Professional player: “I’m taking get an agency team, can I make it this team we have right now?

Professional player: “I’m taking get an agency team, can I make it this team we have right now?

Professional player: “I’m taking get an agency team, can I make it this team we have right now? Because they all have names and such?”

Me: “Sure.”

Agent Kasper Sierzant (Professional): “All right, it’s official, you all are assigned to me. Right? So I think this is good. We’ve got Psychic chick.”

NPC Squaddie: “Squaddie Daley, Sir.”

Kasper: “Right, psychic chick. Some techies and a magic person and Rookie Redshirt.”

NPC Rookie: “Umm, Rookie Price, sir.”

“Right, Rookie Yellow Shirt. And if the lady that turned into a statue last mission is ever cured, we got three tacticals and three scholar types. Anyway, we’re a good balanced team and I’m the only adult male and you’re all ladies. So that’s good too.”

Chosen: groan

NPC Dr. Richards: “Commander Adrense would like to talk to you about that sexual harassment training, sir.”

*****************************

When the player promotes the red-shirts I gave him to mauve shirts by improvement but his character has -1 Charm.

The Professional is planning on bringing in a second character soon.

Said character will be a time-displaced badass ainu martial artist shaman who happens to be a woman.

Should a Doom be tied directly to a character and their power via “their power corrupts them” or a prophetic fall or…

Should a Doom be tied directly to a character and their power via “their power corrupts them” or a prophetic fall or…

Should a Doom be tied directly to a character and their power via “their power corrupts them” or a prophetic fall or what not…or is a Doom where using your power isn’t bad in and of itself but does attract people that would want to kill you to get it…such as the way the witches target the stars in Stardust.

Going to try to recreate a character in a couple of different ways. Anybody have some comments?

Going to try to recreate a character in a couple of different ways. Anybody have some comments?

Going to try to recreate a character in a couple of different ways. Anybody have some comments?

Sa (originally Seonju Yung) – as a child, she and her sister were one of several children taken prisoner by a serial killer who hoped to train them and weed them out until he had a crop of killers worthy of taking up his torch. Sa’s elder sister tried to escape and was killed, Sa managed to survive through tests and trials acting only in self defense while still managing to be looked at as worthy until eventually she moved to kill the teacher and remaining students before escaping into the night. She took the name “Sa” as the Korean number four and also a premonition of death. She’s tried to live an unremarkable life since then, but seemingly serial killers and monsters are drawn to her and she feels it necessary to destroy them so other people won’t suffer.

She has visions of her sister (still a child) often appearing in situations where something or someone evil was in her area or whenever she began to dwindle into self-hatred. The longer her sister is present, the bloodier she gets and she never speaks though Sa always knows whether the images are a warning or an attempt at comforting her/pleading for her to stay alive.

In a non-magical setting, these images are hallucinations that are manifestations of Sa’s subconsciously noticing things out of place or her will to live and buried realization that she was a victim and all the blood (or people she failed to save) is either from self-defense or not on her hands. In a magical setting this could be a real ghost or hallucinations (Sa would consider it a hallucination either way, they she will converse with it when alone).

She tends to be very good fighting with keys and often acts as a locksmith/keymaker. She didn’t intend to specialize with them, but she’s found herself in danger enough times when all she had were keys that they’ve become her signature weapon.

Spooky version

Charm -1, Cool +1, Sharp +0, Tough +1, Weird +2

Dark Side: Hallucinations, Secrets, Guilt

Hunches, Tune In, The Big Whammy

Keys – 1 Harm, Intimate, Innocuous

Big Knife – 1 Harm, Hand

Big Whammy description is the scary sort of fighting prowess people seem to have without explanation and her ability to track vulnerabilities. Her magical backlash is getting caught in her hit and run tactics before she can back out of range of counter attack.

