====== Coterie Playbooks====== These are used as a collective playbook accessible by all players, and often able to supply replacement characters. The kind of coterie playbook chosen also determines the kind of campaign you will be playing. ===== Breakdown of a Playbook ===== * **Mission Types** - The kinds of missions best suited for this playbook * **[[..:..:play:moves:metatime]]** - Your current stats for its use which include: * Width * Length * Lag * **Paradox** - a flag to remind everyone in the coterie that they have an unfinished paradox usually created with an [[..:..:play:flashbacks|untethered flashback]]. If the untethered flashback is resolved, clear this flag. If a second one is made wlie this flag is checked - everyone in the coterie receives a mark of [[..:..:play:completion]] and then the flag is cleared. * While Paradox is checked - you have no access to [[..:..:play:moves:metatime]] which means everyone must be in the same time period. * **Moves** - Every playbook starts with the moves * Base - the signature advantage of using this as a base * Travel - how you travel in time and space * Recruitment - how you get replacement characters * **Advances** - Flux earned through completing scenarios can be spent to improve this playbook ===== Playbooks ===== * [[Timeship]] - Missions are mostly be related to who they stole it from and the reasons why you did it * [[Shrine]] - the official most often used method of travel/base. It’s there for specific espionage missions with an end goal in mind. * [[Embassy]] - Unlike the first two this is usually stationary. This is for more diplomatic and clandestine missions with lower profiles, often in civilisations of lower Tier. * [[Minute]] - this is inside the main Faction base. Again stationary, but with a lot more access to resources - and the missions are more dangerous and often involving the destiny of the Faction itself.