New playbook: The Abacus (evil middlemanager edition)

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DWeird

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Re: New playbook: The Abacus (evil middlemanager edition)
« Reply #45 on: March 21, 2013, 12:01:49 PM »
That'd be great! I'm all for stealing custom moves and making playbook moves out of them.

Re: New playbook: The Abacus (evil middlemanager edition)
« Reply #46 on: March 21, 2013, 01:05:33 PM »
Here it is!


When you offer promises instead of payment, roll +hot: On a 10+, they're down with it, you gain 1-debt for each point of barter you're short, and you're on your merry way. On a 7-9, same thing, only they want something more: a favor, a little something something, or a bigger debt than the value you're receiving. On a miss, no dice, and you've pissed them off.

When somebody owes you, you are always considered to have leverage when you manipulate them, and you may choose to roll +debt against them instead of +hot.

When you're in debt, at the start of each session roll +debt (if you owe more than one person then just roll the highest, you deadbeat). On a 10+, they're looking for the full value, right now, and they'll do whatever they can to extract it from you. On a 7-9, they're willing to let it slide for a bit longer, but they're going to want something for their trouble: a favor, a little something something, or maybe a down payment. On a miss, they've got other things on their mind, but they'll get around to you eventually.

You know I'm good for it: (Operator playbook move) whenever you offer promises instead of payment, you always succeed as though you had rolled a 10+. If you attempt to use this move on somebody you already owe a debt, you are acting under fire.


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DWeird

  • 166
Re: New playbook: The Abacus (evil middlemanager edition)
« Reply #47 on: March 22, 2013, 07:40:04 PM »
Hmm. Cool, but not immediatelly stealable, I think.

How about this? Still needs work I feel, but I like the crux of it.

Market forces - at the beggining of every session, name someone who doesn't owe you yet, but should, and roll +cool. On a 10+, all three. On a 7-9, pick two.
* They're in serious sudden scarcity or danger and need something only your network can provide.
* A key member of your network does not demand immediate pay or special treatment.
* Someone pays a debt they owe you without hassle or force.

Re: New playbook: The Abacus (evil middlemanager edition)
« Reply #48 on: May 21, 2013, 10:07:07 PM »
Liiive, damn you, liiiive!

I came back to my notes recently and have largely finished a version that I like (full credit to everyone else for most of the work; my major contribution is a take on network similar to the hoard, since that's what I decided I liked best). I'll post it in a day or two once I get done fiddling.

DWeird: I like Market Forces a lot, but I'm not 100% on the third option (“someone pays a debt...”) because it seems unconnected to the lead in (“name someone who doesn’t owe you, but should...”). It should either be replaced with something better or nuked, and then on a hit, the first one is true (someone needs your help) and on a strong hit no-one demands anything.

Unless it’s supposed to represent your general douchebaggery (market forces are always in play; you get to choose whether you're paying your people for marginal benefits provided, getting jingle back without fuss, or putting someone in a useful spot) and you name someone up front just so there’s a referent if you pick the last option? I actually like that quite a bit, so maybe that's the crux you were fond of.

The other question is what do you do if no-one owes you (probably, let us be honest, because it's only the first session) or if a PC is the one who owes you, or whatever, but that probably doesn't have to be in the move, it can be in the "notes" section. Vincent allowed himself some off-charsheet explanatory wordcount, so we can too.

Re: New playbook: The Abacus (evil middlemanager edition)
« Reply #49 on: July 03, 2013, 08:41:58 PM »
Here's that thing that I said I'd post.

Name

Joe, Gray, Moss, Pierce, Case, Jules, Mirth, Rain.

Adams, Bach, Carter, Evans, Young, Thomas, White, Price.
 
QED, Once, Boss's Man, Mirror, Thirteen, Pi, Carver, Master.


Stats

Cool+2 Hard-1 Hot-2 Sharp+2 Weird+1
Cool+2 Hard0 Hot-1 Sharp+1 Weird+1
Cool+2 Hard+1 Hot0 Sharp+1 Weird-1
Cool+2 Hard+1 Hot+1 Sharp-1 Weird0

Moves

You get all the basic moves. Choose 2 Abacus moves.

Hx

On your turn (choose however many you want):

One of them you owe for services rendered. Tell that player Hx+2.
One of them has skills, access or resources that are essential to your enterprise, and knows it. Tell that player Hx+2.
One of them helped you out of a tight spot and didn’t ask anything for it, and you have no idea why. Tell them Hx-2.

Tell everyone else Hx-1. You don't advertise - unless you do, in which case tell everyone Hx+1.

On the others' turns, pick one or both:

One of them has skills, resources or people that would be managed far more profitably if you were in charge of them. Whatever number that players tells you, ignore it and write down Hx+3 next to their character name instead.
One of them owes you, because you said so. Whatever number that players tells you, ignore it and write down Hx+3 next to their character name instead.

Everyone else, whatever number they tell you, add +1 to it and write it next to their character's name. You stay informed.

Look

Man, Woman, or concealed.

Formal wear, vintage wear, casual wear, signature wear, or luxe wear.

