Barf Forth Apocalyptica

barf forth apocalyptica => Apocalypse World => Topic started by: DWeird on January 05, 2012, 01:16:45 PM

Title: New Playbook: The Abacus
Post by: DWeird on January 05, 2012, 01:16:45 PM
So I wanted to do a playbook that toys with the definition of Cool as "rational" for a while now. This idea has been tossing around in my head for a while now, but only recently the general idea "clicked."

You know James Bond, right? So that's basically a Battlebabe. James Bond is cool because he is the master of his sexuality, which in turn makes him a master at killing things. Sex and lives don't matter to James Battlebond, that's why they're easy things to take.

Now, I'm interested in the converse - someone who achieves control of his life not by mastering their sexuality (or emotions in general), but by by suffocating it, removing it from their lives altogether. So, Leon, the dude from Equillibrium, and such. They're dudes who are cold, calculating, professional but who don't necessarily *want* to be such. So if there's any ideas or criticism, keep the general thrust of the idea in mind, okay?


Names:

Joe, Gray, Moss, Pierce, Case, Jules, Mirth, Rain.

Adams, Bach, Carter, Evans, Young, Thomas, White, Price.
 
QED, Once, Boss's Man, Mirror, Thirteen, Pi, Carver.

Looks:

Man, Woman, or concealed.

Formal wear, vintage wear, utility wear, casual wear, signature wear, or luxe wear.

Concealed face, sharp face, stern face, scarred face, striking face or featureless face.

Deep eyes, dead eyes, calculating eyes, wise eyes, weary eyes.

Tall body, wiry body, crippled body, hard body, or fit body.

Stats:
Cool+2 Hard-1 Hot-2 Sharp+2 Weird+1
Cool+2 Hard0 Hot-1 Sharp+1 Weird+1
Cool+2 Hard+1 Hot0 Sharp+1 Weird-1
Cool+2 Hard+2 Hot-2 Sharp+1 Weird-2

Hx:
(needs work)

Moves:

Thorough - for every 2-harm you inflict, choose one of the following:
* You break something important.
* You learn something (get 1-hold for read a person/sitch)
* You keep your target from escaping.

Like a ghost - always ignore gang size bonuses. Also, when going for the leader in a battle, roll +cool. On a 10+, you're there ready for a perfect shot, on a 7-9 you're there ready for a shot, but you risk exposure.

Aware - roll +cool instead of +weird to open your brain.

Eye for detail - get a +2 bonus instead of +1 for read a person.
Tools of the trade - get a workshop and stock for making hi-tech weapons or explosives.
Lethal - whether using a weapon or not, always do at least Cool-harm. If there's a weakspot you know of, also do ap-harm.

Special move:
When you have sex, you lose your control. Your partner can have you wake up anyplace they want, good or bad.

Advancement: The usual, details pending, plus:
Retire as a threat.
Cool+3.
Title: Re: New Playbook: The Abacus
Post by: Christopher Weeks on January 05, 2012, 02:56:59 PM
I'm not sure I really get the type that this playbook is producing.  But it feels like a one-trick (combat: battle, especially) pony.  Is that intentional?

Also, if I'm thorough and some other PC is attempting to seize by force control of the battlefield, how does their right to take definite hold and my right to keep them from escaping interact?  I can imagine scenarios where both things happening makes good sense, but also situations where one precludes the other.

Is eye for detail supposed to alter reading a sitch?

I like retire as a threat
Title: Re: New Playbook: The Abacus
Post by: Krippler on January 05, 2012, 06:10:45 PM
Any special reason why the Abacus can't look transgressing or ambigious?
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 08, 2012, 02:59:47 PM
Lack o' genders - no reason other than me forgetting. Consider them added. Eunuch too, maybe?

Christopher, yes and no. An Abacus is supposed to be very dangerous if you're alone in a room with him, not that good in direct combat (think of the times that an "I attack him!" is resolved not by go aggro or seize by force, but by acting under fire of getting caught, and you get a good idea of ), and also good at getting and acting on information.

The getting and acting on information is not really there from the moves as is! I'd love something that would interface with either Aware or Eye for Detail (or just generally having read-hold), but haven't thought of anything good.

Oh, and yeah. Eye for Detail is for reading people, not sitches. An Abacus has difficulties getting people to do what he wants, but he understands them quite well.

I'm not fully happy with the last pick for Thorough - the player-to-player thingies are always an issue regardless of the move in AW, and they get worked through by paying closer attention to what exactly is going on in the fiction. There is a problem in that it runs against the AW principle of letting the other player have a choice in the matter though, I guess? It creates a roadblock and not a pricetag for an action.

Thorough as a move idea I like, though - it lets an Abacus learn about an opponent... And also doubles up as a lot more violent version of a Brainer's Deep Brain Scan.

As for 'getting' the Abacus... Yeah, it's difficult, right? There's nothing on the sheet as is that says what an Abacus *does* in the fiction, which all of the other AW default playbooks cover.

What I'm imagining is mostly this: there is a warlord or some other person of power in the setting, and the Abacus is his problem-solver. He either 'solves' problems by direct application of murder, or is the guy the warlord asks for advice ("and, as you can see from this chart, that's how many slaves you need to kill to solve the insufficient food problem"). Whether or not he likes that is another question, but solving problems for someone power is his function.

