I’d like to share a playbook idea I’ve been mulling over for the last year or so.

I’d like to share a playbook idea I’ve been mulling over for the last year or so.

I’d like to share a playbook idea I’ve been mulling over for the last year or so. Maybe there’s already something like it in Masks Unbound or Secrets of AEGIS. Discuss, comment, and help me flesh it out~

= THE WOUNDED or THE SCARRED =

// Concept

Once upon a time, you had everything; family and friends, luxury and wealth, and every other comfort you could name; life was perfect. But one day, tragedy struck, and something was lost. Now you’re willing to sacrifice everything in a unending pursuit for vengeance.

// Inspirations

Arsenal (Young Justice)

Robin (Teen Titans)

There are probably some Marvel heroes that fit into this concept as well. I’d appreciate some pointers.

// Playbook Feature – Comforts & Scars/Wounds

In the playbook is a list of nice things, called Comforts. Such as: a good home, a romantic relationship, parents, hobbies. Even more abstract things, such as: health, wealth, and so on. By crossing these things out, and turning them into Scars, The Scarred can gain new abilities, new moves, and upgrades for their existing moves.

For example, The Scarred’s playbook moves would have a basic effect, and this effect would be stronger if they take a Scar to upgrade it. There would also be a list of generic Upgrades that would let them upgrade moves from other playbooks, or even select new abilities and moves.

A final, big Scar is ‘Future’. If this Scar is taken, the current session may likely be The Scarred’s last. They die, are no longer remembered by the world as a hero (or at all), sell their soul, or something equally terrible. Taking this Scar at the very least bars them from ever becoming another playbook, paragoning, or retiring.

When and how they take Scars is something I haven’t figured out yet. Perhaps they are forced to take one once per session? Or maybe it’s totally up to them whenever they take a Scar. And if it’s the latter, I wonder what interesting consequences might come with a Playbook that essentially has a self-destruct button.

// Team Moves

The Scarred’s Team Moves focus around rebuilding and healing. They can choose between a mechanical benefit; clearing Conditions or gaining Potential; or a narrative choice to heal/rebuild one of their Scars. Effectively giving them something back, but at the cost of losing an upgrade.

// GM Moves

These are mostly focused around pushing and threatening Comforts. For example, pushing a comfort might be reminding The Scarred that they have very supportive and nice parents, and how wonderful and helpful it is to have people like that in their lives. Threatening a comfort might be reminding The Scarred that their parents could someday be in danger because of them, unless they cut ties, or that continuing to have a relationship with them hinders their mission. There may also be a move for tempting The Scarred to heal one of their Scars, effectively pushing them to ‘undo’ their work and backtrack on their mission for vengeance.

// In Summary

The Scarred can become a very powerful playbook/hero. They’re excellent at what they do, and they could potentially fill any role in the Team. However, those who know them can easily see how all-consuming and self-destructive their mission is. There should be worry, calls for them to give up their life of superheroing or take a vacation from it, but no matter what, that underlying need for vengeance should permeate every aspect of their life, beckoning them to pursue an endless struggle against evil.

20 Archtype ideas.

20 Archtype ideas.

20 Archtype ideas.

Armory Officer (Military Industrial)

– Unique Weapon, Heavy Lifting, Upgrade

Assault Squad Officer (Military Personality)

– Tactics, Toughness, Leadership

Conn Officer (Starfarer Explorer)

– Navigation, Calibrations, Recklessness

Consultant (Academic Personality)

– Education, Technobabble, Fame

Counselor (Academic Starfarer)

– Education, Deduction, Cosmopolitan

Damage Control Engineer (Industrial Starfarer)

– Repair, Construction, Weightless

Diagnostic Engineer (Academic Industrial)

– Education, Deduction, Technobabble

Doctor (Academic Personality)

– Chemistry, Surgery, Leadership

Explosives Expert (Industrial Military)

– Tinker, Upgrade, Heavy Lifting

Fabrication Engineer (Industrial Explorer)

– Construction, Tinker, Survival

Flight Deck Officer (Starfarer Military)

– Custom Flyer, Calibrations, Authority

Maintenance Engineer (Industrial Academic)

