The Analyst
(
This one is totally unfinished, but I'm putting it up here as a placeholder, while the inspiration strikes me.)
Stat BlocksForce Command Calm-1 Insight+2 (Tech) Precision (Reflexes/Tempo)
Force Command Calm 0 Insight+2 (Tech) Precision (Reflexes/Tempo)
Force Command Calm+1 Insight+2 (Tech) Precision (Reflexes/Tempo)
Force Command Calm+2 Insight+2 (Tech) Precision (Reflexes/Tempo)
Force Command Calm Insight (Tech) Precision (Reflexes/Tempo)
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During the first segment of each Threat Clock, the Analyst gets the following free move:
When you re-assess recently-acquired intelligence, roll+insight. On a hit you can ask the GM questions. On a 10+, ask two (or the same one twice). On a 7-9, ask one:
- Tell me something that's already happened.
- Tell me something about the organisation that's doing this.
- Tell me something about the person behind this.
- Tell me where the person or organisation might be vulnerable.
- Tell me what the terrorists' next objective is.
- Tell me about someone who might be valuable to the plan.
- Tell me something about what the organisation or person wants.
On a miss, the MC can make a move, including asking two of these questions of the player.
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SOME POSSIBLE MOVES, TO FLESH OUT ...
Extra Insight: you get +1 insight.
Reputation (from The Operator): when you meet someone important (your call), roll+...calm? On a hit, they’ve heard of you and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1 forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide what they’ve heard. [I THINK THIS MAY GO AS AN OPTION OR AN ADVANCE ON EVERY PLAYBOOK.]
Always The Victim (from The Mundane): When another character uses protect someone to protect you, they mark experience. Whenever you're captured or harmed, you mark experience.
Don't Worry, I'll Check It Out (from The Mundane): Whenever you go off by yourself to check out somewhere (or something) that potentially poses a threat, mark experience.
Things Speak (from the Savvyhead): whenever you examine or handle something related to the current threat, roll+insight. On a hit, you can ask the MC questions, which they will answer with information that it's plausible for you to infer. On a 10+, ask 3. On a 7-9, ask1:
- Who handled this last?
- Who made this?
- What has been done most recently with this or to this?
- What is this for?
- What's wrong with this?
Oftener Right (from the Savvyhead): When a character comes to you for advice, tell them what you objectively believe the the best course of action is (regardless of whether it's in their interests or not). If they take your advice, they take +1 to any rolls they make while following your suggested course of action, and you mark an experience circle.
When you act under pressure, roll+calm. On a 10+, you do it. [On a 7-9, you flinch, hesitate, or stall: if you still want to do it, the MC can offer you a worse outcome, a hard bargain, or an ugly choice.
Tiny details: I want the Analyst to be good at noticing tiny details.
I want the Analyst to have a Matrix-style 'Operator' style move, to help people insert and extract themselves.
A move that lets the Analyst detect a condition that somebody has. Roll+insight.
A move that makes them good at deception.
A move that makes them good at multi-tasking.
A move that gives them a bonus to assessing fresh intelligence.
A move that makes people help her so that things get done faster.
I want a variation Savvyhead workspace type move, to create tech or use computers to assess data. [When you re-purpose technology?]
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I'd like a variation of the Oftener Right move, as well. Something like the Flake's advice rules, to represent giving difficult or problematic advice:
Contrary: When you seek out someone's honest advice on the best course of action for you, and they tell you, then mark experience if you do something else instead. If you do exactly the opposite, you also take +1 ongoing on any moves you make pursuing that course.
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I'd also like a move that makes the Analyst good at fitting things into a broader pattern. (something like this move from The Flake)
Drawing Threads Together: At the beginning of each mystery, you can spend some time looking at the wider patterns that these events are part of. Roll +Sharp. On a 10+, hold 3 and on a 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions, and gain +1 if you act on the answers:
- Is this person connected to events more than they are saying?
- What is the time and place that something critical is next going to happen?
- Which two people have a hidden relationship?
- What does the monster want from this person?
- How does this monster relate to previous mysteries I have investigated?
- How does this mystery connect with the bigger picture?