There is some overlap between In the wind and Break and enter as well as the 9mm you can chose as weapon and as covert gear.
Yeah, the silencer was kind of the point for the covert gear choice and I almost made it just the silencer, not the silencer & gun combo. I might also ditch one of the enter/exit moves and replace it with something else entirely. You're right about the overlap.
(mind if I rob it for my Shadowrun hack ? It would be the perfect Convert Ops Agent :D )
Please do! Everybody is welcome to do anything they want with it!
I am curious why you would lose 2 trust on a risky task? I mean they know its risky, so should't you get by with no loss on something risky if you fail... instead maybe there should be something that would measures how sensitive the task is to the Cabal's agenda?
Maybe the -2trust is too much for botching a risky job. I suppose the fact that you just botched a risky job is already rife with ugly consequences, so that the standard -1trust is enough.
Twisting the Screws is nice... but there should be a Countdown for being Burned.
I think so too. With all the Cabal stuff and the task stuff I was worried that the playbook brought too many brand new elements into play already (not to mention that there's only so much space on those darn trifolds)
I am also curious about the Sex move, what was the reasoning behind it? I like it (its one of the only -1Hx I have seen), but I would like more explaination in the design thought process.
Sex has always been a part of tradecraft, as far as I know, and so I was looking for a sex move that let the turncoat get close to somebody in order to manipulate them. Since there are some moves that require rolling +Hx against folks, I thought it would be fun to throw in something that put the turncoat's sexual dupes in a tight spot, where they're thinking
all this time we've spent together, and I just don't know this person at all... At least, that's what I think I was going for. It was one of the first bits I wrote for the playbook, which was quite a while ago.
Pants on Fire is awesome!
Yes! It's pure Michael Pfaff; name, effect, everything. I'm more than a little jealous that it's my favourite thing on the whole playbook!
Could I steal ambition/cabal as an advancement option for the playbook? I tried to do much the same thing you did with it, but yours is perfect where mine is thrown together haphazardly.
Steal away! As far as I'm concerned I practically stole it from the Hoarder playbook anyways... A cabal and a hoard are mechanically the exact same thing: something that exists externally to the character thats got it's claws into them. A cabal/hoard has demands but can be mollified, and can be generous with its resources if it's happy.
Oh, and a slight worry of mine is that some of the moves are very dependant on other players taking action in regards to the Turncoat. Which is cool in a lot of cases, since the Turncoat is by default situated so that other players will want to interact with her if they want to stop her from blowing shit up. But what if they don't, what if they want to be fellow agents? Just as cool a game to be played fiction-wise, but then it narrows down the mechanical advancement options a Turncoat gets by quite a bit.
Well, I think a quick look around the table would tell the turncoat's player if the PC-on-PC moves are going to be useful. If another player is taking a hardholder and you're playing a spy who's working for somebody other than them, you might well want
slippery or
pants on fire. Let's face it, you're gonna be lying to them and facing their scrutiny, or even harder moves.