Questions, curiosities, lesser concerns, and matters of conjecture
– for the spirit characters – ghosts have gloom, hulls have wear, located just where trauma is on the standard playbook. I assume they work the same? You fill up drain and it becomes gloom, wear?
– opportunities fill-in sheet – I note six, the five thus far detailed crews (breaker, cult, so on), plus one (assassin?). Which would seem to say there is at least one crew spec not yet shared. Are there other crews or playbooks yet to be revealed???
– you can change playbooks, become a ghost, hull, vampire, but I can’t seem to find anything detailing changes on the side of the living – cutter becoming a hound, leech becoming a whisper, so on. Or for that matter, crews changing focus, smugglers turning to hawkers, what have you. Did I miss that, is that on its way, not really necessary for the quick-start, intentionally left out?
I like Doskvol, I like controlled, I like the more specific alchemical notes. So on and so forth, verily
John Harper mind throwing in, or cryptically avoiding what you don’t yet want to reveal?
– Yep, that’s right.
– Assassins is the sixth scoundrel crew type. There are also a few City Watch crews and playbooks, plus the Rail Jacks. Oh and Vigilantes and Grifters! 🙂
(The opportunities pages aren’t meant to be blank. I’ll have content for all of that coming along soon.)
– There’s a simple system for changing playbooks (PC or crew). Not necessary for the quick start.
Thanks for the feedback!
Ooooooohhh