First seasoned playbooks on the table. What do you think of these move and gear sets?
The AssetThe Asset is any type of "agent" working for someone/-thing (organisation, syndicate, cigarette smoking man, you name it).
MovesYou begin with all the basic moves and moves from your previous playbook.Choose one special move:
[] Believer: Gain +1 for all Act Under Pressure and Lore moves when dealing with beings from Beyond.
[] Electronically Simplified: Reduce Intellect by one and increase Fitness by one. Gain +1forward to Influence move when making threats.
[] Orders from Above: When able to make a call roll+Presence:
On a 10+, They’ll do it.
On a 7-9, They’ll do it, but become suspicious or agitated.
On a miss, the situation escalates.
[] Protector: Whenever another character takes harm in the same scene, you may Roll+Fitness. If you succeed you may shift all harm from that character to you. On a 10+ reduce the Harm by one and increase their Trust to you by one.
The Deep MoveYou automatically start with your Deep Move.Fringe Bureau: If you have contact for to your superiors you may ask one device for a test run, roll+Deep.
On a 10+, choose 3.
On a 7-9, you choose 1, GM chooses 1
- The item is delivered
- The item has a tag (maybe be chosen multiple times for different tags)
- You are expected to give a full report
- The item goes missing
- Someone is searching for the item
On a miss, GM chooses 3
GearYou start with:agency ID card [forged or reliable] +1 to Influence moves when suitable
short distance radio with earplug
small sidearm of your choice
clean black suit
black shades
Choose two of the following:bulletproof vest [1armor]
additional firearm [hidden]
d6 doses of amphetamine [illegal, hidden, addictive]
walkie talkie
auto [reliable or expensive]
The AvengerThis is your basic
"he who fights the monsters" kind of an approach.
MovesYou begin with all the basic moves and moves from your previous playbook.Choose one special moves:[] Dear Diary: Whenever you encounter a new kind of being from the Beyond, gain +1exp.
[] Doomed the Die: When you suffer a lethal amount of Harm you may make one last Fight move against your opponent. Add +2 to the roll.
[] Killer Instinct: When you cause Harm, increase the Harm by 1.
[] Solitare: You may spend 1exp. to add +3 to any roll if unassisted.
[] Trunkful of Weaponry: When the need arises you have the right weapon in your disposal.
The Deep Move[] I Know This Beast: When you encounter something from Beyond, roll+Deep.
On a 10+, you have encountered something like this before. GM will tell you about about it and how it can be killed. Gain 1clue.
On a 7-9, you know someone who can give you the info. You own them one. Gain 1clue.
On a miss, it is something you hold a grudge against. Suffer -1ongoing against it.
GearYou start with:sawed-off shotgun
box full of shotgun shells
knife (big, scary)
Choose two of the following:old ouija board (weird)
old american car (reliable)
tattoo or talisman (protective)
bulletproof vest (1armor)
The CollectorThis is the collector from such Lovecraft's stories as the Hound. Someone collecting items and information that the mankind was not meant to know.
MovesYou begin with all the basic moves and moves from your previous playbook.Choose one special moves:[] Calculative: You may use roll+Intellect instead of roll+presence when making using Influence move.
[] Connected: You may use Presence instead of Deep when taking the Lore move. You cannot suffer Taint in this way but whenever you would the situation escalates.
[] Familiar with the Goods: When you use Lore move to study an item, gain +1.
[] I’ve Got a Buyer for That: Each time you find an item via Investigate move you can trade it for one Experience when you get to sell it.
[] Provider: When you need something mundane that might be hard to get, roll+Intellect.
On a 10+, you get it.
On 7-9, you get it but someone wants something in return.
On a miss, you don’t get it but someone might be interested to buy it later.
The Deep Move[] Personal Collection: Once per session you may take the Investigate move with roll+Deep to go through your personal collection.
GearYou start with:vallet full of cash
storage container (modern security)
various small collectibles
Choose two of the following:a set of lockpicks
cast iron safe [warded]
pocket handgun [small]
personal library (+1 for moves on one subject, requires time)