan's nephew.   They give Mick a few scharole for his trouble, grab the grass one of the Ada boys told them about and beat it. In fact, the area was not overly happy with the Ada St. Clovers and are actually looking forward to the prospect of getting rid of them.   In Other News
The crew draws the attention of some dark power or entity...
Someone tries to whack Joe Bagels!
Alderman Kelly - 15th Ward is gunned down leaving his office. Later that evening, masked gunmen storm into Shelly's bar and open fire, wounding Joe Bagels before he can escape out the back. No one has seen Skip O'Reilly - 20th Ward.


Rewards Granted

Crew XP Filled - 1 Upgrade

Character(s) interacted with

Chris Murphy - Five Four
Reginald Banas - Charlie's dealer
Deborah Cain - Charlie's socialite friend
Tommy De Palma - Shillelagh's buddy

Created Content

Bar and Grocery
Marge's Market
Backstreet Tavern
Detective Carmike
Norman Carmike
Father Brannigan's nephew
TODO...

Notes

Rules Clarifications

Crafting Drugs

Drugs have a Tier (just like everything else) and I will take this into account next time. Meaning it might not be as easy to pump out a batch of amphetimines.

Reducing Enemy Hold/Tier

Taking a claim on your Crew Sheet does not decrease the Hold of a faction. It does belong to a faction, and they will be pissed. But if you want to actually weaken a faction that is a specific score type. You can't do both for one, it is either "We want to take this claim on our claim map" or it is "we want to weaken the hold/tier of the gang".

Heat

Remember that Heat is a very specific thing. I will definitely try to be clearer, and next time when you guys make a deal I will try to remember to break out of role playing and go through it on a rules level to make sure we are all on the same page. But just wanted to point out again that there is a very specific mechanic in the game called Heat and if you want to mess with that, you have to specifically say this.

New House Rule: When we are role playing, the term "heat" will NEVER equate to the rule "Heat". You cannot assume this. When we are role playing "heat" could mean a ton of different things and that is fine. But NEVER will it be "Hey, we agreed they would take the heat, why did our Heat go up after the score." When we are role playing, that is one thing. When you want to talk about the Heat mechanic of the game, that will be done out of character, out of role playing.

Effect

I need to make sure I clarify this better next time. For us new to this system we think "character does something, player rolls, character succeeds or fails" but this system is not like that at all. And that is tricky.

One thing we haven't all really grasped yet is "Effect". This isn't like "crit" or something similar, it is more general. If you take this action the effect will be extreme. Not just the damage, not just the bonus, not just the whatever - the entire effect or outcome of this situation we are playing. So, this means good and bad. A die roll in this system could be covering dozens of different things at once. The "Effect" is the magnitude of the outcomes of these things. So, when you are in the "Great" column for effect the benefit to your character will be great...but any consequences, side-effects, reprocusions, etc. will also be at a level of "Great" as well.

Profits

Every time the crew advances, each PC gets stash equal to the crew Tier+2

Post Score - Heat, Entanglements, etc.

The rolls that the GM makes after the Score are a representation of things that happen as a result of that Score. So, in other words, no you cannot try to reduce Heat prior to the GM making that roll. Those things happen immediately after the Score as a direct result of that Score.

XP Triggers

The XP economy is different than a lot of other games. One XP is a pretty big deal. Regularly be referring to you and your crew XP triggers. When coming up with Plan for a score, refer to your Crew XP triggers and make sure you are playing to those. When you are in the score, be thinking about your triggers.

Additionally, when you fellow players get more abilities, this helps you, so keep your homies in mind. Be thinking about them to
"Hey, why don't we run him over with a car to give Slicks some drive time?"
"Doesn't Lutz get XP if we Wreck shit? Why don't we smash this up instead of being all sneaky?"

Resistance

I can't remember if we have been using it, but this mechanic is a massive part of the system for your scoundrels to be better than the average mook. Drill it into your subconcious: as long as you have stress free you can resist any consequence. The rules Rules - Resistance, Armor and Death

Notes

Anyone is free to take a note or two and it would be a huge help.

Best Practices

Rules - Best Practices
Backyard Blades Season 1 Episode 2
Season 2
Report Date
05 Feb 2024
Primary Location

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