Sample Hooks
This section provides some sample character hooks that are common enough in genre fiction that you can plug them into just about any game. However, you don't have to; if different details make more sense for the game you're running, change them to fit that game. Also remember that where and when you need specific mechanics is very much a matter of group preference. If your group is comfortable making it up as you go along, don't worry about spelling out the details. Hooks may include one or more of the following:
Restrictions: The character must meet the qualifications for joining the police force, which usually means not having a 0 rating in any Trope or a serious criminal record.
Perks: Grudging Respect -- While other cops may not approve of your methods, they can't argue with your results. This gives you an edge when interacting with or requesting favors from your fellow officers. When making resource or social rolls involving other cops, add a die equal to your Savoir-Faire die to the pool.
Drawbacks: Crossing the Line: At the beginning of each game, the GM starts a "Crossing the Line" tracker with a number of boxes equal to your Hero Factor. Each time you break the rules in a way your commanding officer will likely find out about, check off a box. When the tracker is full, you're called into your superior's office so they can yell at you and threaten to make you turn in your gun and badge. The tracker then restarts with a number of boxes equal to half your Hero Factor (round down). If it fills up again, the sergeant makes good on their threat.
Moves: When the sergeant threatens to take your gun and badge, you can respond by Quitting The Force. If you take this option, you lose access to department resource, but gain 2dLuck Luck points. If you wait until the second tracker fills up, you only get dLuck Luck points.
Restrictions: A character must have a Combat of d6 or higher to take the Tank role.
Perks:
Moves: If you attempt to Take The Hit for an ally, add an extra die to your Armor Rating for purposes of the roll.
Perks:Sample Faction: Loyal Order of Water Buffaloes
The Loyal Order of Water Buffaloes is a very exclusive secret fraternity that provides members a place to enjoy camaraderie and entertainment. They also occasionally engage in charity work and other community activities.
- Restrictions: Any requirements that the character must meet to take the hook.
- Perks: Bonuses and other beneficial special effects that come standard with the hook.
- Drawbacks: Penalties, vulnerabilities, and other unwanted side-effects or consequences that the character gets whether they want them or not.
- Options: Additional perks that the character can access by spending character points or taking some trade-off (such as an additional drawback). CP discounts to specific Tropes and Trademarks are also included in this section.
- Moves: This is something that the character can do during an adventure in order to gain some benefit (bonuses, equipment, information, etc).
Sample Role: Cop On The Edge
You play by your own rules.Restrictions: The character must meet the qualifications for joining the police force, which usually means not having a 0 rating in any Trope or a serious criminal record.
Perks: Grudging Respect -- While other cops may not approve of your methods, they can't argue with your results. This gives you an edge when interacting with or requesting favors from your fellow officers. When making resource or social rolls involving other cops, add a die equal to your Savoir-Faire die to the pool.
Drawbacks: Crossing the Line: At the beginning of each game, the GM starts a "Crossing the Line" tracker with a number of boxes equal to your Hero Factor. Each time you break the rules in a way your commanding officer will likely find out about, check off a box. When the tracker is full, you're called into your superior's office so they can yell at you and threaten to make you turn in your gun and badge. The tracker then restarts with a number of boxes equal to half your Hero Factor (round down). If it fills up again, the sergeant makes good on their threat.
Moves: When the sergeant threatens to take your gun and badge, you can respond by Quitting The Force. If you take this option, you lose access to department resource, but gain 2dLuck Luck points. If you wait until the second tracker fills up, you only get dLuck Luck points.
Sample Class: Tank
A tank is a warrior who wades into battle with the express purpose of drawing attacks from the biggest and meanest bad guys, confident that their hard outer shell will protect them from most of the damage.Restrictions: A character must have a Combat of d6 or higher to take the Tank role.
Perks:
- You get an upgrade or discount on your armor at the beginning of the game. The specific details depend on how the game handles starting equipment.
- When you have to add your Armor Rating to the CD of a roll because heavy armor makes the action more difficult, treat your AR as 1 die lower than it really is (2d6 becomes 1d6, for example).
Moves: If you attempt to Take The Hit for an ally, add an extra die to your Armor Rating for purposes of the roll.
Sample Species: Frog Person
Frog People are intelligent amphibious humanoids who live in underwater cities throughout the world, including off the coast of the U.S. state of Georgia. They look like large, bipedal frogs.Perks:
- Frog People are amphibious, able to operate equally well on land or under water.
- Frog People also have long frog-like tongues that can be used to grab small items that are beyond the Frog Person's reach and to manipulate objects in simple ways.
- Frog People may use the Law of Infinite Fives for rolls that involve jumping or swimming.
- If a Frog Person spends a whole day without immersing themself in water (or at least giving themself a sponge bath), the must make a 1 Challenge Die Health Check. If the roll fails, the character loses 1 Health Level. An additional Health Check is required 12 hours later, and another 6 hours after that. After 43 hours without wetting their skin, the Frog Person must make a Health check every hour. After the first failed Health Check, the character loses 1 level of Nerve in addition to 1 level of Health for each failed roll. For each hour spent submerged in water, the Frog Person regains 1 level of either Nerve or Health.
- Frog People are used to living in the murky depths of the ocean and suffer +1CD to most rolls when exposed to very bright light (direct sunlight, floodlights, etc.)
- A Frog Person's webbed fingers can make some actions that require precise finger movements (playing a guitar for example) difficult, resulting in +1CD to rolls.
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