I think it’s okay to show now
Playbook Beta – The Cavalier
(was once the Handler)
It’s a guy with a big apocalyptic monster he has “tamed” and now uses for the “good” of the hardhold.
I think it’s okay to show now
I think it’s okay to show now
Playbook Beta – The Cavalier
(was once the Handler)
It’s a guy with a big apocalyptic monster he has “tamed” and now uses for the “good” of the hardhold.
Comments are closed.
How does the moves involving the pet or the pet itself reveal information about the character?
Well nearly everything on the Sheet points you at your Monster. The Cavalier isn’t really that good at handling things without his Monster. Without it he is “nothing”. The monster on the other hand isn’t that easy to control and when it follows it’s impulses than there will be bad stuff happening. You constantly have to struggle to keep this thing under control and have to deal with the backlash from other people after you lost control again. You could make a monster that has mostly “harmless” impulses but then it won’t really be effective.
Example of those impulses would be
explore, rest, flee from harm, protect
Good luck motivating this thing to do anything for you.
I thought about it again yesterday and finally found the line i was looking for, new move:
* Control the Beast
When you order your monster to do something roll+hot
On a hit it does as you want and you choose 1
* You have to control it the whole time
* It does what you ordered without supervision but it will follow one of it’s impulses
On a 7-9 it will follow an additional impulse
On a miss it will follow all of it’s impulses with little control from you
Oh, i understood the double edged sword of the pet. i was more wondering how the pet after the initial creation reveals depth about the character like we see from gangs, holds, and followers
Well you have the control thing…
A lot will come from GM questions i think, like how you found it etc. I see no real way to combine this right now. It says more about the player then the character i give you this.
Conceptually, I like it a lot.
Here’s my thoughts:
Control the beast: I don’t feel like “follows an additional impulse” is a very meaningful distinction, because the MC could make about as much bad stuff happen with 1 impulse as 2.
I would do it more like “Pack Alpha”, with 10+ meaning everything goes groovy and a stipulation is added with 7-9.
It feels weird to me that its a high Hot/low Hard playbook which is mostly about fighting, especially with what seems to me to be Hard-ish color (A butch lady with furs whipping her monster into shape) Maybe that’s just me . Here’s a couple of ways you could address that:
1) Give the option to have higher Hard, like at least a Hard+1 line and maybe a Hard+2
2) Get rid of the “control by whip” option.
3) Make the beast useful for more stuff besides fighting. One possible way of doing it is by giving it “No Shit Driver” style rules, where if you are controlling it gives you bonuses to certain stats, but such scenes introduce “Control the beast” rolls (Which would require a bit of modification to control the beast, maybe).
Sean Musgrave , I think the no shit driver approach sounds great except having it be no shit driver. What if instead of having one move for everything, you decide what the pet can help you out with at creation. For instance you could have ‘Attitude choose one:
aggressive: when you go agro or seize by force add your pet’s _ if you are in control of it. impulse: attack
protective: when act under fire add your pet’s _ if you are in control of it. impulse: demanding
cute: when you seduce or manipulate add your pet’s _ if you are in control of it. impulse: cause trouble
perceptive: when you read a sich add your pet’s _ if you are in control of it. impulse: flee
hypnotic: when you open your brain add your pet’s _ if you are in control of it. impulse: dose others’
This will not only bring definition to the creature but will also bring definition to you (why do you keep an animal for that purpose).