Concealed face, sharp face, stern face, fat face or forgettable face.

Deep eyes, dead eyes, calculating eyes, wise eyes, weary eyes.

Tall body, wiry body, pudgy body, crippled body, hard body.

Gear

In addition to your network, you get:

* 1 failsafe weapon.
* Oddments worth 5-barter.
* Fashion suitable to your look, including at your option a piece worth 1-armor (you detail).

Failsafe weapons:
* .38 revolver (2-harm close reload loud)
* 9mm (2-harm close loud)
* antique handgun (2-harm close reload loud valuable)
* sawed-off shotgun (3-harm close reload messy)
* machete (3-harm hand messy)

Abacus moves

In the pocket: at the beginning of a session, roll +cool. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to have someone in your network act on prior orders or established duties and make a move on your behalf as if you were there to do it yourself.

Swimming with sharks: as long as you remain on good terms with whoever is in charge, you can roll +sharp instead of +hard to go aggro, using members of their gang as a weapon.

Options: you can spread 1 barter around once per session, getting 1 extra hold any time you get hold for the rest of the session and your connections, wealth, or influence could conceivably help you out. It’s not magic, it’s power and commerce.

Keeping tabs: you can read a sitch regarding anything you spent barter on, even if you're not there.

Served cold: when using time and manpower to fuck with someone, roll +cool. On a hit, hold 3. On a 7-9, hold 1. Spend hold 1 for 1 throughout your fuckery to:
Find the least loyal member of their group.
Trap them, imprison them, or remove an escape route.
Put something left unprotected in danger.
Hide something important or dangerous in plain view.

I.O.Who?: When you use your network to help someone in need, get 1-debt over them. For you, debt counts as barter for anyone who wants to buy it. Additionally, you may exchange debt 1-for-1 into hold on the debtor as per the in your pocket move.

Market forces: At the beginning of every session, name someone who doesn't owe you yet, but should, and roll +cool. On a 10+, all three. On a 7-9, pick two.
They're in serious sudden scarcity or danger and need something only your network can provide.
A key member of your network does not demand immediate pay or special treatment.
Someone pays a debt they owe you without hassle or force.

You know I'm good for it: whenever you offer promises instead of payment, you always succeed as though you had rolled a 10+. If you attempt to use this move on somebody you already owe a debt, you are acting under fire.

Special

When you have sex with someone, either you get 1 hold on them or they get 1 hold on your network as per In the pocket, their choice.

Advancement

+1cool (max cool+3)
+1 hard (max hard+2)
+1 sharp (max sharp+2)
Get a new Abacus move
Get a new Abacus move
Advance your network
Advance your network
Get 2 gigs (detail) and Moonlighting or a holding (detail) and Wealth
Get a move from another playbook
Get a move from another playbook


+1 to any stat (max +3)
Retire your character (to safety or as a threat)
Create a second character to play
Change your character to a new type
Choose 3 basic moves and advance them.
Advance the other 4 basic moves.

Additional Rules

Debt Peripheral Move

When you offer promises instead of payment, roll +hot: On a 10+, they're down with it, you gain 1-debt for each point of barter you're short, and you're on your merry way. On a 7-9, same thing, only they want something more: a favor, a little something something, or a bigger debt than the value you're receiving. On a miss, no dice, and you've pissed them off.

When somebody owes you, you are always considered to have leverage when you Manipulate them, and you may choose to roll +debt against them instead of +hot.

When you're in debt, at the start of each session roll +debt (if you owe more than one person then just roll the highest, you deadbeat). On a 10+, they're looking for the full value, right now, and they'll do whatever they can to extract it from you. On a 7-9, they're willing to let it slide for a bit longer, but they're going to want something for their trouble: a favor, a little something something, or maybe a down payment. On a miss, they've got other things on their mind, but they'll get around to you eventually. If it’s a PC holding debt on a PC, hits function as per a Manipulate roll to perform a task of the creditor’s choice (which could be paying off the debt, or something else). They can choose to bring this result to bear at any point in the session.

Network

By default, your network is a loose-knit group of castaways and cutouts. Upkeep is 1-barter, vulnerabilities are +desertion.

Choose your assets. If your upkeep goes below 0, it’s a surplus. May your jingle keep you warm.

What kind of business do you run? Choose 1, 2 or 3 (or 4 and +1 upkeep) for your bread-and-butter and day-to-day.

weapons drugs transportation muscle food medicine gear a front/patsy cachet with looming threat a PC (who? what do they do for you?)

Choose 1 (or 2 and add +1 upkeep) for your big earners:

protection money whiz mechanic sawbones pimp/madame dealer tracker and his tribe hitman a PC (who? what do they do for you?)

How good is your help? Pick 1 or 2.

Your network is loyal (or maybe they just have nowhere else to go). If you aren't paying them, though, they still need to eat. -Desertion, +Idle.
Your people are the best, and they know it, the bastards. Take +1 ongoing to moves utilizing your network (but not calling on your contacts or +arrears), Upkeep +1-barter.
Your people are the dregs and the desperate, but you only have to pay for what you get. Take -1 ongoing to moves utilizing your network (but not calling on your contacts or +arrears), Upkeep -1-barter.