Monstrous Version

Charm -1, Cool +1, Sharp +1, Tough +0, Weird +3

Monster Type: Slasher

Curse: Pure Drive: Guilt

Weapons: Base: Unnatural Fighting Prowess 2-Harm, Ignore Armor

Unholy Strength, Unquenchable Vitality

Wronged Version (doesn’t make much sense since she killed her main prey already…unless he’s shown as still alive somehow, given supernatural slashers, that’s possible)

Charm +0, Cool +0, Sharp +1, Tough +2, Weird +0

Lost her sister Eonju because she was six at the time (scared, weak and slow)

Prey: Slashers/Serial Killers

Signature Weapon: Keys 2-Harm, Intimate, Innocuous (replaces fighting knife)

Practical Weapon: Big Knife 1 Harm, Hand

I Know My Prey, Never Again, What Does Not Kill Me…

Will do the “Playing as” section later but this is my take on characters that focus on disguise and imitation, The…

Will do the “Playing as” section later but this is my take on characters that focus on disguise and imitation, The…

Will do the “Playing as” section later but this is my take on characters that focus on disguise and imitation, The Chameleon.

Inspired by:

Jarod – The Pretender

Mystique – X-Men

Morph – X-Men

The Chameleon – Spider-Man

The Everyman – Mention in one of the Masks pre-release’s examples.

Miss Martian – Young Justice (not nearly her main thing though)

Moment of Truth:

You are the virtuoso of imposters. You easily move from identity to identity with less trouble than it takes to breathe. With each shift getting you closer and closer to exactly where you need to be to make sure the day is saved. Unless you reveal yourself it’ll be days before they even suspect an imposter and much more than that before they prove it. However, this day will likely come back to haunt you either directly or through someone you care about.

Team Moves:

When you share a triumphant celebration with someone do so in a manner appropriate to your current identity. If the other person responds naturally, take Influence over them. If they show they know it’s an act, add 1 Team to the pool.

When you share a vulnerability or weakness with someone reveal something true about yourself. If they believe you, clear a condition. If they think it’s just another act, mark potential.

Potential:

Advancement:

Take another move from your playbook.

Take another move from your playbook

Take a move from another playbook.

Take a move from another playbook.

Add two more personas that you’re able to fall into without problem.

Someone permanently loses influence over you. Add +1 to a label.

Rearrange your labels as you choose. Add +1 to a Label.

Unlock your moment of truth.

 

Unlock your moment of truth for the second time.

Change to another playbook.

Take an adult move.

Take an adult move.

Lock a Label and add +1 to a Label of your choice. The Locked Label can be shifted by Method Acting, but always returns to its locked position afterwards. If a lasting shift occurred due to a miss, some other Label shifts instead as chosen by the GM.

Retire from the life or become a paragon of the city.

The Chameleon

Your “real” self is nothing to be interested in. Nobody cares the least bit about that person, the least of all you. It’s best if nobody were to ever meet that person ever again. Not when there are so many other people you could be. It’s much better to be weird than boring.

Hero Name:

Real Name (if necessary):

Look:

·         Ambiguous, Man, Woman, Transgressing, Variable

·         Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White, Indistinct, Variable

·         Simple clothing, military clothing, furs, torn clothing, improvised clothing, Large wardrobe

·         Featureless Body, Incredibly Average, Shifting body, Fluid body

Abilities: You are a mimic par excellence. Choose one of the following sources of your ability to change identities:

Shapeshifting                    Disguise and Acting Skills               High Tech Infiltration Gear

And how do you deal with or avoid fights when you have to? Choose one

Power Mimic                                      Martial Arts                                        Defensive Gadgets                         

Guns and Knives                               Parkour and Evasion                       Stealth

Labels:

Freak                     -2            -1            0             +1           +2           +3

Danger                 -2            -1            0              +1           +2           +3

Savior                   -2            -1            0              +1           +2           +3

Superior              -2            -1            0              +1           +2           +3

Mundane            -2            -1            0              +1           +2           +3

Backstory:

·         What is it about your real identity that you find so distasteful?

