The antihero playbooks were originally finished last spring.
Originally, I wanted playbooks that give a distinctly different feel than the traditional souls, with a darker slant. Coming back to them this week, I could see they needed some editing before release. Specifically, the old version encouraged a cynical play style that doesn't translate well to a team dynamic or frankly, enjoyable characterization.
I decided to rework the antihero playbooks to try and capture that different, darker tone while still making playbooks that work within the team dynamics.
Today, the first revision is complete: the Haunted.
Playbook pdf is here.
Revised antihero creation and advancement rules are here.
(Both are in the main v4.0 folder on Google drive, but these links go directly to them)
No one survives what you survived. A black site ... a wilderness ... a massacre ... a twisted research lab ... what you saw can never be described to anyone. They wouldn't understand, and the ones who spared your life wouldn't appreciate it either. The memories that haunt you cannot be killed or fixed. They come back to you: in a nightmare, in a shadow, in misheard words, in the stare of a stranger on the street. The one that captured you and the angel who saved you might be the same person, or different. Either way, you owe your life to another.