Hi all,
I'm working on a hack bringing together AW and Traveller, and I'd love some feedback on the first two charater playbooks I've made.
As context, if you're not familiar with Traveller, it's "dirty space" sci-fi roleplaying. Scoundrels, spaceships, aliens, greed, the usual.
The first character is the Sour Knight (name not final). The Sour Knight is a detective-like character, burnt out and jaded but still following a code. The classic noir protagonist. Sharp is the Sour Knight's primary stat, and they're focused more on figuring shit out than winning fights or manipulating people. Two of the Sour Knight's moves are improved by taking Harm, inspired by the trope of guys like Harry Dresden or Tracer Bullet figuring it all out while nursing bruises from a beating. I kind of think of the Sour Knight as being like the Battle Babe: good at getting into shit, less good at finishing it.
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: If in the service of doing the right thing you take two or more segments of harm in rapid succession, you gain +1Hard for the remainder of the conflict. The MC gets to set the bounds of when this applies and ends.
Investigator: You can roll+Sharp when you Open Your Brain in service of a case or other investigation-type thing.
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 steel trap: Gain +1Sharp (Sharp+3)
From pain comes understanding: When you are trying to solve a case, a riddle, a conspiracy or whatever, you can put your skills and training to unravelling. This generally requires a bit of time and quiet. Roll+sharp and take +1 if you've recently taken at least 1harm your antagonists. 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.
<list of questions>
On a miss, ask three questions. At least one of them will have a kernel of truth.
The other character I've got is the Street Psyk. Part punk, part Mass Effect Vanguard. Psi with a side of Cool. The Street Psyk is meant to be splashy and unsubtle.
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:
Lift and Slam: You can pick up shit with your mind. You can't do much subtle, but who needs subtle? Roll+Psi. On a 10+, you can throw things for 1-, 2- or 3-harm (ap) depending on their size or you can lift crap up and move it around, just not gently. 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. 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 have time, even a very short time, to react to incoming harm you can throw up a shield of psyker energy. If it's unclear whether you'd have time, you're acting under fire. Roll+Psi. On a 10+, the shield is worth 3-armour and can protect two people other than yourself. On a 7-9 it's either 2-armour and protects only you or 1-armour and capable of shielding you and one other person. On a miss, you're caught in the open.