This is a fantastic playbook. I think it does a great job capturing the feel of playing a character who could be a talented investigator, a blow hard know-it-all, or a strange occultist. Fits right in to Doskvol.
The wording of the context where you can use this special ability feels a bit needlessly ambiguous in a game where these things are codified:
When you roll a dangerous action you may gather info as though you’d
rolled the same result.
I would expect this to say something like, “When you roll a risky action” or “When you roll a desperate action” or maybe even both. Desperate feels appropriate to get what feels like a big benefit. Regardless, feels odd that the specific position isn’t called out.
I love this, feels right at home especially in a playbook where you have few specific combat abilities. For abilities where you push yourself there is typically some rules text that reminds the player:
When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.
Just felt odd that it didn’t include that. Less of an issue in a fan playbook.
Whoa, FOUR fine items? Feels like a lot. Perhaps their very specific uses makes up for that. Might just feel unbalanced since there are only 4 items total as opposed to the typical 6. I expected something like Evidence Gathering Materials, Alchemical Equipment, or Encyclopedic Knowledge among them.
The custom pistol is a nice touch. I immediately want to figure out a way to have it in my enemies hands so I can get the drop on them and deliver a witty retort.
Fine dirt is great in concept but the name, at first blush and still when I look at it, makes me feel like my character has a pocket full of the choicest soil. It feels like you want something less objective than “Fine facts” but I feel like there may be a better word here.
These all feel perfect and I love them.
In summary: after I read the playbook I immediately wanted to take it for a spin. Great work.