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brainstorming & development / Re: Traveller-inspired hack
« on: March 25, 2015, 06:44:41 PM »
So I'm gearing up for an actual playtest in the next week or so, and I did some work on the playbooks to give them a bit more meat. I also tried to focus them a bit more.
The Sour Knight is all about 1) taking a beating, and 2) figuring out what's going on and how to deal with stuff. I have that iconic image in my head of the noir detective picking himself up after getting shit-kicked by some heavy and, as he ices his ribs, figuring out that the murderer must actually be X and there's a big conspiracy to Y!
The Street Psyk is all about the here and the now. She's intentionally supposed to be very in your face and splashy and good at making people do what she wants. She draws no small amount of inspiration from Aria in Mass Effect.
The Barter/Cash stuff still needs some massaging, but I'm kinda leaving that until playtesting so I can get a sense of what players will actually do and want. Unless it becomes a sticking point, I'd rather not give the option to pay into a Payday to increase the payout, as you're basically just putting resources in to get the same resources back.
The Sour Knight is all about 1) taking a beating, and 2) figuring out what's going on and how to deal with stuff. I have that iconic image in my head of the noir detective picking himself up after getting shit-kicked by some heavy and, as he ices his ribs, figuring out that the murderer must actually be X and there's a big conspiracy to Y!
Quote
SOUR KNIGHT
"That code is going to get you killed one day."
"I thought that was the point."
When you take a good person, a person committed to order and justice and place them between the grindstones of Law and Reality you either get rubble and dust or a Sour Knight. A Sour Knight no longer believes in True Justice or intrinsic goodness or any of that idealistic crap, and yet… and yet they just can't stop helping. Even when they know it won't last, or it won't matter, or it'll mean getting the shit beat out of you, they still gotta help.
STATS
Choose one set:
Cool+0 Hard +1 Hot-1 Sharp+2 Psi+1
Cool+1 Hard+0 Hot-1 Sharp+2 Psi+1
Cool+1 Hard+1 Hot-1 Sharp+2 Psi+0
Cool-1 Hard+1 Hot+0 Sharp+2 Psi+1
SOUR KNIGHT MOVES
Choose 2:
Scrapper: So long as the Sour Knight has at least 1harm on their clock, they can subtract their Hard from the Harm roll.
Investigator: You can roll+Sharp when you Manipulate someone.
Perfect instincts: When you've read a charged situation and you're acting on the MC's answers, you take +2 instead of +1.
Mind like a scalpel: Gain +1Sharp (Sharp+3)
From pain comes understanding: The first time you take at least 3harm in service of a job (so this doesn't work in, like, a random mugging) you find inspiration in the pain. Roll+sharp. On a 10+ hold 3. On a 7-9 hold 1. Spend your hold 1 for 1 to ask the MC questions about the case, as per Reading a Sitch and Reading a Person.
On a miss, ask three questions. At least one of them will have a kernel of truth.
Won't lie down: if you suffer a Debility in service of something that matters you can ignore the effects of that Debility until the matter is resolved. You can only do this once per thing, and it has to really matter.
CONTACTS/NETWORKS/GEAR
You gain a Hx+0 Street Level network
You gain a Trusted Sidearm (see list)
Fashion suitable to your character and history, including a piece of 1-armour that is not milspec
SOUR KNIGHT IMPROVEMENT
Gain a new Hx+0 network
Improve an existing network by +1Hx
The Street Psyk is all about the here and the now. She's intentionally supposed to be very in your face and splashy and good at making people do what she wants. She draws no small amount of inspiration from Aria in Mass Effect.
Quote
STREET PSYK
"There's only one rule in the Underhills: don't fuck with Katja."
It's hard enough growing up down-hive, across the tracks, below the pollution cloud, whatever. It's hard enough growing up like that when your brain doesn't start picking up cars every time you get pissed off or scared. Once you get a handle on that shit, though…
STATS
Pick one set:
Hard +1, Cool+0, Sharp-1, Hot+1, Psi+2
Hard+0, Cool+1, Sharp-1, Hot+1, Psi+2
Hard-1, Cool+1, Sharp+1, Hot+0, Psi+2
Hard+1, Cool+1, Sharp-1, Hot+0, Psi+2
STREET PSYK MOVES
Pick 2:
Thunderfist: You can turn your fists and feet into deadly weapons by adding pyschic force to your strikes. Roll+Psi. On a 10+, you count as hitting someone with a 2harm hand weapon. On a 7-9, you do it but you expose yourself, take backlash or otherwise suffer consequences. On a miss, the MC can make a move as hard and direct as they like.
Intuition: You can roll+Psi when reading a situation or a person.
Invisible hand: You can use your telepathy for fine manipulation. It's not enough to cause harm directly, but you can do all sorts of things. If you could do it with your hands you can do it with your mind. Roll+Psi. On a 10+, you do it. On a 7-9, you do it but expose yourself, add unintentional consequences, suffer backlash, etc. On a miss, bad shit.
Inner focus: You use your powers to focus inwards and enhance your physical capabilities. Roll+Psi. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to take +1forward on Going Aggro, Acting Under Fire and any other physical tasks in the current situation (MC's discretion). You can also spend one hold to modify a Harm roll by 1 in your favour, but no more than 1 per roll. The hold dissipates when the current situation ends. On a miss, the MC holds 1 and spends to hinder you.
Tough shit, loser: You can roll+Cool when going Aggro.
Barrier: When you want to push through something physically dangerous (enemy fire, literal fire, fucking bears) you can wrap yourself up cozy in psychic force. Roll+Psi. On a 10+, sweet, you’re through . On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.
CONTACTS/NETWORK/GEAR
You gain an Hx+0 Street Level network and an Hx+0 Underground network (or improve either by +1Hx if you have them already)
You may have fashion suitable to your style, worth up to 1-armour.
You have a basic hand weapon (see list) and a basic sidearm
STREET PSYKER IMPROVEMENT
Hadoken: Your Thunderfist move is now 2harm close
The Barter/Cash stuff still needs some massaging, but I'm kinda leaving that until playtesting so I can get a sense of what players will actually do and want. Unless it becomes a sticking point, I'd rather not give the option to pay into a Payday to increase the payout, as you're basically just putting resources in to get the same resources back.