Barf Forth Apocalyptica
powered by the apocalypse => Dungeon World => Topic started by: ecz on February 17, 2013, 07:36:16 PM
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I would have a suggestion from you...
It often happens in my games that a friendly NPC helps the party giving for free a few of cannon fodder. For example the Captain send two soldiers to join the party to lead the horses, or drive the cart, or make some specialistic job, or just as extra swords.
They are not hired, they are not directly under the leadership of any player, they have specific orders coming from their Captain. Thus they are moved by the GM.
They may have a customized move for the main task, but how I can manage their actions during a combat? Do I need customized moves for combat?
thanks
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Personally, I would either use the rules for hirelings, or otherwise just treat then as Monsters, just Monsters that are directed as allies of the PCs.
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(...) treat then as Monsters, just Monsters that are directed as allies of the PCs.
but ordinarily monsters react to the Moves of the players. how can they react to other monsters ?
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You still make a move when there's a lull, or when people turn to you for an answer. And heck, every once in a while, on a 6- you can give the PCs a break and have one of the nearby allies intercede using one of their moves. After all, you make as hard a move as you like, not as hard a move as you can. Additionally, their moves can be used as soft moves to set up a situation.
Still, thinking about it, I'd more likely just use hireling rules, with maybe a custom bit at the beginning. Something like when the captain of the colonial guard offers you a few spare hands treat it as rolling 10+ on recruit. If the lieutenant offers the hands, treat it as a 7-9. The lieutenant is easily slighted, after all.
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well, if they are just npcs against other npcs, then this thread could be useful:
http://apocalypse-world.com/forums/index.php?topic=2845.msg17155#msg17155
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very useful, thanks.
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I'd suggest using a combination of the Hireling rules, the Monster rules, and a special Move or two for when a PC interacts with the NPC in a certain way. So, here's an example from the charming little village of Gallowdell:
The Old Man
Solitary, Intelligent
Flesh-withering curse (d10, ignores armour) Near
12 HP
Instinct: To protect the people of Gallowdell
- Command the risen dead
- Raise corpses as undead servants
Loyalty starts at 0.
Skills: Arcane assistance, 4. Secret lore, 3. Local renown, 3.
Arcane assistance: When the Old Man assists in the casting of a Wizard spell of third level or lower, the spells effect has greter range, duration, or potency. Unlike normal Adepts, the Old Man can also assist Cleric spells of any level, providing they can be described as Necromancy.
Secret lore: When you Spout Lore after or during a discussion or argument with the Old Man, you take +1 to the roll. Every third time you use this, the GM will also reveal an unwelcome truth.
Local renown: If you are accompanied by the Old Man, all prices within Gallowdell are reduced by 3 coin.
When the Old Man pulls you back from the Black Gates of Death, roll +Loyalty:
On a 10+, that was a close call. You feel your heart start beating again, and the grey fog recedes from your vision.
On a 7-9, you lurch back to life, but something isn't quite right... You've taken on a characteristic of the undead. Choose from the list below.
- Your heart remains still. Your skin is deathly pale and icy cold. Your eyes seem somehow empty and lifeless.
- You feel an unnatural hunger, perhaps for blood, flesh, or souls.
- A terrible fear seizes you, perhaps of sunlight, holy symbols, or fire.
On a 6-, he wasn't quick enough. Your body might stand up, but your soul is in Death's domain.