Third Session – The Red Sashes decide to get back at us by coming to take over our homeless-infested mansion. A lot of violence ensues. Then when we go to try to sell off some bank notes we liberated, a captain woman decides she’ll ride Marto like a Harley on a bad piece of road.
The fight against the Red Sashes starts off pretty rough – the dice mechanic is not good in general (“get a 6 on a pool of 2d6, and you will be fine…”) and they are all higher tier which means penalties to that. But the tide turns dramatically when Toad crits with a alchemist-bomb into a crowd of opposition and next thing you know we’re mopping up retreating survivors.
Of course, then we’re at war! So many rules… Downtime actions and gang stuff and clocks and mandatory stress relief and it all requires rolls that have collateral problems. But we’re getting by. We get a bunch of ship captains and such to cut in on redeeming our stolen bank notes, and one takes a fancy to Marto the Bear, which entertains all of us except Bruce.