Threat Level: Solo playtesting character creation and the battle rules

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Threat Level is the hack I'm noodling around with for doing techno-thrillers and para-military action in the style of 24. My original thread for it is here: Threat Level (A '24' Hack)

The thing you should know: this thread is just me noodling around. I won't be updating it regularly, because there are three other deadlines I need to be hitting. But it feels like the right time to dip my toe in the water of testing out character creation and how the battle rules I've come up with might work ... so I'm going to do some of that solo playtesting that Ben Lehman suggested.

I'm gunna start out by making up a Field Operative.



Agent Janelle Myers

Force+3 (includes the Extra Force move, below)   
Command+1   
Calm+0   
Insight+1   
Precision-1   
(Reflexes/Tempo)
(Tech)   

Okay. So I'll need to decide which stats are in and out, too. I'll also need to come up with options for the playbook's look.

Next: I get all the basic moves plus three Field Operative moves

Perfect Instincts (from the Battlebabe): when you've formulated a battle plan, and you're acting on the GM's answers, take +2 rather than +1.

Leadership (from various playbooks): when people fight for you, roll+command. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your squad:
  • make a hard advance
  • stand strong against a hard advance
  • make an organized retreat
  • show mercy to their defeated enemies
  • fight and die to the last ???

Extra Force: you get Force +1.


I also get to choose a specialisation, and I want to choose Marine / Commando, but I'm not sure what that does yet. Need to think about it.



Next up, I need to choose gear and create the Oppositional move for the Field Operative playbook.

All right! To finish off, I need some guns and stuff to take into battle. I'll come up with the details later:

Shotgun:
Assault Rifle:
Light pistol:
Heavy pistol:
Knife:

Light armour:
Heavy armour:

Field kit: Hold 3. Spend hold for each of the things the item you want is not: portable / appropriate (tech level)-reasonable (for agency to have) / common



I've decided that the specialisation I'm looking for isn't called 'Marine / Commando', it's called 'Forward Observer', or 'Point', and it'll involve moves that make someone good at infiltrating a position in advance of the rest of a squad. I'll make up the details of that later, when it becomes necessary.

(I also think there's another specialisation for the Field Operative, called 'Under Cover' which makes you good at winning trust and fitting in to enemy organisations).




The oppositional move is probably something like: When you oppose someone by taking direct action against what you perceive to be an immediate threat, take +1 ongoing for the duration of your operation / mission.