Alright, I found some more notes from the game I played in. It had one more playbook as well as the unique XP trigger for the Courtesan (the version I found before lacked it).
So, here it is, just so you have all the options. There were multiple people interested in the more occult parts of the setting, so this could allow multiple magical characters in the crew, if that's the way you want it to be:
quote:
Witch Doctor - An enigmatic spiritualist
Starting Actions: Attune 2 Sway 1
Magical Remedies: You can Attune to serve as a healer, treat wounds or stabilize the dying. You may Scan a malady or a corpse. In addition, you can mix together a remedy imbued with magic, using rare resources. Resources with the value of 1 coin are enough for two doses of this remedy. When someone uses your magical remedy, they automatically fill one segment on their healing clock the next time they try to Recover.
Spirit-Talker: You are always aware of supernatural entities in your presence and know how to bargain with them. You have Potency when trying to Consort with or Sway supernatural creatures or entities. You also gain +1d to your roll whenever you gather information about the supernatural or negotiate with supernatural creatures or entities. When you offer some service in exchange for their help, you gain +1 effect.
Friends On The Other Side: When you are supposed to mark any level of Harm (including level 4 harm), you may choose to mark Trauma instead. In addition, Fortune rolls that would positively affect your character or their crew on a high roll gain +1d to the roll.
Wisdom In Madness: At the end of session, mark 1 xp if you have atleast one Trauma. If you have more than one Trauma, mark 2 xp instead. In addition, gain +1 Trauma Box.
Spiritual Aura: Your weapons, tools and your own body are imbued with spiritual energy. Gain Potency when fighting the supernatural. You may choose to extend the benefits of this ability to your nearby allies for so long as you are near them.
Hex Doll: When you manage to obtain a part of someone or something of value to them (a fresh lock of hair, a drop of blood, piece of skin, a particularly prized possession of theirs they have with them at all times etc.), and use it as part of a doll or a figurine that atleast vaguely resembles them, you may then Attune to use it to control their actions, use their senses as your own or cause Harm to them at a distance.
Back From The Brink: You may Attune to bring a dead body to life as an undead creature under your command. If the body is still fresh and in a relatively good condition, you may instead choose to bring it back fully. In that case, the dead returns fully to life, but marks Trauma.
Experienced Practitioner: You can expend your Special Armor to resist a consequence stemming from improper or faulty practice of magic or to push yourself when performing a feat of magic.
Dangerous Friends:
Siba - a tribal chieftan
Ignacius - an occultist
Larissa - a sea witch
Ongbu - a spirit of the land
Tabitha - a curio shop owner
Items:
Fine Ritual Knife (Load 1)
Ritual Garments (Load 1)
Shrunken Head (Load 1)
Component Pouch (Load 1)
Magical Remedy (Load 1, 2 doses)
Unique XP Trigger: You addressed a challenge with wisdom or aid of the spirits.
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Anyway, regarding the Crew playbook, I'm having second thoughts just deciding it for you. Might be better to just use one of you for a tiebreaker, as the choice between those two will likely heavily affect the tone of the game.
So, Player2, please choose one. Phantoms or the Renegades?
This message was last edited by the GM at 07:23, Wed 15 Nov 2023.