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Gotham - Forged in the Dark - Playbook Ideas (+)
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<blockquote data-quote="Fenris-77" data-source="post: 7967002" data-attributes="member: 6993955"><p>What villains can be created with what playbook is even more open when you account for the rookie power level and the flexibility provided by veteran upgrades. Maybe it would be easiest to start with Blades playbooks and Scum and Villainy actions and see what would need to be modded.</p><p></p><p>From an actions standpoint, I'll hold firm for now just swapping Helm for Pilot/Drive and Attune for Spooky. The details of those changes will keep for later.</p><p></p><p>Here's what the translation from Blades to SaV looks like for actions:</p><p><u>Blades</u></p><p>Insight - Hunt, Study, Survey, Tinker</p><p>Prowess - Finesse, Prowl, Skirmish, Wreck</p><p>Resolve - Attune, Command, Consort, Sway</p><p><u>Scum and Villainy</u></p><p>Insight - Doctor, Hack, Rig, Study</p><p>Prowess - Pilot (Finesse?), Skulk, Scrap, Scramble</p><p>Resolve - Spooky, Command, Consort, Sway</p><p></p><p>Finesse would cover both Pilot and physical sleight of hand stuff, so maybe that goes back in. I like Hunt a lot, so maybe that goes in instead of something else, or tailing and ambush goes under Skulk or Scramble. I think the effects of BitD's Survey get folded into Study to make room for Hack. Wreck I just pulled, figuring Brute abilities can cover some of that ground.</p><p></p><p>So, playbook one,<strong> Cutter or Mercenary/Tank </strong></p><p></p><p>Stating Actions - Scrap 2, Command 1</p><p></p><p>Abilities - I'd like to add starting abilities from SaV, which can only chosen at CC and would help define the character. This would be a place to seperate, say, Tanks from Mercs. The ability called Unstoppable from SaV would be my pick for Tanks and Wrecking Crew for Mercs</p><p></p><p><u>Unstoppable: </u></p><p>You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat. When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect,</p><p>etc.) in addition to the special ability. A superhuman feat is one a regular person could not do</p><p>unassisted, such as tearing apart metal handcuffs. If you engage a small gang on equal footing, you have equal scale.</p><p></p><p><u>Wrecking Crew</u>:</p><p>Your strength and ferocity are infamous. When striking in melee, you gain +1d. Whenever you spend a gambit in combat, you also gain +1 effect on that action. (edit - I'd add ranged combat)</p><p></p><p>From the Cutter list, I'd remove Ghost Fighter and add Backup (An ally’s push costs 1 stress (not 2) on any action you set up or assist.)</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7967002, member: 6993955"] What villains can be created with what playbook is even more open when you account for the rookie power level and the flexibility provided by veteran upgrades. Maybe it would be easiest to start with Blades playbooks and Scum and Villainy actions and see what would need to be modded. From an actions standpoint, I'll hold firm for now just swapping Helm for Pilot/Drive and Attune for Spooky. The details of those changes will keep for later. Here's what the translation from Blades to SaV looks like for actions: [U]Blades[/U] Insight - Hunt, Study, Survey, Tinker Prowess - Finesse, Prowl, Skirmish, Wreck Resolve - Attune, Command, Consort, Sway [U]Scum and Villainy[/U] Insight - Doctor, Hack, Rig, Study Prowess - Pilot (Finesse?), Skulk, Scrap, Scramble Resolve - Spooky, Command, Consort, Sway Finesse would cover both Pilot and physical sleight of hand stuff, so maybe that goes back in. I like Hunt a lot, so maybe that goes in instead of something else, or tailing and ambush goes under Skulk or Scramble. I think the effects of BitD's Survey get folded into Study to make room for Hack. Wreck I just pulled, figuring Brute abilities can cover some of that ground. So, playbook one,[B] Cutter or Mercenary/Tank [/B] Stating Actions - Scrap 2, Command 1 Abilities - I'd like to add starting abilities from SaV, which can only chosen at CC and would help define the character. This would be a place to seperate, say, Tanks from Mercs. The ability called Unstoppable from SaV would be my pick for Tanks and Wrecking Crew for Mercs [U]Unstoppable: [/U] You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat. When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability. A superhuman feat is one a regular person could not do unassisted, such as tearing apart metal handcuffs. If you engage a small gang on equal footing, you have equal scale. [U]Wrecking Crew[/U]: Your strength and ferocity are infamous. When striking in melee, you gain +1d. Whenever you spend a gambit in combat, you also gain +1 effect on that action. (edit - I'd add ranged combat) From the Cutter list, I'd remove Ghost Fighter and add Backup (An ally’s push costs 1 stress (not 2) on any action you set up or assist.) [/QUOTE]
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