Adept Playbook
Supernatural specialist
Choosing this playbook guarantees that your game will have some sort of paranormal stuff happening. Make sure the group is cool with that.
Call it “paranormal” or “psychic” or “occult” or “interdimensional quantum nonsense”. Call it magic. Whatever this mysterious force is, you can interact with it, bend it to your will. And so can other things.
When you play an adept, you gain xp when you address a challenge with knowledge or arcane power. You stand between the candle and the star, the darkness and the light, the natural and the supernatural. You stand between your crew and whatever arcane forces lie in the hands of the conspiracy.
Starting Actions | ||||
---|---|---|---|---|
| | | | Study |
| | | | Attune |
Starting builds
If you want some guidance when you assign your four starting action dots and special ability, use one of these templates.
Willow Rosenburg. Consort+2, Hunt +1, Study +1. Spellcaster. This template is inspired by the teenage witch in Buffy the Vampire Slayer.
Anton Gorodetsky. Skirmish +2, Hunt +1, Survey +1. Arcane Mind. This template is inspired by the protagonist of the Night Watch series.
Myfanwy Thomas. Command +2, Finesse +2. Warded. This template is inspired by the supernaturally powered administrator of The Rook novel.
Kevin “K” Brown. Hunt +2, Command +1, Wreck +1. Iron Will. This template is inspired by the senior agent (and founding member) of the secretive Men in Black.
Adept abilities
Arcane Mind — You’re always aware of supernatural entities in your presence. Take +1d whenever you gather information about the supernatural by any means.
Warded — You may expend your special armor to resist a supernatural consequence, or to push yourself when you contend with or employ arcane forces.
Iron Will — You are immune to the terror that some supernatural entities inflict on sight. When you make a resistance roll with Resolve, take +1d.
Mesmerism — When you Sway someone, you may cause them to forget that it’s happened until they next interact with you.
Spellcaster — You get +1 result level when you work on a long term project to learn a spell. You begin with two spells already known.
Enchanter — When you invent or craft a creation with arcane features, you get +1 effect level. You begin with one arcane design already known.
Tempest — You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity
Adept items
In addition to the standard gear you have access to the following items:
Psychic focus — A scrying crystal, wand, pendant or other item that can be used to channel psychic or arcane energy.
Banishing charm — A small arcane or holy trinket that can be used to keep supernatural forces at bay. It also offers some protection against possession.
Fine clothing and jewelry — An expensive outfit that allows you to pass as a wealthy or upper-class individual. If you are carrying this as a second item to change into, it counts as 2 load. [0 load]