So if custom moves get us stuff, what would a new playbook get us?
Inspired by (and with feedback from Tim Franzke ), have draft 0.2 of The Wielder. This is the character who’s found an object of some sort that not only gives them powers, but also ties them to a larger Organization with its own goals and enemies.
Feedback welcome and appreciated!
I helped a little bit
Tim Franzke helped a lot!
Oh man! I love the onboard AI/Spirit thing! Looks quite interesting, though I’ll admit I’m not sure how to balance things in Masks quite yet. Next time I run a game, I can throw it out onto the table if you think it’s ready for testing!
Brandon Leon-Gambetta Please do! There’s still a few gaps in there, but I want to make sure the stuff I have now does work before I go on adding a bunch of new stuff.
Great! If the Wielder gets picked up and we are able to provide some feedback, I’ll come right on back and as I grok the game a little better, I’ll give comments more directly!
Thanks for sharing! 🙂
This is probably my favorite super hero archetype. (And if you’re a fan too, I’d recommend Sledgehammer ’44. It’s awesome.) The only thing that didn’t seem awesome to me was the No Instruction Manual move. It feels boring. It just feels like a compel in fate. I think it would be better as something like…
Whenever you roll while (wearing? Wielding?) your artifact…
On a 10+, choose one,
(Minor negative outcomes list, need to think about it some. Something along the lines of making a bigger explosion than you meant to, out doing something too well. Not something that’s actually negative, but something you didn’t really want.)
On a 7-9, outcome is as usual.
On a 6-, choose one,
(Minor positive outcome, basically things that would amount to success at cost. Something like a boost in fate. Maybe a +1 forward type of thing?)
Thinking about trying to move everything closer to the 7-9 range on a move, without actually making everything a 7-9. So 6- is a bit better and 10+ is a bit worse.
Did any of that make sense? I’m trying to do this during breaks at work, so it’s probably complete babble. Lol
I do get what you’re saying, but I feel like something along those lines is more complex than it needs to be. I also don’t want to take away the whole 10+ success level.
I think there would be a simpler way of writing it out, I just couldn’t think of one right now. Also I didn’t mean to take away the success level but just add some superfluous story complication. Like overachieving a goal. Just to make it feel more like a success with complication but without the complication. Lol That is a complicated thought, but I do think there is an easy way to express it; I just can’t think of it right now.
Just read through this, and I think it’s awesome. I love the “How well known are they” section, it seems to open up a ton of options from such a small section. Similar to the custom Outsider move presented below, I love when you can change a small thing about a playbook and alter it so completely.
Any thoughts about having a “What are they up to” that includes taking over the Earth or Galaxy like the Reach?
What do you think about having Flight be a power you get by default, and then choosing 2 options?
I think the truth of the Organization’s goals would work better if they’re chosen by the GM. That way you can have the element of surprise.
And yeah, Flight plus pick two makes sense; the characters of this stripe can pretty much always fly.
I agree. I read a little closer and “Reveal the truth of the Organization” covers the Reach situation.
I also like Adam’s suggestions. I think they could create some interesting situations.
I’d say half and half: You choose what the public goal of the organization is, and in play discover how far they’ll go to do it.