Here is a question — Are playbooks necessary?

Here is a question — Are playbooks necessary?

Here is a question — Are playbooks necessary? The special abilities can be taken (veteran adds) from other areas. So, you could create a slide that starts with one ability from slide and then takes the rest from spider…correct?

Instead of using playbooks, could you create a list of starting archetypes with a suggested first special ability & a menu of special items & xp triggers? OR, would this create too much of a hassle / headache for character creation?

Thoughts?

I added a first draft of a “dungeon” creation tool to my Blades in the Borderlands high fantasy hack.

I added a first draft of a “dungeon” creation tool to my Blades in the Borderlands high fantasy hack.

I added a first draft of a “dungeon” creation tool to my Blades in the Borderlands high fantasy hack. I also included drafts of the Ego mechanic (replaces vice), Rep/Tier modifications (replaces heat/wanted) and a new travel engagement action. Let me know what you think! https://docs.google.com/document/d/1MDt7vZYtdKchBtO49Vgxn7GxsUVKZ7243bqTAi-NjB0/edit?usp=sharing

Here is the start of a hack that can be used for high fantasy or modern urban fantasy.

Here is the start of a hack that can be used for high fantasy or modern urban fantasy.

Here is the start of a hack that can be used for high fantasy or modern urban fantasy. It includes a new mechanic (racial trait).

Races include:

Human, Chosen, Shapechanger, Fey (darkling, elves, tricksters, twisted, wizened), Undead (ghost, vampire, mummy, revenant, skinwalker)

The fey categories allow for anything from trolls and shadows to goblins and leprechauns.

Magic Using Playbooks include:

Corpus (body), Animus (mind), Spiritus (spirit / necromancer), Materialus (material world), physic, druid.

The crews are currently only 2-sentence summaries.

I’d love some feedback.

https://docs.google.com/document/d/1MDt7vZYtdKchBtO49Vgxn7GxsUVKZ7243bqTAi-NjB0/edit?usp=sharing

A third “Mage” playbook

A third “Mage” playbook

A third “Mage” playbook

Necromancer / Spiritualist – Spiritus (spirit)

Medium: You can Consort or Sway with the spirit of the recently dead to gain information.

Compel Dead: You can Attune to a corpse or skeleton to create an undead minion that will obey a command you give it. You can spend +2 stress to bind the minion to serve you for a full 24 hours.

Descensum: Your spirit can enter the nether world. Gain and extra downtime activity to gather information that may be available in the realm of the dead.

Occultist: You know the secret ways to Consort with ancient powers, forgotten gods, or demons. Once you’ve consorted with one, you get +1d to command cultists who worship it.

Shadow Form: At will, your form darkens and becomes insubstantial. You gain +1d to any hide actions.

Life Drain: You can use Attune to attack the life source of any living creature.

Ritual: You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already known.

Aware: You are always aware of undead entities in your presence. In addition, you can expend your special armor to resist a supernatural consequence.

Here is a second mage playbook. I need to find a better name…

Here is a second mage playbook. I need to find a better name…

Here is a second mage playbook. I need to find a better name…

Mentalist — Animus (Mind)

Telepathy: You can create a telepathic link with someone that you can see. For +2 stress, you can create a telepathic link with an individual that you know over long distances. This link lasts for one hour.

Mind Read: You can use Attune to read the surface thoughts of an individual that you can see to determine the emotional state of the individual. By spending +1 Stress per question, you can read the mind of an individual that you can see.

Illusion: You can create a simple illusion to trick a single sense that lasts 10 minutes. The illusion can be approximately 10’ x 10’ in size, or effect a single small room. You can spend +1 stress to add an additional sensory illusion, increase the scale, or increase the duration.

Compel: You can use Attune to compel a person to perform a simple function (e.g. run, drop a weapon, dance) or to erase the previous 30 minutes of an individual’s memory.

Astral Projection: You can project your senses to gain one extra downtime to gather information or you can push yourself to project your senses through a wall or other barrier.

Mind Blast: You can use Attune to wreak havoc with another individual’s mind (attack).

Ritual: You can Study and occult ritual (or create a new one) to impact the mind(s) of an individual or small group. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.

Perceptive: You can use your special armor to resist the consequence of an attempt to sway, intimidate, or otherwise trick you.

Hi all – I’m playing with additional mage playbooks.

Hi all – I’m playing with additional mage playbooks.

Hi all – I’m playing with additional mage playbooks. The first one focuses on body manipulation. Here are the special abilities. Thoughts?

Corporik –Corpus (Body)

Tailor: You can make simple manipulations of your or someone else’s flesh color and texture, eye color, and hair color. The effect lasts an hour. Add +2 stress to make the effect permanent. Take this ability again to be able to attempts to mimic the look of a specific person.

Healing: You can Attune to a human body to treat wounds or stabilize the dying. Everyone in your crew gets +1d to their healing treatment rolls.

Flexible: You can modify your body to perform feats of inhuman flexibility or, you can get +1 effect level for feats of flexibility within human possibility.

Heart / Lung Manipulation: You can use attune to make an attack that slows heart rate or affects breathing. If the resulting damage is lethal, you can determine if it causes death or just unconsciousness. You can impact additional people for +2 stress each.

Expel Toxin: You can control your blood flow in order to expel a toxin or foreign substance, giving you a +1d to an appropriate resistance roll. For +2 stress, you can attempt to expel a toxin from someone else’s body.

Resilient: You are able to quickly heal yourself. A harm consequence is reduced by one level. However, a fatal (level 4) harm is still fatal.

Armor: You can use your special armor to thicken your skin and resist harm caused by a physical object.

I read through the Blades in the Darkness rules and am struggling with how dungeons work.

I read through the Blades in the Darkness rules and am struggling with how dungeons work.

I read through the Blades in the Darkness rules and am struggling with how dungeons work. Could someone share an example?