Tried my hand at making a few custom playbooks; here is the first one, The Eternal, based on the tragic immortal trope (think Dorian Gray, the Wandering Jew). Mechanically, the idea was to have a practically unkillable character with relatively weak Moves and a lot of drawbacks.
Tried my hand at making a few custom playbooks; here is the first one, The Eternal, based on the tragic immortal…
Tried my hand at making a few custom playbooks; here is the first one, The Eternal, based on the tragic immortal…
On review i think the playbook should have a “weakness” that can kill the player; like a monster! Think of Dorian Gray’s picture…
Mark Tygart I figured letting the Keeper and player hash out the nature of the curse would include a way to undo its effects; and they would be partially implied by the Edict (Dorian’s Picture being a Soul Jar for example). Do you think that should be more solidified within the playbook?
Jatin D Yes, I do. 🙂
I like it!
Mark Tygart Would it be possible to introduce a mechanic where the player does not actually know this information about their curse? Because I would not want to eliminate the possibility of a player wanting to be an Eternal who wants to die but can’t, and perhaps is even monster hunting to find something that can kill them (this is likely how I would play the character. I wouldn’t want to make that too easy for the character if they knew how to undo it.
Jatin D why not?
Mark Tygart What about something like: Under the Eternal Life section, a clause about how all curses have a way out, to end or bypass the immortality; the Keeper will know this, but you will not.
And then as an Advanced Upgrade you can find out that information?
Jatin D Sure. Or maybe tie it to Luck.