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Playbooks

Playbooks help to codify the core and trajectory of what kind of protagonist your character is and hopes to be-come, but it does not define your character.
If you have a concept that doesn’t fit into one of these playbooks, make a new one! With the help and approval of the GM and other players, there’s no reason you can’t make a playbook for a Malcontent, a Poser, a True Believer, or whatever else you might decide to run.

Prime Stat is the character’s cornerstone. It defines hir standard approach to most of life’s challenges. It can be the highest stat, but doesn’t have to be. Each playbook grants an extra or bonus attribute based on your choice.
Basic Talent is the move or modification that forms the core of the concept represented by the playbook. Everyone that takes the playbook also gains this talent.
Playbook Talents are choices a character with the playbook can take when ze chooses a new talent, in addition to the standard lists.
Character Advancement defines the choices a player can make when ze improves hir abilities. It’s unique to each playbook.

In general, basic raises don’t let you advance stats above +2. They don’t let you advance focuses above Trained, except one related to your vocation--which is a fancy way of saying what the character does for a living. It’s the focus ze uses every single adventure, the one ze practices every day to keep hir edge. Unless it says otherwise, you can’t take a basic raise more than once.
Advanced Raises are those available only after the char- acter’s made five previous advances. Unlike basic raises, you can take advanced raises more than once.

The Architect
The Bravo
The Paragon
The Virtuoso
The Visionary