After purchasing my copy of Masks Unbound and taking a look at the playbooks, something struck me about the Nomad. Their “Putting Down Roots” feature might make for the basis of another good feature for a custom playbook. I’m thinking along the lines of the Empowered character Thug Boy again, but moreso of a superheroic variant of McCauley from Heat.
A hero whose inner struggle involves them being on the run from someone or something that will be their end if caught, and has to make a decision by the end to either stand and fight or skip town once again the moment they feel the heat around the corner.
I’m still struggling with a name for this feature, and a proper name for the playbook… the Runaway, maybe? Fugitive?
The Bull has some elements of this (defined by being on the run).
Leah Libresco Indeed. So does the Doomed, with the Nemesis and Doom Track. I’m still of the mind that a custom playbook would suit the concept best.
Is there a mechanic you want to add that gives the pursuit some mechanical teeth?
That’s what I’m currently trying to figure out. The danger isn’t only from the pursuing force, but also what the Runaway did to draw that ire–as well as what the team will think of them should they find out.
The Iron Red Soldiers playset has some stuff like this — it’s a world where everybody is on the run, and calling on allies endangers them
Brian Lagoda Oh yeah, Red Dawn/V with supers is good for that. I’m just talking about a single character–as well as a variety of things to run from. Be they a villain they slighted, an organization they betrayed, an established hero they discredited, and so on. Hence why the mechanic would also account for what could happen if the team or anyone else found out.