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Gotham - Forged in the Dark - Playbook Ideas (+)
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<blockquote data-quote="Fenris-77" data-source="post: 7966927" data-attributes="member: 6993955"><p>Cool, I had many of the same ideas. I'm going to take a stab at adding a "what you do" tag to each one and some thoughts on mechanical targets. For anyone not familiar with Scum and Villainy, here are the actions (which are subject to change, but they're closer than Blades). I already swapped Spooky for Attune, and Pilot for Helm. I'm not sold on doctor, but we'll see.</p><p></p><p>Insight - Doctor, Hack, Rig, Study</p><p>Prowess - Pilot, Skulk, Scrap, Scramble</p><p>Resolve - Spooky, Command, Consort, Sway</p><p></p><p>My take on playbooks so far, tip of the cap to the ideas upstream:</p><p></p><p><strong>Mastermind </strong>- Cunning plans and misdirection are your bag. Targets: engagement roll, command, sway, synergy. Examples - Penguin, Riddler, Lex Luthor</p><p></p><p><strong>Gadgeteer</strong> - If you build it, it will work. Armies of drones, power armour, freeze rays? All check. Targets: rig and hack, crazy tech and traps - Examples: Clock King, Mad Hatter</p><p></p><p><strong>Mad Scientist</strong> - If you sew people together, make radioactive spiders, or have tanks of your own clones, this is you. Targets Doctor, Study, chemicals, strange science. Examples: Mr Freeze, Hugo Strange</p><p></p><p><strong>Ghost</strong> - Infiltration, stealth, general sneakin'. Targets: Skulk, Scranble, security systems. Examples: Catwoman</p><p></p><p><strong>Gunslinger/Mercenary - </strong>Have gun will travel. Shootin;, throwing', whuppin', you do it all. Targets: Scrap, Command, weapons.</p><p></p><p><strong>Psycho - </strong>your best skill is always being the craziest person in the room. Targets: Resolve to soak stress, not being fashed about naught. Examples: Joker</p><p></p><p><strong>Mystic - </strong>Master of the Dark Arts, Hell, the Undead, that's you. Targets: Spooky, magical of weirdness of all kinds. Examples: Gentleman Ghost, Faust</p><p></p><p><strong>Mentalist</strong> - Mind control, fear, telepathy, illusion, 5e Psionics. Targets: command, sway, spooky, mental attacks of all kinds. Examples: Killian, Scarecrow</p><p></p><p><strong>Tank </strong>- Jayzus, look at the size of that fella. Looks like a fighta. You're about the crumpin' and looming. Targets: Scrap (vs groups) feats of strength, various hard to damage type abilities. Examples: Bane, Solomon Grundy, Killer Croc</p><p></p><p><strong>Ninja</strong> - this could be mystic, ghost or mercenary, but everyone likes ninjas. Cool martial arts, moving unseen, puffs of smoke to disappear in. Targets: Scrap, Skulk, nunchuks. Examples: Lady Shiva, League of Shadows</p><p></p><p><strong>Freak</strong> - If you talk to your petunias or have other wacky inborn powers. Targets: control and shapechange type stuff, extra ability to realize a complicated power at the expense of action points. Examples: Poison Ivy, Clayface</p><p></p><p>A lot of Batman's foes could be built using more than one playbook depending on what aspect you wanted to highlight. PCs will be to take some special abilities from other playbooks, so that's fine, it's really the starting ability and Xp trigger that's the key character creation choice and the key mechanic to define the playbook.</p><p></p><p>I'm no longer sold on Industriaist. I think that could fit under mastermind. Where possible, I've consolidated ideas, with the exception of ninja, which I like too much to dilute I think.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7966927, member: 6993955"] Cool, I had many of the same ideas. I'm going to take a stab at adding a "what you do" tag to each one and some thoughts on mechanical targets. For anyone not familiar with Scum and Villainy, here are the actions (which are subject to change, but they're closer than Blades). I already swapped Spooky for Attune, and Pilot for Helm. I'm not sold on doctor, but we'll see. Insight - Doctor, Hack, Rig, Study Prowess - Pilot, Skulk, Scrap, Scramble Resolve - Spooky, Command, Consort, Sway My take on playbooks so far, tip of the cap to the ideas upstream: [B]Mastermind [/B]- Cunning plans and misdirection are your bag. Targets: engagement roll, command, sway, synergy. Examples - Penguin, Riddler, Lex Luthor [B]Gadgeteer[/B] - If you build it, it will work. Armies of drones, power armour, freeze rays? All check. Targets: rig and hack, crazy tech and traps - Examples: Clock King, Mad Hatter [B]Mad Scientist[/B] - If you sew people together, make radioactive spiders, or have tanks of your own clones, this is you. Targets Doctor, Study, chemicals, strange science. Examples: Mr Freeze, Hugo Strange [B]Ghost[/B] - Infiltration, stealth, general sneakin'. Targets: Skulk, Scranble, security systems. Examples: Catwoman [B]Gunslinger/Mercenary - [/B]Have gun will travel. Shootin;, throwing', whuppin', you do it all. Targets: Scrap, Command, weapons. [B]Psycho - [/B]your best skill is always being the craziest person in the room. Targets: Resolve to soak stress, not being fashed about naught. Examples: Joker [B]Mystic - [/B]Master of the Dark Arts, Hell, the Undead, that's you. Targets: Spooky, magical of weirdness of all kinds. Examples: Gentleman Ghost, Faust [B]Mentalist[/B] - Mind control, fear, telepathy, illusion, 5e Psionics. Targets: command, sway, spooky, mental attacks of all kinds. Examples: Killian, Scarecrow [B]Tank [/B]- Jayzus, look at the size of that fella. Looks like a fighta. You're about the crumpin' and looming. Targets: Scrap (vs groups) feats of strength, various hard to damage type abilities. Examples: Bane, Solomon Grundy, Killer Croc [B]Ninja[/B] - this could be mystic, ghost or mercenary, but everyone likes ninjas. Cool martial arts, moving unseen, puffs of smoke to disappear in. Targets: Scrap, Skulk, nunchuks. Examples: Lady Shiva, League of Shadows [B]Freak[/B] - If you talk to your petunias or have other wacky inborn powers. Targets: control and shapechange type stuff, extra ability to realize a complicated power at the expense of action points. Examples: Poison Ivy, Clayface A lot of Batman's foes could be built using more than one playbook depending on what aspect you wanted to highlight. PCs will be to take some special abilities from other playbooks, so that's fine, it's really the starting ability and Xp trigger that's the key character creation choice and the key mechanic to define the playbook. I'm no longer sold on Industriaist. I think that could fit under mastermind. Where possible, I've consolidated ideas, with the exception of ninja, which I like too much to dilute I think. [/QUOTE]
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