– Repair, Dismantle, Deduction

Nurse (Academic Clandestine)

– Education, Deduction, Interrogation

Life/Physical Scientist (Academic Explorer)

– Education, Deduction, Reconnaissance

Security Officer (Clandestine Personality)

– Surveillance, Interrogation, Leadership

Computer Systems Engineer (Technocrat Starfarer)

– Hijack, Program, Calibrations

Tactical Systems Specialist (Industrial Starfarer)

– Repair, Upgrade, Calibrations

Technician (Industrial Starfarer)

– Dismantle, Upgrade, Calibrations

Transporter Officer (Starfarer Industrial)

– Custom Flyer, Calibrations, Repair

Ground/Space Warfare Specialist (Military Starfarer)

– Tactics, Authority, Weightless

Star Trek stuff for Uncharted Worlds and Far Beyond Humanity.

Star Trek stuff for Uncharted Worlds and Far Beyond Humanity.

Star Trek stuff for Uncharted Worlds and Far Beyond Humanity. The idea here was to create items and technology with the existing rules, rather than add in a bunch of homebrew. Note that most of these will require FBH.

===LCARS, COMPUTERS AND TRICORDERS===

Computers in Star Trek are so advanced that it’s better to represent them as crew rather than make them a kit or basic upgrade. To use these computers, a character makes a Command move using the rules in FBH for issuing a command to a mindless group.

Standard Tricorder

– Class 1 Crew

– Design: Artificial

– Form: Handheld device

– Upgrades: Informants

Specialized Tricorder

– Class 2 Crew

– Design: Artificial

– Form: Handheld device

– Upgrades: Informants, plus 1 variant

– Variant Upgrades: ‘Engineering’ [Mechanics], ‘Medical’ [Medics]

Library Computer Access and Retrival System

– Class 3 Crew

– Design: Artificial

– Form: Ship’s Computer Core

– Upgrades: Summoned (in the ship, can call for the computer from almost anywhere), Informants, Numerous (capable of performing many tasks simultaneously)

===NAVIGATIONAL DEFLECTORS===

When traveling at light or sublight speeds, even the smallest bits of matter can be extraordinarily dangerous. To protect its vessels from collision hazards, Starfleet uses Deflector Dishes on its starship designs. These dishes, covered in an array of emitters, fire a powerful tractor/deflector beam thousands of kilometers ahead of the ship, pushing aside objects to give the vessel a clear flight path.

Deflector Emitter

– Class 2 Heavy Weapon

– Optimal Range: Far, Distant

– Upgrades: Destructive, Stun, Sustained

===PHASERS===

// ‘Federation’ Asset Standard: Phaser Technology

Starfleet firearms are designed to pack as much functionality as possible into their small casing, allowing them to be used as tools as much as weapons. This design choice emphasizes the Federation philosophy of pursuing non-violent resolutions to conflict.

All firearms from the United Federation of Planets gain Radiant as a free upgrade, which can be removed by taking the Silenced upgrade. They also gain Switching [Burst OR Laser], Switching [Chemical OR Stun], Switching [Destructive OR Impact], and Switching [Explosive OR Shock] as free upgrades, which are collectively referred to as ‘Beam Settings’; but taking the Bullets upgrade (FBH, pg 90) removes both Radiant and Beam Settings. Different combinations of these switches allow the firearm to achieve a myriad of effects. These various configurations are called ‘settings’, a full list of which can be seen below.

Note that not all phasers have the Charged upgrade, thus limiting the number of beam settings they have access too.

SIMPLE BEAM SETTINGS

Narrow-beam (Laser) or wide-beam (Burst)?

Stun (Stun) or Cut/Heat/Disrupt (Chemical)?

Light (Impact) or Heavy (Destructive)?

Light (Shock) or Heavy (Explosive)?

Low or High Power (Charged)?

