Roles in Hell or High Water

To survive in the Reach, you'll need a good crew behind you. It's one thing to talk a good game, but without someone to pilot, repair, or protect your ship, you won't get anywhere fast. When the job goes wrong, you'll need someone to patch you up, and someone else to reel in the next client. 

As we saw in my last post for Hell or High Water, the core mechanic of the game is fairly simple. This is done on purpose, as my ultimate goal here is for this game to be something that can be learned quickly, and manipulated over time. To achieve this, the main differences between the roles will be in the ways that they can make use of (or completely change) their own Guideline, and mechanically reward good role-play.

Listed below are the current list of roles, a brief description of each, and an initial sampling of their Role-Specific Moves. At the start of the game, or at periods of rest, a player may spend 1 Coin to gain one of their role-specific moves. This coin represents several days of training and practice to begin mastering a particular skill. They may also spend 3 Coin to learn a move from a different role, though they may only do this twice over the course of a character's career. 

The Mercenary

Guideline Shmideline
At the start of each new job, re-draw your Guideline on any number between 2 and 9. 

Favored Weapon
Describe your favorite weapon. When using that weapon, subtract 2 from your roll. 

Blow the Doors Off
When using force to change the setting, can opt to roll either Hell or High Water.


The Consultant

A Little Extra
When negotiating the terms of a job, roll High Water. On a success, you get paid a little extra. On a failure, you can get a little extra if you do a little extra. 

Nothing to See Here
When you get caught somewhere you're not supposed to be, roll High Water. On a success, you can get out if you move quick. On a failure, you accidentally draw more attention. 

Silver Tongue
When using wit and charm to diffuse a situation, add two to your roll. 


The Pilot

Leaf on the Wind
When piloting a vehicle of any sort, add two to High Water rolls.

Get the Lead Out
When throwing a vehicle into high gear to escape a situation, roll the die (this is neither a Hell or High Water roll). If you roll at your Guideline, you make it out without a scratch. If you roll on the Hell side of the Guideline, the vehicle loses something valuable. If you roll on the High Water side of the Guideline, the vehicle takes damage.

Got it Where it Counts
Vehicles have one extra point of health while you're driving them. 



Keep It Flying
When the ship has dropped below its maximum health and you're working to keep it together, roll High Water. On a success, the ship regains 1 health. On a miss, you get yourself into an awkward spot. 

Discerning Customer
During a period of rest, you can spend coin to purchase new parts for the ship. Each part is either a Weapon (+1 Ship Attack) or Armor (+1 Maximum Ship Health), and costs 2 Coins. Declare what you'd like to buy and roll the die. If the roll matches your Guideline, reduce cost of item by 2 Coins. If you roll on the Hell side, reduce the cost of a Weapons purchase by 1 Coin. If you roll on the High Water side, reduce the cost of an Armor purchase by 1 Coin. 

It's My Baby
When working with a vehicle that you have installed parts on, add two to your rolls. 


When you risk something to protect your ship and crew, add two to your roll. 

Friends in Low Places
Once per job, you can call upon a contact from your past. Name the contact, and roll the die. If the roll matches your Guideline, they were expecting your call, and are happy to help. If your roll is on the Hell side of the Guideline, they have what you need, but you'll need to make up for screwing them over last time. Roll on the High Water side, and they're happy to help, but don't have what you need.