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Scum and Villainy (Blades in the Dark ... in Space!)

Ahlanna

Star
Joined
Sep 22, 2018
Hey there, this is an interest check for Scum and Villainy RPG. It's basically the Blades in the Dark RPG system in a Star Warsy environment. Instead of a hideout, your crew has a ship - with options ranging from freighter to corvette. The PC faction can lean to a criminal bent (smugglers, bounties, piracy, etc), more to a rebellion against the Empire Galactic Hegemony or even attempt a more mercenary middle ground. Depending on what direction the PCs want to go.

Playbooks include: Mechanic, Muscle, Mystic (use the Force Way), Pilot, Scoundrel, Speaker and Stitch (doctor: maybe of medicine, maybe physics, maybe Mad Science).

In similar fashion to Blades in the Dark, the group will create, outfit, and crew their ship as part of group creation.

While Scum and Villainy is somewhat human-centric and tends to lump most alien races in as "xenos", this does give us an opportunity to customize a few species. If you have something in particular in mind, we can probably figure out a way to work it in as a custom talent.

The system doesn't have a steep learning curve, so previous Blades in the Dark experience is not required.
 
Never done this, but I like learning new systems, and tend to play human male chars who don't own any real niche.
 
I wouldn’t mind learning a new system or playing an alien for once.
 
The system doesn't pigeonhole you quite as much as the playbooks make it sound. You get 7 points for attributes, only 3 of which are governed by your playbook. Each point adds an entire extra d6 (it's base is a 2d6 system). So having 2 points in something is the mechanical equivalent of permanent advantage in DnD 5e.

So you can absolutely be a Stitch that puts 2 points in Scrap (hitting and shooting things) and 1 in Scramble (athleto-acrobatics) and 1 in Skulk to make a brainy hunter.

Or a Speaker with a point or two in Attune to Use the Way in a peaceable fashion.

Or a Muscle with Rig for fixing things, or Skulk for sneaking about and hitting people upside the head, etc.
 
That and the playbooks don't even need to take abilities from their book, there's a "veteran" advancement that despite only having like 3 ticks on the sheet, is intended to have no limit. It was originally meant to be classless but people complained about it. Could be interested, I played blades and scum before, but is this a forum thing or a discord thing?
 
I'd also be interested, but I too would like to know if it's a discord thing or a forum thing.
 
I would assume Discord, seems to be the norm these days. But I don't necessarily have my heart set on that. If the interested people want to do threads, that wouldn't bother me.

Looks like we have enough interest that I'll start setting things up. The group should discuss what type of crew they want to be. The roots of the system are in a criminal game (Blades in the Dark), but Scum and Villainy does support legitimate traders, mercenaries, tomb raiders or rebels. But of course, you can also be a Blades-like drug gang, assassins, professional thieves, brothel-ship, maybe a casino-ship, smugglers, pirates, etc.


Scum and Villainy has 12 'actions' that you can have points in. These are fairly broad categories. At chargen, no action can have more than 2 points. Your playbook will come with 3 points assigned, one 2-point in the iconic action for that playbook, and a 1-point in a secondary action. You are allowed to convince the GM why one action might be appropriate in a non-obvious situation (like a warning shot might use Scrap in place of Command to threaten someone).

  • Attune - Using the Way, working with Precursor artifacts, other weirdness. 2-point for Mystic playbook.
  • Command - Intimidate, threaten, lead, order, dominate. 1-point for Speaker, 1-point for Muscle.
  • Consort - Socialize with contacts, friends. Make new ones. 2-point for Speaker.
  • Doctor - This is both the action for medicine AND for science. 2-point for Stitches.
  • Hack - Computers, security, hacking. No playbooks come with points in this, though the Mechanic's starting talent gives Hack bonuses.
  • Helm - Piloting, using vehicular weapons. 2-points for Pilots.
  • Rig - Mechanics, not just ship engineering, but any mechanical device or hardware. Software is usually Hack, instead, but there is some acceptable overlap, especially for simple systems. 2-points for Mechanics, 1-point for Pilots.
  • Scramble - Athletics, Acrobatics. Jumping, swimming, running, hurdling, climbing, etc. 1-point for Mystics.
  • Scrap - Combat, at least non-vehicular combat. 2-point for Muscle.
  • Skulk - Sneaking around and avoiding notice. 1-point for Scoundrels.
  • Study - Research, investigate, notice details, see through deception. 1-point for Stitch. 1-point for Mechanic.
  • Sway - Influence someone with guile, charm or logic. 2-point for Scoundrel.


