Bay of Villains 1.3 update!


New version!!!

I've made quite a few little changes, and a couple big ones, but more importantly I actually started keeping a vague record of them, which I'll share with you all.

Changed the playbook fonts to be more uniform (including the title). Mostly to the same font as the playbook names, Montserrat.

Spruced up the Master yet again, since it rarely gets picked in my internal playtesting (ie forcing my friends to play this dumb game). I improved I Know Your Tell (adding a bonus to studying subjects) and Listen To Me For Once (gain an extra die when acting on the good information). I'm a little wary of how many ways I'm giving people to gain extra "untyped" dice, but eh whatever. this isnt an exercise in incredibly balanced game design.

Also the Useful friends and one of the backgrounds were changed. Dr. Emil is now a famous scientist, Rook is now Castle, a black marketeer, and The Shark is now a merc company leader. The master is a big deal, so their friends should be bigger deals as well.

A big one: Every crew type now has a Gang cohort and 2 preset upgrades. Assassins have Sneaks, Insight Training and Prowess Training. Cults have Adepts, Insight Training and Resolve Training. "Heroes" have Rovers, Vehicles, and Quarters. Insurgency has Goons, Secure Lair, and Prowess Training. Shadows have Rooks, Hidden Lair, and Prowess. Trouble For Hire has Goons, Weapons Quality, and Prowess Training. I also added a part of crew creation where you poached your crew from another faction (and you take -1 status unless you pay a CASH). If you don't want a cohort, an optional rule lets you take a single upgrade instead (not equivalent to a gang, i know, but that never seemed to matter in Blades in the Dark).

Added a detail in standard items that Grenades and A Superscience Weapon can account for scale. Lots of things in Bay Megacity have more scale than you do, so it helps to be clear that you can blow your way out of those situations.

I moved where the Magnitude, rituals and crafting sections were, before the Lore section. No real reason, just felt better. 

Swapped the Brain's Comm Link and the Merc's Combat Medic, because they both felt off in their respective playbooks. Combat Medic is now Cyber Medic, and lets the Brain use Hack to do Doctor stuff. Comm Link is the same, only you pick 2 ratings and gain special armor to resist consequences when leading a group action. Leadership was one of the niches that the Merc filled, and I think this works a bit better.

Having multiple Vices now has mechanical impacts. if you can indulge both at the same time (simply by explaining how in the fiction) you reduce and extra stress, but you also take more stress if you can't indulge your vice. 

Finally (at least that I recall...) The Gangster Merc background had too much overlap with Assassin, so it is now Monster Hunter instead. 

Thanks for playing along everyone!

Files

Bay of Villains 1.3.pdf 2 MB
Aug 28, 2023
Bay of Villains Player's Kit 1.3.pdf 1 MB
Aug 28, 2023

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