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 MyersForce+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.