Quick question: in the Playbooks, for veteran advances, it says you may choose an ability from another source. (Note the Crew sheet specifically says from another Crew sheet). So, does this mean a playbook may take an ability from a Crew sheet as a veteran advance? For example, I would like my Lurk/Whisper to take Emberdeath.
Quick question: in the Playbooks, for veteran advances, it says you may choose an ability from another source.
Quick question: in the Playbooks, for veteran advances, it says you may choose an ability from another source.
If it makes sense, I’d say go for it – in that I have done exactly that in the past with my own Lurk/Whisper hybrid. 😛
Personally, I would limit it to other Playbooks and advanced stuff like the Iruvian sword schools and such.
I don’t think the crew abilities are really balanced for players’ abilities. Consider making a new playbook ability that follows the guidelines in the book / existing abilities. (At the very least, I think it should only apply to the player, not the whole crew.)
Emberdeath is hardly game-breaking on just one player (especially if the crew doesn’t want to buy it), but I’d probably tweak it for a player, to be more like Ghost Veil. Say “1 stress to kill the spirit when killing a person, +1 each to disintegrate, use with a ranged attack, follow up another person’s kill.”
Then rename it to Ghost Fire or Ghost Death or something so you can keep it if you die and become a spirit ^__^
Thanks for the comments everyone. We settled on making it a ritual. I just think it is curious how the veteran advance is worded vs how the Crew veteran advance is worded.
It’s because there are non-playbook sources for abilities.
The only place I have managed to find is page 49, where it says the character/crew changing playbook/type may keep some of their former abilities as Veteran advance.