Choose 1 for your problems (or 2, and -1 upkeep):

You owe a shark (Mercer – for startup costs, recent expansion, expensive tastes?) and they aren't patient about it.
You didn't get where you are without seriously pissing off someone connected or pissing off someone seriously connected (Chack). What the hell did you do?
You rely heavily on following (or appearing to follow) a code to do business (what is it?). Sometimes you even have to live up to it.

Choose 1 for your people's totally manageable shortcomings (or 2, and -1 upkeep):

They're always ready to ditch for greener pastures. +desertion
They regard you as the lynchpin. +judgement
They have other shit that take precedence if you aren't paying. +idle
They're assholes. +reprisals
They have seriously split loyalties (or at least someone thinks they should). +obligation.

Your Network begins play with arrears=0. At the beginning of each session, pay its upkeep; for each Barter you are short, your network gets +1 arrears.

As long as your network’s arrears is 3 or less, you can call on your contacts for favors. Describe your situation and how your network might help and roll +cool. The MC’s job is to come up with something for you that they genuinely think you’ll find useful in the situation you’ve described, and to have your network make it happen (you might remind the MC who works for you). Your business partners will show up to do their thing in their own inimitable style. On a 10+, your network’s arrears holds where it is. On a 7-9, your network gets +1 arrears. On a miss, your network goes immediately to arrears+4.

When you ask for help, your people will expect to be paid back at some point, in barter or favors.

As long as your network’s arrears is 3 or less, you can leverage your network for jingle. Trade IOUs and favors to get oddments worth 1-barter out of it and give it +1 arrears. If 1-barter doesn’t seem like that much, maybe call on one of your big earners, instead.

At the beginning of the session, roll+your network’s arrears. On a 10+, the MC holds 3; on a 7-9, the MC holds 1.

During the session, the MC can spend her hold 1 for 1 to:

name a vulnerability. It becomes an acute problem rather than a chronic one.
name an asset. Any issues with that asset become immediate problems (they show up with a dead boy or a live mutant, someone tries to headhunt them), or some part of your business related to them otherwise goes askew.
name one of your problems. It becomes pressing rather than merely present.
name a part of your network you asked for a favor. The marker gets called in. If you don’t make good, act under fire.
have your network come up suddenly short of operating expenses, to the tune of 2-barter. If you don’t pay it, act under fire.

when resolve the matter at hand (for better or worse) or pay off a debt or favor, give your network -1 arrears.

If the MC has any hold left at the end of the session, give your network +1 arrears, to a maximum of arrears+4.

If your network has arrears+4, take -1 ongoing to any rolls you make that utilize your network (not including rolling +arrears ) and you must act under fire to call on your contacts.

When you advance your network, choose from the following options (up to each one once):
Resolve a problem or erase a vulnerability
Change how good your help is
-1 upkeep
Select one or two more options from any category (or replace them with ones from the same category)

Notes:

When you use In the pocket with a PC (either because they’re part of your network or because of the Special move) you use the Abacus's stats, even if theirs are better. Ever had a job where you followed orders even where the task was pointless or counterproductive, using not your own best judgement, but your boss's? This is that. If a PC doesn’t do the thing, whatever it is, they have to Act Under Fire (as per a successful Manipulate roll).

With Options, you definitely get the extra hold with Abacus moves (In the pocket, Served cold) and read a person if they’re not a total rando who you could never have conceivably heard of or vice versa. Possibly other moves as well at the MC’s option (see what I did there?). There’s plenty of stuff it probably shouldn’t help you with, e.g., Deep brain scan, Bonefeel, and other weird shit.

Some of the vulnerabilities take a little mental massaging to fit in the context of a Network (rather than a gang, hardhold, or followers), but only a little. When the MC uses hold to activate them, it’s like if a holding (or whatever) was in Want. If your network has a vulnerability twice (like you started with +desertion, and then also chose it as your problem), the MC can spend hold to have it go off normally, or two hold to make it extra fucking true.

You vulnerabilities may affect the availability of your Network. If your people are idle or deserting, who's working your jobs and solving your problems, your own sweet self?

The quality of your network and being at arrears+4 can affect rolls that utilize your network. This doesn't include the +arrears roll or calling on your contacts for favors; it absolutely includes In the pocket (both rolling for Hold at the beginning of the session and any rolls made through your network), Served cold, and Market forces. It may affect Swimming with sharks, read a sitch rolls made with Keeping tabs, and other rolls made in the context of your network (like Manipulate), MC’s call.

If a PC is a part of your network and you end up using them when you call on your contacts for favors, you get the results of a 10+ Manipulate roll on them to do what you want. Afterwards, the MC can spend hold from a +arrears roll, 1 for 1, to give them debt over you.

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As If

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Re: New playbook: The Abacus (evil middlemanager edition)
« Reply #50 on: May 18, 2014, 10:55:47 AM »
THE FIXER is a mashup of the above ideas from hobbesque and Hidersine.  Legal-sized trifold playbook.