·         Do you have a favorite identity that you take on?

·         What is your dream life? Can you decide?

·         Why are you driven to use your skills in heroism?

·         How did you acquire your powers or skills?

When our team first came together…

…you took somebody’s place to save their life how did they react to your imitating them?

Relationships

__________________ has made some disturbingly spot on guesses about your real identity.

You enjoy pranking __________________ by continually changing your claimed origin story.

Influence

Choose two team members to give Influence to. You’re either worried about them learning who really are or want to show them who you really are.

Personas

There are three identities you have that you can fall into at a moment’s notice with minimal preparation needed. Name each of these identities and give them a short description.

_____________________________         

_____________________________         

_____________________________

At the end of each session ask the following questions:

·         Did one or more of my identities make a significant personal contact?

·         Did I spend more than half of my time as a single identity?

·         Did I completely avoid spending any time as my real self?

·         Did one of my identities get exposed as false to someone you care about?

At the beginning of each session roll and add +1 for each “yes” from the end of session questions.

On a 10+ your multiple lives catch up with you in a way that causes major problems.

On a 7-9 you forget or mix up some detail from one life that causes complications in a situation.

On a miss you handle yourself just fine with no problems.

Choose three moves:

Fluidity – When someone forces you to move your Labels, you can choose to alter either the Label going up or the Label going down.

Pretender – You pick up skills quickly but most of the time you forget them quickly too. When you Unleash your Powers in order to temporarily master a new skill, roll +Superior instead of +Freak.

Practiced Liar – When someone tries to Pierce your Mask roll +Superior.

                On a 10+ you can answer as per one of your identities instead of your true self.

                On a 7-9 you can answer one question as per one of your identities instead of your true self.

                On a Miss they can ask one extra question.

Take One to Know One – When you try to see through a disguise whether in person or correspondence, roll +Superior.

                On a 12+ you know for sure whether someone is who they say they are and, if they’re fake, whether or not they believe their own disguise.

                On a 10+ you know for sure whether someone is who they say they are.

                On a 7-9 you gain a +1 ongoing to Pierce the Mask as long as you’re trying to ascertain their identity.

                On a miss you can’t be sure either way whether the person is genuine or imposter.

A Clipboard and a Nod – You are very good at looking like you belong in any given situation. (tempted to title this “Imhotep” due to the scene in the Mummy, but the reference to Michael Keaton in The Paper seems better).  When you try to gain access to a location by seeming to belong there roll +Superior.

                On a 10+ you get in with no trouble whatsoever.

                On a 7-9 you get caught up in conversation with someone who either has a job for you to do or else is trying to place your face.

                On a miss your disguise gets seen through somehow at the worst possible time.

Method Acting – When you try to get deeper into character roll +Superior.

                On a 10+ you can shift one Label up and one Label down. They return to where they were as soon as the scene ends.

                On a 7-9 you can shift one Label up and the GM will shift one Label down. They return to where they were as soon as the scene ends.

                On a Miss the GM shifts your Labels as he desires and they remain there even after the scene ends.

 

Sample: Rani Sky, the Animated Woman

Look – African American Woman, large wardrobe, shifting body

Abilities – Shapeshifting, Power Mimic

(while staying female and with at least faint African heritage, Rani morphs close to an appearance as a fictional character and gains some of their abilities)

Freak +1, Danger +0, Savior +1, Superior +2, Mundane -1

Pretender, Method Acting, Practiced Liar

Personas:

Reign Night, a suave and manipulative werewolf with a Scottish accent and sadistic bent. Tends to be close to an anti-hero at times. She is regularly mistaken for a somewhat bishie Caucasian man in this identity.

Raleigh Cloud, a young and idealistic magical girl who appears to be much younger than Rani. She appears to be mostly Japanese in this form.

Rina Storm, a brash young detective with martial arts and gun play skills who’s a bit of a loose cannon. Her ethnicity in this identity is muddled because of the number of different actors who played the character she’s embodying.

