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Hi Martin and All

Thanks for the great suggestions and rebalancing tweaks.  I have run with these and come up with the following.  See how this takes your fancy.  Personally, I'm really liking this character class.  I feel they have a lot of good fun play.


The Messenger: Speedy and Determined


Name: Gonza, Snazz, Kegal, Dram, Brumm, Camber, Jaybar, Voosh, Zoot


Hands: Fidgetty, Precise, Firm

Eyes: Darting, Innocent, Goggled

Frame:  Lean, Wiry, Tough

Legs:  Rapid, Agile, Callused

Mouth:  Quiet, Tumbling, Excited

Heart:  Determined, Dutiful, Exploratory


Starting Feats

This is Interesting: You have picked up a letter, note, or parcel; give is a shake, a sniff, look at it.  What shape is it in?  What’s the address handwriting like?  You gain some insight about the sender or the recipient or the circumstances.  The Tall Person will be able to help you out with what this may be.

Hairbrained Scheme:  Harebrained Schemes: Spend the Focus and explain your plan. If it sounds plausible, you can roll with +2 dice. Otherwise, it can still be attempted at normal difficulty, no matter how impossible.  [From original Playbooks]

Speedy:  Add +1 to your Legs stat.

Wow!  You’re a Messenger?  That’s So Cool!

* How do you keep track of which notes or parcel goes to who?

* Why are you so passionate about delivering messages?

* What are you delivering today?

* What’s driving you to do such a good job delivering messages, letters, and parcels across the whole region?


Advanced Feats

No Matter Where You Are:  Spend the focus to know exactly where another character you know the name of can be found.

Delivery Error:  Spend the focus to deliver something that is bound to annoy or embarrass to a character within the same village or city district.  What was it you delivered?  Who sent it – if anyone?  What effect did it have on the recipient?

Well Connected:  Once per errand you may remember that you know a goblin (or some other outsider to the world of the tall folk) who could help you out.  Describe them.  The TP will tell you how to call them or where to find them, right now.    [From original Playbooks – the Rambler]

The Mail Must Get Through:  Spend the focus to force your way through a physical barrier.  Brush yourself off and explain what feature of the barrier or yourself you exploited to get through.

Speed Sorter:  If faced with an unordered pile of stuff, you can quickly sort through it to find what you want.  Your sorting may not be accurate though,and so if you roll 1 on a D6 you will pull out something nobody needs.  Explain what it is you have extracted and what shape the “sorted” pile is now.

Wait!  I've Got That Somewhere Here:  Somewhere in your many vest pockets is just the right thing for the occasion.  Once per errand you can pull out just the item you need.  Roll D6, this is the number of other totally useless items you need to pull out before you find that right thing.  Describe the odds and ends you pull out and who ordered them.

Unexpected Entry:  Spend the focus to pop up in another location within the same area that will surprise another character.  Shrug and make up a vague answer when anyone asks you how you managed to get there.

Official Papers:  Somewhere on your person you have just the right paperwork.  This adds +2 to any task success where officious looking documents will help.  How did you obtain these?  Are they genuine?

It’s in the Air!  Goal!  How do you do it?  You can throw with spectacular precision most of the time.  Add +2 to any rolls where precision throwing is required.  What’s more, the item thrown will not be damaged.  Blow on your fingertips and polish them on your chest.  Look smug.

News in a Flash.  Once per errand you can an important piece of news to someone. What is the news?  Good News?  Bad News?  We must know.  Explain how you delivered it and how it was received.

Better Than Walking.  You can spend the focus to find a mode of transport that may or may not suit your current need.  Roll 1D6.  If you roll 1 or 2, the mode you have found is not all that useful.  Explain how you came across the transport solution and how confident you are driving it.

There are enough advanced feats here to do a bit of pruning.  It this stage I'll see if I have enough time to whip up some quick illustrations in the same style as the official playbooks.

I look forward to your thoughts and comments.

(3 edits)

I am just now noticing the "goggled" eyes and I love it. I think the tweaks are pretty good, here's a few more thoughts and ideas:

This is Interesting: Maybe rephrase this? "When you pick up a letter, note or package; give it a...". This makes it seem less like the feat gives you a letter note or package? Alternatively you could turn it into one of the "ask the TP" moves: "When you shake, sniff or look at a note, or package, you may ask the TP: What's it contain? Gain +1 dice when you act on the insight."

