Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its…

Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its…

Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its own list of [adjective] friends.

Plus Cutters get different thresholds for item slots and encumbrance.

Huh. I like it, but it strikes me as a little odd. It’s a very specific thing that, unlike most other things, other playbooks can’t ever get and have no equivalent. I’d rather see it as a special ability, one that all Cutters get, and then have everyone else get some minor ability that comes with the playbook. Or something. It just seems like a stand-out oddity of the Cutter playbook.

One thought on “Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its…”

  1. Bumping this with another question:

    Each playbook has its list of stuff. What happens when the whisper says, “I’m taking my lightning-hook, but I’m immediately giving it to Mme. Cutter over there to carry.” The cutter nods, and adds, “Makes sense, seeing as I can carry more stuff. Oh, but Mr. Hound, you’d do better with these rage essence vials. Here, you take a few.”

    What stops gear from being freely redistributed? For some it could conceivably be training, but I hope the book says something authoritative.

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