Rani considers her personal life rather boring and would rather have a more exciting life.

She has a least favorite identity to take on: Reign Night. She really dislikes some of her behavior when that identity.

Rani’s dream life is the adventurous one she has.

Rani is a good person who wants to help people, even when she embodies a fictional villain her heroic nature shines through…so far.

Rani was granted the power to use one branch of story magic, the ability to embody characters herself. Unfortunately, since she was granted the power rather than taught, she tends to have some issues with centering herself and embodying who she wants to embody. The three personas she has were the first three and two of them are characters she actually dislikes (Reign and Rina).

For some reason, all of Rani’s long term personas take on names that begin with the same letter as hers “R” and have surnames that have something to do with the sky.

I notice that the version going into release has removed the “create a second character” option…makes me curious.

I notice that the version going into release has removed the “create a second character” option…makes me curious.

I notice that the version going into release has removed the “create a second character” option…makes me curious. It seems that option fits in wonderfully for explaining Young Justice season two.

Repost of my Feral playbook with added sections based on the prerelease of the book.  If I had the spare change I’d…

Repost of my Feral playbook with added sections based on the prerelease of the book.  If I had the spare change I’d…

Repost of my Feral playbook with added sections based on the prerelease of the book.  If I had the spare change I’d see if I could find an artist to do a Masks-style rendition of my character Random as a stand in. Probably between her human seeming and true appearance.

Thank you Magpie Games  for making this game.

Moment of Truth:

For the moment, the urges of your instinct and the complexities of civilization are overlapping. All parts of your psyche are working in a smooth, graceful cooperation allowing you to show the best of both the wild and the city. There is no hesitation there is no doubt. You know what needs to be done and you do it. And now comes the challenge of figuring out when your actions today aren’t acceptable…

Team Moves:

When you share a triumphant celebration with someone let your emotions out in a primal way. If they roll with it mark potential. If they react poorly, ask them to choose between Danger and Freak, move that label up 1 and shift either Superior or Mundane down 1.

When you share a vulnerability or weakness with someone behave in a submissive manner. If they treat you like an equal mark potential. If they treat you as a subordinate clear a condition. Either way add 1 to the team pool.

Potential:

Advancement:

Take another move from your playbook.

Take another move from your playbook

Take a move from another playbook.

Someone permanently loses influence over you. Add +1 to a label.

Rearrange your labels as you choose. Add +1 to a Label.

Unlock your moment of truth.

Change two of your problems fitting in OR remove one.

Unlock your moment of truth after unlocking it the first time.

Change to another playbook.

Take an adult move.

Take an adult move.

Lock a label and add +1 to a Label of your choice.

Retire from the life or become a paragon of the city.

The Feral

This isn’t the world you grew up in. You have been raised and shaped by struggle. Emotions have been repressed by wild, mechanical instinct. Suspicion and caution are your most common feelings.

Now you are in and among other people and a new environment. You don’t want to fail these people, but they confuse you so much.

Hero Name:

Real Name (if necessary):

Look:

Ambiguous, Man, Woman, Transgressing

Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White, Indistinct

Simple clothing, military clothing, furs, torn clothing, improvised clothing

Malnourished Body, Inhuman Body, Primitive Body, Disturbing Body, Scarred Body, Healthy Body

Abilities: You are a predator, pure and simple. Choose two of the following descriptors to describe the manner that your nature expresses itself.

Primal Ambush Adaptive Trap-Making Eldritch

Relentless Stalking Quick Powerful Skillful

Environment: Choose one of the following to describe your upbringing or what made you go feral.

