The Star Soul + The Hacktivist


Tl;dr: Changelog

  • Updated the character creation to include giving starting Riches to players
  • Added 2 new playbooks, The Star Soul and The Hacktivist
  • Slightly changed Analyze's wording
  • Removed traits from Threats
  • Added some Generators and Sample Threats
  • Added the Ship Sheet (optional)

Playbooks of the week

The Star Soul and The Hacktivist join the party!

The Star Soul is about being ANGRY. And having the stars concur and be there for you - as long as you can let them take out their pent-up rage from times to times. The Hacktivist is, very straightforwardly, someone who uses their skills in tech to bring some right to the world.

I don't really have any big design thoughts this week. I'm satisfied with where they are, and I could revisit the Star Soul to make it much more of an angry boi and maybe retool its Extra, but that's pretty much it.

Ship, Threats and Generators

So! As promised, some more GM content! Some sample Threats, some Generators - trust me when I say, these come from experience and wanting to have them on hand at all times.

And also, a Ship Sheet! It kinda doubles as a Party Sheet - like a place to keep track of Riches and such - but most of it is optional. Like, upgrading and managing a Ship isn't everyone's cup of tea, but there are some fun, grand scale option there, and... I don't know, I thought it'd be a cool thing to include. I may have to clarify it's optional somehow though.

Miscellaneous updates

So, in order to make Analyze more specific in its wording, I clarified that it can only be used on specific things - namely, animals or items. Not whole phenomenon, who are better explored through more narrative Beats, and possibly the Magyck Move.

Also, in keeping with trying to cut as much useless meat as possible, I removed traits from Threats. These don't need rulings, they should follow from the narration and the Moves anyway.

... I don't have much to say about this week's update actually. But probably posting this at 2AM doesn't help

Next week!

As is starting to be established, expect 1 more Class and 1 more Impulse next week, and probably more Generators! I may try to add some Optional Moves, although I worry that at this point I'm gonna have to start actually working on something that looks more organized. Which means actually getting to understand how Affinity Publisher 2 works, which possibly means that the coming weeks will be much lighter in content as I get used to it. I will try to post 1 Class and 1 Impulse until I've got every duo down, though.

Sidenot, I'm also realizing that "Make it political" is becoming more and more of a recurring theme for the Impulses, and while I'm happy that I can actually make Moves and tools that enable one to do some good ol' social justice and whatnot, I'm worried this might detract from the exploration side of the game a bit too much? I kinda have to decide if this is "chartering the unknown" or actually Star Trek, basically. Maybe it can be both somehow? I don't think these two options are too incompatible.

See you next week!

Thanks to RealityMaiden for the feedback and support!

Files

Dyson Spells - Welcome!.pdf 35 kB
Oct 30, 2023
Dyson Spells - Moves.pdf 17 kB
Oct 30, 2023
Dyson Spells - Generators Preview.pdf 13 kB
Oct 30, 2023
Dyson Spells - Ship Sheet.pdf 21 kB
Oct 30, 2023
Dyson Spells - The Technomancer Preview.pdf 22 kB
Oct 30, 2023
Dyson Spells - The Xenoarcheologist Preview.pdf 27 kB
Oct 30, 2023
Dyson Spells - The Agent Preview.pdf 21 kB
Oct 30, 2023
Dyson Spells - The Escaped Cultist Preview.pdf 27 kB
Oct 30, 2023
Dyson Spells - The Star Soul Preview.pdf 21 kB
Oct 30, 2023
Dyson Spells - The Hacktivist Preview.pdf 28 kB
Oct 30, 2023

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