Apart from that it's looking great. I agree that you may have a few too many advanced feats. You got 11, not counting any extra stat Advanced feats. The usual number is 7+2. That said, I think what I'd scratch in order of "scratchworthyness"

  1. Wait I've Got That Somewhere Here (because it encroaches on the Rowdy's gadget skills)
  2. The Mail Must get Through (because it encroaches on the Rascal's squeeze skill AND Unexpected entry is essentially the same, just funnier.
  3. Well Connected: Because it's a Rambler move and adding more new stuff is always cool. People can always mix and match if they want anyway.
  4. Delivery Error: Because it overlaps with News in a Flash, but the News seems like it has more potential to be useful and/or funny.

Also you are missing a Starting Feat that helps cement the idea at the moment. I think moving one of the Advanced Feats up might help with that. My candidates for that in order of "startingness" would be:

  1. Official Papers because it puts a focus on the "official business" and duty aspects of the messenger. Gives them an air of importance I think that might be fun. In this case the question could be about the form and/or origin of these papers?
  2. It’s in the Air!  Goal! because throwing things probably comes in quite handy. (Oh "Air Mail" would be another fun name for the feat!)
  3. Better Than Walking because they are all about covering large distances and that gives you access to fun shenangians

Hope that helps!

Thanks Martin

I was hoping you'd give me some guidance on which to drop and how to balance the feats between starting and advanced.  Thanks heaps for that.

"Air Mail" is a great name for the "It's in the air!  Goal!" feat.  I've gotta get that one in there.

I'll do a shift around, make up some quick sketches, and drop it into Inkscape for a pretty document.

Thanks again for the excellent suggestions and guidance.

Hi Martin

Phew!  Starting to squeak close to the close-off but here is the latest edition of the Messenger class.  I've taken the liberty of coming up with a new advanced feat to make up the numbers after removing the feats that were close to others.  The new feat "Job Well Done" is intended to work with the whole duty idea, and also link it to helping others.  I feel it may be a bit over-powered.  See what you think.  Otherwise it's all looking pretty good and well balanced thanks to your recommendations.

The Messenger - Speedy and Determined

Name: Gonza, Snazz, Kegal, Dram, Brumm, Camber, Jaybar, Voosh, Zoot

Hands: Fidgetty, Precise, Firm

Eyes: Darting, Innocent, Goggled

Frame: Lean, Wiry, Tough

Legs: Rapid, Agile, Callused

Mouth: Quiet, Tumbling, Excited

Heart: Determined, Dutiful, Exploratory

Starting Feats

This is Interesting:  When you shake, sniff, chew, or examine a note, or package, you may ask the TP for an insight about the package or its contents.  Gain +1 dice when you act on the insight.

Hairbrained Scheme:  Harebrained Schemes: Spend the Focus and explain your plan. If it sounds plausible, you can roll with +2 dice. Otherwise, it can still be attempted at normal difficulty, no matter how impossible.  [From original Playbooks]

Official Papers:  Somewhere on your person you have just the right paperwork.  This adds +2 to any task success where officious looking documents will help.  How did you obtain these?  Are they genuine?

Speedy:  Add +1 to your Legs stat.


Wow!  You’re a Messenger?  That’s So Cool!

* How do you keep track of which notes or parcel goes to who?

* Why are you so passionate about delivering messages?

* What are you delivering today?

* What’s driving you to do such a good job delivering messages, letters, and parcels across the whole region?


Advanced Feats

No Matter Where You Are:  Spend the focus to know exactly where another character you know the name of can be found.

Speed Sorter:  If faced with an unordered pile of stuff, you can quickly sort through it to find what you want.  Your sorting may not be accurate though,and so if you roll 1 on a D6 you will pull out something nobody needs.  Explain what it is you have extracted and what shape the “sorted” pile is now.

Unexpected Entry:  Spend the focus to pop up in another location within the same area that will surprise another character.  Shrug and make up a vague answer when anyone asks you how you managed to get there.

Air Mail:  How do you do it?  You can throw with spectacular precision most of the time.  Add +2 to any rolls where precision throwing is required.  What’s more, the item thrown will not be damaged.  Blow on your fingertips and polish them on your chest.  Look smug.

News in a Flash:  Once per errand you can give an important piece of news to someone. What is the news?  Good News?  Bad News?  We must know.  Explain how you delivered it and how it was received.

Better Than Walking:  You can spend the focus to find a mode of transport that may or may not suit your current need.  Roll 1D6.  If you roll 1 or 2, the mode you have found is not all that useful.  Explain how you came across the transport solution and how confident you are driving it.

Job Well Done:  Whenever you deliver an unbroken item to the right recipient, roll D6.  On a 6 you get the happy glow knowing you’ve done a good job.  Remove an impairment if you have one, and the next time you help someone, they can add +2 to their risk roll.

Like Lightning: Add +1 to your Legs stat.

Pin Point Accuracy: Add +1 to your Hands stat.