O Child Soldier O Supernatural Incident O Lost in the Wild

O Unethical Experimentation O The Cracks of the City O Amnesia

O Trapped in a Coma/Dream O Future Apocalypse O Mental Trauma

Labels:

Freak -2 -1 0 +1 +2 +3

Danger -2 -1 0 +1 +2 +3

Savior -2 -1 0 +1 +2 +3

Superior -2 -1 0 +1 +2 +3

Mundane -2 -1 0 +1 +2 +3

Backstory:

How were you removed from society to begin with?

How long were you removed society?

What brought you back to society?

Why do you stay in society now?

Why do you care about the team?

When our team first came together…

…it took a little bit before you acted in sync. What did it take for you cooperate smoothly like a pack?

Relationships

You think __________________ is either in danger or is a danger and you haven’t figured out which.

____________________ often corrects you on how you should behave around people.

Influence

Choose your demeanor: innocent or cautious.

If you are innocent, you are outgoing and people take your strangeness as naïveté. Give influence to two team members.

If you are cautious, you are stand-offish and people take your strangeness for coldness or aggression. Give influence to nobody.

Fitting In

Choose three ways that you especially have difficulty fitting in with normal, civilized people.

O Language Issues O Emotional Mismatch O Paranoia O Animalistic

O Tech Confusion O Blind to Social Cues O Overprotective O No Culture

If a non-combat situation occurs that involves one of your difficulties, roll +Danger.

On a 10+ choose 1:

You make a huge scene and embarrass or frighten several people or one important person. Give them Influence.

You want to leave the situation entirely. Either leave the scene or shut down all your social responses.

Two options from the 7-9 list.

On a 7-9 choose 1:

You attract ridicule or hatred from someone. Give them Influence.

You are put off balance by the situation. Mark a Condition.

You offend someone you thought understood you. Lose Influence over them.

On a miss, you are able to figure out the basics of how to act and nothing extraordinary happens. Mark Potential as normal and say how you’re able to work out the problem so that most people don’t notice it.

Choose three moves:

Clever Girl: Your instincts serve you well as long as the matter concerns survival or battle. In those cases you can Assess the Situation by rolling +Danger instead of +Superior.

Hunter’s Solace: You have access to a place where you can go and be yourself. It might be a patch of wild nearby, a training facility, pocket dimension or anything else. Choose two positive aspects and one negative aspect.

Positive Aspects: Secure, easy access, calming beauty, vent for frustrations, respectful residents, useful resources.

Negative Aspects: Dangerous secrets, difficult to access, difficult to leave, lose track of time, no security, feeds your feral side

Primal Empathy: You have an instinct for when someone in your circle is feeling out of sorts. If you have time to show them your concern in your own weird way, you can roll +Freak instead of +Mundane when you comfort or support them. If you do so, you also open yourself up to being ridiculed or judged for your unusual mannerisms.

Watcher: Experience has taught you how to go unnoticed. As long as you have not already established yourself to be elsewhere, you can spend 1 Team in order to declare you have been shadowing a teammate if they get in any danger and need help. They gain Influence over you due to revealing you were following them. If any secret of theirs was revealed earlier in the scene, you gain Influence over them as well.

Herding Tactics: When you successfully engage a threat, you can choose to add 1 to the Team as an option.

For the Pack: When you enter battle or danger, you can also take a condition to prevent the removal of 1 Team as if you were the team leader. If you are already the leader you can choose to take a -1 ongoing instead of a condition to prevent the loss of 1 Team.

Playing the Feral

Lost, abandoned and distant. The Feral has been disconnected from society all their life. They mostly grew up on their own with nobody to teach them anything about the way people interact. They could have been broken entirely, but somehow they’ve managed to keep a core of empathy and a faint desire for social interaction. The story of a feral is the story of someone who wants contact but is fearful of it at the same time because they feel it can be taken away. Once they extend their loyalties they are almost unswervingly devoted but always fearful of being abandoned.

