I tinkered with this today for a bit, I’m not in a place where I think it’s perfect but I think it’s a good start.

I tinkered with this today for a bit, I’m not in a place where I think it’s perfect but I think it’s a good start.

I tinkered with this today for a bit, I’m not in a place where I think it’s perfect but I think it’s a good start. I call it Firebrand and devised it for The Delinquent as a mechanic to make them less beholden to the more narratively dominating Playbooks like The Doomed or The Protege whose mechanics sort of make their issues front and center.

Firestarter

Rebel Tokens ❑ ❑ ❑ ❑ ❑

You’re not just some good for nothing, raging against the machine with sound and fury signifying nothing. You have a reason for shutting people out, for fighting your fight and for harboring the wounds you harbor. Pick one Obstacle.

A powerful, established hero or organization whose methods you find disagreeable.

A personal issue you can’t simply overcome with time.

Familial or outside obligations and expectations.

Any time you work against these Obstacles, by either thwarting or rejecting authority or opening up about your own problems to friends, gain one Rebel Token. A Player may have up to five Rebel Tokens at once and they roll over between Sessions. If a Player gains any Rebel Tokens beyond five, they must Mark a Condition instead. Rebel Tokens may be used to buy various effects as listed

Clear a Condition when successfully Rejecting someone’s Influence (1 Token)

Shift Labels, GM’s Choice (1 Token)

Take +1 forward to impede, agitate or thwart a target. This target must have Influence over you (1 Token)

Clear an additional Condition when Comforting or Supporting a teammate, the teammate must have Influence over you (2 Tokens)

Take +1 forward to impede, agitate or thwart a target. The target need not have Influence over you (2 Tokens)

Take something from an opponent as if you’d successfully rolled a Directly Engage (2 Tokens)

Gain either a vehicle, communicators, false identities, badges of authority, or simple robots from the Mentor’s Resources for a scene (3 Tokens)

Gain an Audience from The Star but take a singular Advantage instead of two. You may maintain this Audience for a session but must make a roll + superior to maintain it when time passes (5 Tokens)

It’s simple. It’s hacky but there’s something beautiful in there.

I can feel it.

Thoughts?

8 thoughts on “I tinkered with this today for a bit, I’m not in a place where I think it’s perfect but I think it’s a good start.”

  1. I like the idea of the things you’re rebelling against, but I think the Reformed’s obligations are what you should be looking to. Make the trigger of the move When Time Passes and if they can’t hit it then the obstacle does some bullshit they have to handle. At no point is the delinquent actually equipped to overcome what they’re rebelling against. It should never (just) help them to do so.

  2. Jason Corley I don’t agree, the intent is to put their struggles more front and center. Why is the Doomed equipped at overcoming their Doom or the Nova equipped to handle their cosmic powers or the Legacy equipped to become the head of their Legacy but somehow the Delinquent is just powerless? They have an entire team of super-teens to assist them.

    I agree though, there needs to be some downsides. There aren’t any currently. As said, it’s a work in progress.

  3. 830toAwesome, that’s the only way fora Doomed to change playbooks. Anyone else can do it just because it is narratively appropriate.

    For example:

    The Transformed can do it by either figuring out how to reverse/control their transformation, or getting to a point where they come to terms with their altered form and it is no longer the defining factor of their psyche.

  4. 830toAwesome They require a special mechanic that no other playbook requires in order to do so. They have to advance into overcoming their fate, before filling their doom track. No other playbook requires more than narrative sense to overcome their their main limit.

    Nova? Narratively gains control over their powers, and picks a new playbook.

    Janus? Find the balance between their persona and their mundane life, pick a new playbook.

    Prodigy? Strike out on their own, new playbook.

    Etc.

    Etc.

    Etc.

    The Doomed has to purchase becoming equipped to deal with it. They’re specifically unable to do so unless and until they buy that capability.

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