Play is generally divided into missions (these were called heists in Blades in the Dark) and downtime. Your group generally picks a mission to go on. This can be completely player driven ... let's go rob the Governor's Mansion! Some might be requests from other factions. Some might even be "requests" - do it or else. Once you have a mission, the players have a lot of agency in how to approach the goal. Rolls in Scum and Villainy are for big stuff. You're not going to be asked to roll at every door you want to bypass, you'll have a roll for "Gain entrance to XYZ" ... and that could be Rig (for lockpicking), Hack (for getting the access code), Sway (for talking your way in), Attune (wave hand: these are the VIPs you were waiting for), Consort (we *know* the VIP they're waiting for, and we're their entourage) or even Scrap (if you're not feeling particularly covert today).

Then maybe you have a roll for "Locate the objective inside the secured area". Study (for clues), Attune (for using extra-sensory perception), Hack (getting the computer to help), Sway (getting directions from someone).

A short mission that goes well might be 8 - 12 rolls long, distributed around the players. One that doesn't go well will have more rolls as you try to fix the situation before it spirals out of control. :)

Speaking of which, most missions will run against the ticking clock. Most of the time more than one. Not a literal measure of time, depending on the mission it might be time (not literal real world time, but in game actions). But more often it will be things like 'Vault lockdown', 'Grand Poobah's patience', 'System police awareness' often followed by 'System police response'. ;)

I will track these as a pool of segments, most of the time you get to see these. Nail your hacking roll and maybe the clock ticks once. Flub it and maybe it ticks 4 times. If someone else steps in to report the alarm as false and the guards buy it, maybe it only ticks twice and the 'Guards grow a brain' clock ticks once instead.


For @kckolbe , in theory if you want to "have no speciality" you could always do Stitch, whose starting ability (called "I'm A Doctor, Not A ...") lets them consume resources to use Doctor instead of any other skill, and then spread your points out in single bunches. The Mystic and Scoundrel starting talents are also very general boosts that apply well outside their "speciality".
 
I would say a group that is a growing crime syndicate for our team, but I’m sure someone else has a better idea.
 
Some kind of crime group, is probably best, definitely prefer discord, especially when we'll need multiple channels for the "free play" phase of the game that happens after a score and downtime.
 
Mercs or criminals is what I was thinking for a crew. In terms of a vague idea, I'm thinking maaaaybe a Pilot because spaceships are cool but I might just end up poaching cross class advantages from it instead.
 
There is one thing in scum vs forged, every playbook comes with a unique skill that isn't shared across the others in veteran advances, the very top one which tends to be pretty good for a specific role.
 
I'm starting to set up the Discord server. If people want to PM me their Discord names, I'll get invites sent.
 
I'd love to play if you guys still have room! I've read S&V a while back, but need to refresh on some specific rules (I've played BitD and others as well). My Discord's linked to my BlueMoon, you should be able to find it on my profile.
 
I suppose I should have asked earlier as well but what are smut expectations like? I tend to be pretty light and can't actually remember the last time I've been able to dabble... most RP's have died before anything happens lol. What's the general atmosphere gonna be like? Wouldn't want to join and then later decide the stuff is a bit over the top for my preferences.
 
It's actually an open question on the discord at the moment. It seemed like people wanted some smut content, but I'm not sure how intense they are looking for it to be.
 
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