In someways the Feral overlaps with the Bull and the Transformed since sometimes a Feral might come from a similar story of deliberate change. However, the focus of the Feral is on that sense and fear of abandonment. Even if they have had connection with animals, the Feral still has an intense desire to be with other people and an equally heavy fear that those people will either leave them or be taken from them. The Transformed and Feral might both have experienced a physical change, but the Transformed was changed but didn’t spend the long period of separation from society that the Feral has. The Bull and the Feral might have experienced a similar deliberate experimentation but the Feral was discarded somewhere after and the Bull continued receiving attention.

The Feral has lived all their lives in a situation where the ground might literally fall out from under them and their instincts are primed over and above their emotions. Their Fitting In extra shows the battlefield they have between the still beating desire to be among people and the instincts that a harsh life has taught them. Confusion and frustration mark their interactions with other people constantly. In this manner they have some overlap with the Outsider, but unlike the Outsider, they don’t have a place to go back to where people will accept them.

The Feral’s Moment of Truth is about reaching a point where everything makes sense. Where that sense of confusion is gone and a sense of purpose and belonging replaces it. It presents something for the Feral to try to branch off from and grow more comfortable at being around people. If the Feral ever ends up changing playbooks then they’ve escaped their fears of abandonment and moved on toward other issues.

Notes on Moves and Extras

Primal Empathy and Watcher highlight the both the Feral’s predatory strangeness and their surviving desire to be connected to other people. In one case they are aware of the distress of those around them but the manner in which they express it shows as being a bit odd while on the other hand they appear when needed mostly because they were essentially stalking their friend. In this manner, For the Pack also highlights the extent that the Feral will go to help their chosen pack as even when their instincts are telling them to flee, resulting in a Condition, they will stay firm and show their solidarity.

Clever Girl and Herding Tactics highlight the caution of a true predator. Initially a Feral will likely hang back and try to analyze the situation only moving when someone they care about is in imminent danger or if they’ve identified an advantage. They are used to analyzing combat and crisis situations even if more subtle situations elude them. Likewise, a Feral that has literally been raised by wolves or some other sort of hunting animal will be used to acting in a hit and run manner designed to improve the chances of the pack while minimizing the risk to any one individual.

Hunter’s Solace represents the existence of a place that the Feral can escape to for a short time when the confusion of dealing with people becomes too much. When they were on their own, they would have established a safe spot or lair of as well and the Solace is not much different. It might be a hidden chamber in the sewers with cache of weapons or an extradimensional realm, but regardless it can act as a place of calm and recovery for them or a place of shelter for them and their friends. Unfortunately, it will generally have its own downsides and dangers which the Feral themselves rarely thinks about.

Inspirations

River Tam – Firefly/Serenity

Sousuke Sagara – Full Metal Panic!

Mowgli – The Jungle Book

Atalanta – Greek Myth

San – Princess Mononoke

Jessica Drew (original origin) – Spider-Woman (Marvel)

Did some minor grammar edits on the PbtA playtest packet 2.

Did some minor grammar edits on the PbtA playtest packet 2.

Originally shared by Thrythlind aka Luke Green

Did some minor grammar edits on the PbtA playtest packet 2.

The annoying thing about editing your own work is the propensity for your mistakes being invisible.

http://www.drivethrurpg.com/product/182206/Just-a-Game–Playtest-Packet–PbtA-Version-2

So these are a couple of the prototype sheets I’m using for the playtest packet for the second version of the Just a…

So these are a couple of the prototype sheets I’m using for the playtest packet for the second version of the Just a…

Originally shared by Thrythlind aka Luke Green

So these are a couple of the prototype sheets I’m using for the playtest packet for the second version of the Just a Game Powered by the Apocalypse rules.

They’re put together by me just to serve for playtesting and to give an idea for how I’d like the final look to point to. I’m fairly aware they’re ugly.

The art is also filler, it’s a bunch of portraits of my own characters from games past and (hopefully) future and that’s why they’re all female.  When I kickstart the book I hope to use the same artist and get a much more diverse set of art.

I’m going to be uploading the second PbtA playtest packet to Drivethru in a little bit here.