Here's an update of all the playbooks and a player's guide:
https://drive.google.com/folderview?id=0B3-o8fZkcmMGd2pZaE9Fbk9WQTQ&usp=sharingThere's 9 playbooks, which I thought would be enough, but my group has 7 people, which only leaves 2 books free. Not giving people many options for choosing another playbook. Blurbs for each:
The Beast sequesters its rage, acts as guardian of the crew and eats to its heart’s content.
The Captain is the fucking captain, she commands the ship and her crew. Don’t cross her and she’ll have your back until the end.
The Clutch, almost inexplicably, gets to the right place just in time and you’re way past fist-pumping for joy when The Clutch enters the scene stage-left holding exactly what you needed.
In this broken world,
The Provocateur appears as an oasis in a white hot desert, promising all the water you need.
The Illustrated man or woman has skin covered in ink which flows and moves like ghosts that manifest in the world.
The Pilot is an ace who protects the ship and stares death in the face laughing. She knows it’s not her time and even if it was, she’d never betray her fear.
The Quixotic believes the world is still a fine place, broken, shattered and lost its way; but, it’s a place still worth the fighting for.
The Sage brews something for the occasion, acts as the conscience of the crew and will probably save us all someday.
The Toker makes breaks and bakes their brain staring into the Echoing Storm. He or she is like a neo-post-retro-cubist making strange devices, and uses the insight gathered from the Echoing Storm to deconstruct creation to its component parts.