DETAILED BEAM SETTINGS

Level 1, Light Stun

Switches: Stun – Impact – Shock

Level 2, Medium Stun

Switches: Stun – Impact – Explosive

Level 3, Heavy Stun

Switches: Stun – Destructive – Shock

Level 4, Low Heat

Switches: Chemical – Impact – Shock

Level 5, High Heat

Switches: Chemical – Destructive – Shock

Level 6, Low Disruption

Switches: Stun – Destructive – Explosive

Level 7, Medium Disruption

Switches: Chemical – Impact – Explosive

Level 8, Heavy Disruption

Switches: Chemical – Destructive – Explosive

Level 9, Severe Disruption

Switches: Stun – Impact – Shock – Charged

Level 10, High Disruption

Switches: Stun – Impact – Explosive – Charged

Level 11, Low Explosive/Disruption

Switches: Stun – Destructive – Shock – Charged

Level 12, Light Explosive/Disruption

Switches: Chemical – Impact – Shock – Charged

Level 13, Medium Explosive/Disruption

Switches: Chemical – Destructive – Shock – Charged

Level 14, High Explosive/Disruption

Switches: Stun – Destructive – Explosive – Charged

Level 15, Heavy Explosive/Disruption

Switches: Chemical – Impact – Explosive – Charged

Level 16, Severe Explosive/Disruption

Switches: Chemical – Destructive – Explosive – Charged

HAND PHASERS

23rd Century Type-1 & Type-2 Phaser

– Class 1 Firearm

– Design: Pistol

– Optimal Range: Adjacent, Close

– Upgrades: Radiant, Beam Settings, Switching [Concealed OR Stabilized]

Type-1 Phaser

– Class 1 Firearm

– Design: Pistol

– Optimal Range: Adjacent, Close

– Upgrades: Radiant, Beam Settings, Concealed

Type-2 Phaser

– Class 1 Firearm

– Design: Pistol

– Optimal Range: Adjacent, Close

– Upgrades: Radiant, Beam Settings, Charged

Type-3 Phaser

– Class 1-3 Firearm

– Design: Rifle

– Optimal Range: Close, Far

– Upgrades: Radiant, Beam Settings, Charged, plus 0-2 Variant Upgrades

– Variant Upgrades: ‘Pulse Fire Setting’ (Switching [Laser OR Plasma]), ‘Underbarrel Grip’ (Stabilized), ‘Targeting System’ (Scope)

Compression Phaser Rifle

– Class 1 Firearm

– Design: Rifle

– Optimal Range: Close, Far

– Upgrades: Radiant, Beam Settings, Plasma (replaces Switching [Burst OR Laser])

MOUNTED PHASERS

Type-4 Phaser

– Class 2 Heavy Weapon

– Optimal Range: Far, Distant

– Upgrades: Destructive, Breaching, Laser

Type-8 Phaser

– Class 2 Artillery

– Optimal Range: Distant, Very Distant

– Upgrades: Breaching, Penetrating, Concussive, Laser

Type-10 Phaser

– Class 3 Artillery

– Optimal Range: Distant, Very Distant

– Upgrades: Breaching, Penetrating, Concussive, Laser, Sustained

===REPLICATORS===

Several workspaces can be used to indicate the presence of replicators on a ship. Including:

(UW)

Commercial – Mercantile

Explorer – Rugged

Industrial – Refinery AND/OR Manufactory

Personality – Habitation

(FBH)

Consul – Culinary

Replicators use transporter technology to change matter into energy, and then that energy back into a desired form of matter, allowing them to ‘replicate’ a large variety of materials and assets. At the bottom spectrum of these devices are Food Replicators, which use the ship’s waste to make food and basic items; e.g. a coffee cup filled with hot coffee. However, there also exists Industrial Replicators, which are capable of producing simple Class 0 and Class 1 assets.

When a character wishes to use a replicator to create an Asset, treat it as a Market with the Forlorn and Regimented Origins; it can only replicate what’s been programmed and what’s allowed by Starfleet. As normal, the character uses the Acquisition move to obtain the desired Asset, and they may offer Cargo or Fuel as normal for the replicator to use as ‘raw material’ in order to increase the chances of acquiring the Asset. The Barter move may also be used with the replicator, though this will obviously require some interpretation on the GM’s part when it comes to 13+ results.

Examples:

A Crewman attempts to replicate a meal for him and his family. He succeeds with no roll, because this falls under the Wealth rules.

