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Lead

This document describes the Lead playbook for a roleplaying game. The Lead has abilities focused on guiding and helping a team. They can gain experience by gathering groups for adventures or assisting others. Their types include Guiding to gain experience for adventures and Helpful to automatically succeed once per stage when Taking the Lead. Their abilities reduce penalties to teamwork and allow redirecting negative consequences to themselves. As they gain experience, they can improve their attributes, moves, gear, and abilities.

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Tracy Gotardo
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0% found this document useful (0 votes)
13 views2 pages

Lead

This document describes the Lead playbook for a roleplaying game. The Lead has abilities focused on guiding and helping a team. They can gain experience by gathering groups for adventures or assisting others. Their types include Guiding to gain experience for adventures and Helpful to automatically succeed once per stage when Taking the Lead. Their abilities reduce penalties to teamwork and allow redirecting negative consequences to themselves. As they gain experience, they can improve their attributes, moves, gear, and abilities.

Uploaded by

Tracy Gotardo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE LEAD

STYLE THE TYPE (pick two) ABILITY TYPE Power RANGE


Guiding ‐ Gain 1 XP every me you gather a group to go
FORCE on an adventure. Set Teamwork to +3 during P&Q.
Helpful ‐ Once per stage, if you're Taking The Lead, you
can succeed automa cally.
SMARTS Inspiring ‐ Once per stage, prevent Teamwork reduc on.
Forceful ‐ When someone misses a basic move, you can
roll it yourself before the nega ve condi ons kick in, by
ATTITUDE reducing Teamwork by 1.
Heroic ‐ Once per stage, you can pull one of your MOVES BASIC MOVES PLAYBOOK DIGEST
MYSTIC teammates out of trouble, GM will decide if that gets
you in trouble. (they don't get XP)
Protec ng ‐ You can redirect a nega ve consequence of
XP your teammate's move towards yourself, when nearby.
Coordinated ‐ If you're close, Teamwork can't go lower 1.
MM Heroic Leadership
No limita ons on how many characters you can pull when
RN Taking The Lead. Everyone s ll gains Momentum, but your
collected Assist Bonus cannot go bigger than the Teamwork
GEAR & PETS a ribute (even if nega ve).

Experience is gained on accep ng a miss result, or when a move tells you.


When you have 5 XP, clear your experience bar and pick one of the following:

Improvements
Take a move from your playbook..................................................................
Take a move from another playbook.............................................................
Get a piece of Gear or a new Pet....................................................................
Increase your maximum Stamina by 1..........................................................
Increase one of your A ributes by 1 (max 3)................................................
Change one of your A ributes into a Star A ribute......................................

Advanced Improvements (a er 3 improvements)


Take a move from your or another playbook................................................
Change one of your A ributes into a Star A ribute.....................................
Pick an addi onal Type from your list...........................................................
Get +1 to any A ribute, max +3....................................................................
Increase your maximum Rings by 1..............................................................
Increase your maximum Stamina by 1..........................................................
Take another playbook’s Feature (required moves: 3 base, 2 other)................

Final Improvement (a er 9 Improvements)


Can use Charged Ability Types, as long as your whole team is near..................
THE LEAD
SPECIES CHARACTER BACKSTORY

GENDER
AGE
APPEARANCE

CHARACTER GROUP BACKSTORY

OTHER NOTES

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