Version 0.12 · not yet playtested
The base engine makes a character from four attributes, a background, a kit, and a vice, and lets everyone try anything. That is enough for a whole campaign. A table that wants defined roles, the sworn shield who is simply better in a fight, the scout nobody hears, the adept who bends the world, bolts this rung on: a playbook is a small package that gives an archetype a reliable specialty and a trick or two, laid over the same base character.
Use playbooks for the whole party or none. A playbook character outclasses a freeform one in their specialty, so mixing the two is lopsided, and a playbook party needs tougher encounters (see the balance note at the end).
A playbook is layered on the ordinary character (keep the four attributes, the vice, stress, and rank). It adds four things, no more:
A playbook grows on the rank the starter already awards (Novice → Expert → Master; see Characters). The base rank rerolls still apply; reaching a rank also grants a playbook pick:
That is the whole growth arc a playbook adds. Heavier progression (skill trees, many picks per level) is a separate rung, not this one.
Keep a playbook to a short block. If it needs a table or a page, it is two rungs, not one.
Reskin freely: a Vanguard is a knight, a line trooper, or a bodyguard; a Sneak is a thief, a scout, or a corporate infiltrator.
The Vanguard (lean +1 Might) - Calling: violence met head-on, and the line held. - Edge: in a stand-up fight, roll a standing extra die. - Access: trained in any armor, including the heavy sort that turns aside two wounds a fight. - Move — Hold the Line (1 stress): until your next turn, a blow aimed at an ally beside you lands on you instead; your armor applies. - Picks: Bulwark (1 stress: an ally you are guarding also ignores the first wound this fight); Wade In (1 stress: ignore the outnumbered penalty for a turn).
The Sneak (lean +1 Agility) - Calling: going where you should not, unseen, and getting past what is in the way. - Edge: moving unseen or beating a barrier, roll a standing extra die. - Access: the tools of the trade (picks, cutters, climbing kit), which make a barrier a right-tool job. - Move — First Strike (1 stress): a blow from surprise or against an unready foe counts as a Success even on a Partial, and fells a Lesser or Common foe outright. - Picks: Ghost (1 stress: after you act, you are not where they look); Sleight (1 stress: you already palmed or planted the small thing in question).
The Savant (lean +1 Wits) - Calling: knowing, making, mending; the one who understands the machine, the wound, or the old lore. (A caster with no dedicated Adept lives here.) - Edge: recalling lore, tinkering, or field medicine, roll a standing extra die. - Access: a working kit (tools, medicines, references) and the standing to have studied the matter at hand. - Move — Patch Up (2 stress or a spent supply): mend an ally a step up the condition track, short of the dead. Or — Figure It Out (1 stress): ask the referee one true, useful thing about how something works, honestly answered. - Picks: the other of the two moves above; Jury-Rig (1 stress: for one scene, a makeshift tool counts as the right one).
The Voice (lean +1 Will) - Calling: reading people and moving them, by command, charm, or lie. - Edge: reading or swaying a person, roll a standing extra die. - Access: contacts, a name in most places who owes or fears you (named in play). - Move — Rally (1 stress): a word, a plan, a distraction gives an ally a die on their next roll. - Picks: Read the Room (1 stress: ask one true thing about a person’s want or a place’s mood); Cold Read (once a scene, treat a stranger as a contact).
Magic runs on the base engine already (hold a source, mark stress, roll Will; see Magic), so any character can dabble. A setting with real magic may want a dedicated playbook:
The Adept (lean +1 Will; settings with power only) - Calling: working the setting’s strange power and paying its price. - Edge: when working your power, roll a standing extra die (so your castings go wrong far less than a dabbler’s). - Access: a source and two effects written as three-band spells (Magic). - Move — the power itself (mark 1 stress, roll Will, read the three bands). - Picks: a third effect; Anchor (spend a component so a lasting effect survives a rest); at Master, edge mastery (a 4 counts as gold when you cast).
A playbook party fights and works a rung above a freeform one in its specialty: a Vanguard’s fight-edge alone is worth about what a good position is worth, which the sim shows turns a boss from a real threat into a comfortable win. So when the party uses playbooks, scale the opposition up: read the guidance in Running the Game (Tuning the Difficulty) as one step harsher for them, lean on tiers and numbers a notch higher, and remember their edges are narrow, so press them outside their specialties, where they are ordinary people like anyone else.