I finally compiled all of the crew and playbooks I have for Streets of Passion, my 80’s future crime hack.

I finally compiled all of the crew and playbooks I have for Streets of Passion, my 80’s future crime hack.

I finally compiled all of the crew and playbooks I have for Streets of Passion, my 80’s future crime hack. I’ll be running this at BigBadCon!

Lots of it is straight up imported from BitD but obviously there is a lot of retooling involved. Vices were replaced by complications, where players have to balance their personal lives with their street lives. I’ve played it a few times and it’s much lighter in tone than blades and is great for one-shots.

https://drive.google.com/open?id=0B2UEiu9H_l3HTlNFaWFNMzFsRjg

12 thoughts on “I finally compiled all of the crew and playbooks I have for Streets of Passion, my 80’s future crime hack.”

  1. Looks very cool. I do want to point out a couple things, though. In a number of the playbooks, you have an ability that gives +1 to an action. (Eg Brain’s Totally in Charge, Driver’s Lightning Reflexes, Ninja’s Ninjutsu.) These are playbook advances, which cost 8 xp, but they give you the exact same benefit as adding a dot to an action normally, which only costs 6 xp. So there isn’t any reason to take those advances, since you are spending 2 extra xp for no additional benefit. (Unless +1 means something other than +1d, in which case ignore this.)

    Also the Brain’s ability Sell Out – I was under the impression that other characters could already resist harm for other players using the Protect Teamwork action. Now, if the ability forced another player to take the consequence, rather than allowing them too, that would be very different, but probably a little darker in tone than you are looking for.

    Overall, though, very good stuff. The playbooks are evocative, the contact lists in particular are excellent, and I love the header font. And Dirty Money / Clean Money is a fantastic take on Coin/Stash.

  2. Thanks for the advice, Will Adkisson. I think the benefit of those +1 abilities is to allow players to start with 3 dots during character creation (as opposed to the max of 2), but it’s not made explicit. Maybe there can be an additional benefit or maybe I can figure something else out. As for the Sell out, it’s supposed to be the opposite of the bodyguard ability, with a darker tone as a result. Still, it kinda sucks to have an ability that screws your friends over.

    I’m slightly at a loss for what to call money, weirdly enough. I love the level of abstractness in BitD, and would rather not use straight up dollar amounts. “Coin” fits in well for the Doskvol setting. It’s one of a million minor things to figure out!

  3. Reading over the Brains again, I think initially I had it be a forced assist, but then thought it would be harsh, and made it a voluntary one, but that renders it pointless. Yeah. That one is trash!

  4. Gotcha. Looking at it, those +1 abilities are going to be really strong in short (one-shots, or only a few session games) but really weak in long-term games. In a one-shot, not only do you get an extra dot, but the jump from 2 to 3 is pretty substantial, especially when nobody else has 3 dots. But as the game goes on and everybody gets more dots in their actions, the advantage becomes negligible. That’s not a good or a bad thing, just an interesting dynamic I didn’t notice the first time I thought about it.

  5. Eddie Hardy I’m working on a rules booklet that goes over the small rules changes as well as faction descriptions and a few notes on the setting. Nothing huge. Hopefully I’ll have the rough draft ready by next week.

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