A Crewman attempts to replicate an alcoholic beverage. He fails with no roll, because of Starfleet regulations concerning alcohol and narcotics (Origin: Regimented), but the replicator can offer the same drink with no alcohol. An officer might or should be able to bypass these restrictions.

A Crewman attempts to replicate a delicious, edible berry that the ship discovered while exploring a newly found world. This sort of simple food stuff falls under the Wealth rules, but he fails with no roll because this berry is new and not programmed into the replicators (Origin: Forlorn). However, the berry could perhaps be added into the ship’s computer at a later date, allowing it to be replicated.

An Officer attempts to replicate a hand phaser; a Class 1 Firearm; for an impending away mission. She can’t risk failing and wasting time because she needs it straight away, so she offers a unit of Class 3 Fuel as part of her Acquisition move. She rolls 2d6 and gets a 1 and a 3, for a result of 4, with a final total of 7 because of the offered fuel. She’ll get her phaser, but she’ll have to accept a cost (‘It’ll require some time to replicate’ or ‘Will require additional material consumption’), a task (‘You get the components and will have to assemble the weapon by hand’), or a lesser version of it (‘Some obvious flaw makes it a Class 0 version’).

An Officer wants to turn some Ore; a Class 0 Cargo; into Circuits; a Class 1 Cargo. Using the ship’s industrial replicator, he attempts to process the ore by using a Barter move. He rolls 2d6 and gets a 6 and a 1, for a result of 7. This changes the Class 0 Ore into Class 1 Circuits, but allows the GM to choose the flaw “The negotiations take many days to complete”. He’ll get his circuits, but they’re so complex that the replicator will need a couple days to work on it. Hopefully, no one will need to use the industrial replicator in the meantime.

===TRANSPORTERS===

// Transporter Technology

Transporter Room and Transporter Beam Emitters

– Vessel Upgrade, Workspace: Starfarer, Launchpad

OR

– Vessel Upgrade: Launch Bay

Personnel Transporter Beam

– Class 3 Flyer

– Design: Shuttle

– Upgrades: Summoned, Agile, Controlled

Cargo Transporter Beam

– Class 3 Flyer

– Design: Shuttle

– Upgrades: Summoned, Controlled, Transport

Transporter Beams work by turning the subject’s matter into energy, sending it across space, before materializing the subject at the target location (Summoned); they’re controlled by an operator at a station in a transporter room (Workspace: Launchpad; Upgrade: Controlled). The Personnel Beam can be easily configured to allow the operator to ‘beam’ Away Teams of up to 6 people under a variety of circumstances (Agile). The Cargo Beam is for ‘beaming’ cargo units, but it can also be adjusted to beam living organisms, allowing it beam groups of up to 12-18 people (Transport). Neither beams have the Rugged or Sealed upgrade, and are only capable of holding objects or organisms for 7~ minutes before pattern degradation occurs and the subject is lost.

===WARP CORE===

// Warp Cores

NEW Vessel Upgrade: Warp Core

A complex energy source for demanding systems like Boosters, Jump Drives, Shields, or Cloak.

An Antimatter Reactor Core or ‘Warp Core’, is a highly powerful and complex form of reactor technology regularly employed by Starfleet. A single Warp Core is all a vessel needs to simultaneously power its myriad of systems, giving it a distinct advantage over standard reactor technology that necessitate the inclusion of several reactors into a vessel’s design in order to power all of its systems. However, this comes at the cost of requiring three different fuels to be loaded into the core, instead of a standard reactor’s one fuel.

The three required fuels are: Deuterium, a Class 1 Fuel; Antideuterium, a Class 2 Fuel; and a Dilithium Crystal, a Class 3 Fuel. Warp Cores operate by mixing deuterium and antideuterium in a mixing chamber through a dilithium crystal, causing a matter/antimatter reaction that produces high energy plasma, which is in-turn used to power the vessel. A Warp Core will not function in the absence of any of the three fuels. When a vessel powered by an active Warp Core uses the move “Run On Fumes”, only the fuel class of the Dilithium Crystal is added to the roll. If the result of Run On Fumes calls for reducing a Fuel’s class, then all three fuels have their class reduced by the same amount (i.e. If reduce one, then all three reduce one).