Hi, folks. Trying my hand at a new playbook. I was trying to get it a little more "Indiana Jones" and a little less "Hardholder's scribe," so any suggestions on that path would be appreciated.
Some of the things I'd be interested in hearing are opinions on the moves. I wanted to make the character worthwhile as a stand alone choice, but are the moves "good enough" that you would take them as your improvement choice from another playbook? Are they too specialized for other playbooks to want?
Thanks in advance for any feedback!
---Scholar---
Back in the Golden Age, everybody was happy and everybody had enough. That's what the hoopla-heads say anyway. The truth wasn't that shiny, but they sure as shit had more and better than we do now. You know this for a fact because you've actually read honest-to-god books from back then.
All the gear and ideas from the Golden Age are still around waiting for someone with the brains to come along and find them. You've just got to know where to look.
---Creating a Scholar---
To create your Scholar, choose name, look, stats, moves, gear, and Hx. Choose in any order you like.
Name
Egghead, Brain, Pinky, The Head, Book, Word, Deacon, Dean, Monkey, Touch, Moon, Cloudy
Newton, Milton, Calvin, Hobbes, Clarke, Luther, Orwell, Marshall, Dyson, Marion, Ursula, Shelly
Look
Man, Woman, Ambiguous, Transgressing
Casual, robes, Golden Age uniform, appropriate environmental gear
Old face, worn face, curious face, open face, closed face
Bright eyes, cagey eyes, hard eyes, kind eyes
Tall body, short body, thin body, soft body
Glasses, gimpy limb, hearing aid, speech impediment
Stats
Cool=0 Hard-1 Hot+1 Sharp+2 Weird=0
Cool+1 Hard=0 Hot=0 Sharp+2 Weird-1
Cool=0 Hard+1 Hot-1 Sharp+2 Weird-1
Cool+1 Hard-2 Hot=0 Sharp+2 Weird+1
Moves
The Scholar gets all the Basic Moves. You get “Librarian” and then pick 2 Scholar Moves.
Scholar Moves
Librarian: You have a library of Golden Age books and/or maps. Detail it's size and portability as you see fit. Choose two regions that the library covers. Each region is either: far but relatively safe, close but dangerous or on the other side of some obstacle.
Ten Barter Words: when you roll to Manipulate another character, roll Sharp instead of Hot.
Professor: when a character comes to you for advice, consult your library and tell them what you think is the best course of action. If they follow your advice, they take +1 ongoing in that task and you mark an experience circle.
Archeologist: when you scavenge in a Golden Age ruin, roll + Sharp.
On a 10+, find an oddment worth 1 barter and choose 2;
On a 7-9, find an oddment worth 1 barter and choose 1;
You find it quickly.
You find it with relatively little trouble.
You find an item that is valuable.
You find an item that is hi-tech.
Book Learning: you can roll to Read a Sitch from maps, books or secondhand accounts without actually being there.
Ear to the Ground: when you meet someone important (your call), roll + Sharp. On a hit, you've heard about them, tell the MC one thing you've heard. On a 10+, you get +1 Forward with them. On a Miss, the MC will tell you what you've heard about them.
Intellectual: you get +1 Sharp (Sharp +3).
Gear
One antique weapon, gun (2Harm Close Loud Reload Valuable) or hand (2Harm Hand Valuable), detail as you like
Oddments worth 2 Barter
Hx
Everyone introduces their characters by name, look and outlook.
Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn, choose a character you think is smarter than they look; tell that player Hx+2. Tell everyone else Hx+1 if you share your recovered knowledge easily or Hx-1 if you keep the knowledge for your own purposes.
On the others’ turns, choose the oldest character; whatever number that player tells you, add +1 to it instead. Everyone else, write whatever number they tell you, as you take people at face value.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.
Scholar Special
When you have sex with another character, you inspire them with stories of the Golden Age and encourage them to learn new things. They take +1 Sharp forward.
Scholar Improvement
_+1 Cool (Max 3)
_+1 Hard (Max 3)
_+1 Hot (Max 3)
_+1 Weird (Max 3)
_Get a new Scholar Move
_Add a Region to your Library
_Add a Region to your Library
_Get Followers and Fortunes
_Get a Move from another playbook
_Get a Move from another playbook
Barter
1-barter will cover a month’s living expenses, if your tastes aren’t too grand. 1-barter will also cover a month's service as an adviser and scribe to someone important.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury and company; any weapon, gear or fashion not valuable or hi-tech; the material costs of a crash resuscitation by an angel; a week’s hire of the protective companionship of a battlebabe or gunlugger; repair of a piece of hitech gear by a savvyhead; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
For better stuff, you should expect to make particular arrangements.
You can’t just wander around the commons of some hardhold with oddments ajangle and expect to find hi-tech or luxe eternal.