I'm thinking that maybe I should add a 'Employer' section to the sheet, which will show what kind of boss and work responsibilities the Abacus has. Should all something be highly profitable, but very grey-black on the moral spectrum.
Title: Re: New Playbook: The Abacus
Post by: Christopher Weeks on January 09, 2012, 04:52:09 PM
I'm still tripping over eye for detail.  Since reading a person doesn't confer a +1, what does this modification of it do?
Title: Re: New Playbook: The Abacus
Post by: SoylentWhite on January 09, 2012, 05:31:52 PM
I'm still musing over it, but I did want to say, based on what you've said, I very strongly support the idea of having an area for 'Employer' (or 'Boss', or whatever).  Having a boss seems like a key concept for this character, so it makes sense to treat it as centrally as the Maestro's business, so you can end up with stuff like:
'At the beginning of each session, roll +cool . . .'
and you select options for surplus and want, like:
Surplus
+Open-handed
+Pliable
+Violent
Want
+Panicing
+led astray
+flights of murderous fancy

Or whatever.
(Obviously done through options, like 'Your boss thinks with his fists.  Surplus + violent.  Want + flights of murderous fancy.', etc.)

But I will say that Like a Ghost and Lethal alone make them arguably more dangerous than a gunlugger (unless Lethal applies before armour, but even then, thorough can deal with that pretty easily).  (This is mostly Like a Ghost.  It's like the Gunlugger's NTBFW on jawjack, with a nice bonus on top.)

In fact, Thorough concerns me just for the sheer 'fuck you' factor it can give to other PCs who are highly dependent of 'stuff' for effectiveness/fun (drivers spring to mind, but gunluggers and a few others as well)

Like I said, I'm still mulling it over, but, at least as I understand your concept, you seem to have waaaay more in the way of directly battlefield-related moves than I would.  Not that I'd recommend stealing them, but the Tribal's 'Bushwack' or the Ruin Runner's 'They'd be crazy to follow us in here' seem like much more along the lines I would expect - using planning, cunning and forethought to win a fight, rather than pure brute force.

Also, your last stat line seems one short.  Deliberate?

Regardless, interesting.  I'll see where this one goes.
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 09, 2012, 08:35:20 PM
Waaait, reading a person doesn't confer a +1? News to me.

Like a Ghost has problems, yeah. My original intention was to just say "you never fight gangs, just people", to illustrate the personal nature of violence for the guy. But that's weird because getting shot by six 2-harm pistols can be worse than getting shot by a 2-harm small gang.

How about this?

Like a Ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted. On a 7-9, one of them notices you - either hightail it or trade fire.

This preserves the thematic core of the move, but makes it a less roll-for-results-alone and more of a longer setup thing, possibly influenced by other players' moves, too. You need to get hidden, which will usually call for an under fire roll, and opposing player characters (but not NPCs) will be able to render the "appear from nowhere" prerequisite null by a simple read the sitch roll. The move itself is now basically a version of act under fire, with the only change being from "the rules allow this interpretation" to "you can totally do this."


Lethal isn't that powerful, really. 2-harm (or 3-harm after two advancements) isn't really that high, and the ap-thing is just a rule that's already around (if you shoot someone in their exposed face, their body armor doesn't help). Plus, it still needs another move to actually inflict the violence. Dangerous on a character a few advancements in, but then again, isn't everything?


Thorough I like! It's all about the Abacus changing the world or learning about it by making it worse. The move has its problems, but "break something important" is actually one of my more favorite bits. "Break" doesn't mean "destroyed", after all. Oh, and yeah, you actually have to *inflict* the damage done, so if armor negates it, tough luck for the Abacus.


That statline is a miscalculation, thanks. Should be, say, Cool+2 Hard+2 Hot-1 Sharp+1 Weird-2.


Tools of the trade I think I'm just going to get rid of, by the way. Abacus is not about guns nor making them.


Which means I need a replacement move.
Title: Re: New Playbook: The Abacus
Post by: SoylentWhite on January 10, 2012, 08:07:49 AM
Not my argument, but I would point out that yes, read a *sitch* gives +1, read a person just gives info.

Updated Like a Ghost: massive improvement thematically.  I stand by my assessment that straight-up fighting is the gunlugger's domain.  This really demonstrates the difference between their styles.
Unfortunately, I fail to see what this move allows that 'act under fire' doesn't.  The only difference this move seems to make is to say 'if you don't have this move, you can't ambush', which is silly.

The way I read lethal (but I fully appreciate that there are 2 ways of doing so) is 'Abacus (with 3 Cool) stabs using a knife (2-harm) person B.  Person B has 1-armour.  Therefore, Abacus inflicts 1-harm, upgraded to 3 by Lethal.'
I fully admit my views are biased by having played a gunlugger with an AP assault rifle, but that is truly monstrous, and pushes the character up to the battlefield effectiveness of a Gunlugger, as well as them having other schticks.  And, to my mind, it shouldn't.  Gunluggers are about being the kings of the battlefield, abacuses (abaci?) are about solving problems through whatever means necessary (correct me if my interpretation is wrong).
I should point out that I do really like the 'if you know a weakspot, do AP' part of the move - that really plays up the 'uses knowledge and planning to fight' part of the character.

'Thorough', to me, is like looking up at the sky on an overcast day.  There's 'something' (the sun/a good idea) there, I just can't quite see it clearly at the moment.

I think my problem is conceptual.  Looking at the playbooks, consider their concept and domain.  It's *tight*.  Each has a definite area.  Everything ties into that, and each is distinct.
This, I like the concept as I read it, and some of the moves tie into it really well, but there is fat that needs trimming (as you've started to do, with removing 'Tools') and you've really only focused on one part of the concept - killing.
I don't want to hijack your playbook, so feel free to ignore this, but a defining feature of this concept is he has a boss, so where's the move 'when trying to convince someone to follow a plan of yours, roll +cool instead of +hot (or +Hx for PCs, and they gain XP if they do on a hit),' or anything along those lines?
If you want to go wilder, there's the possibility of 'when you have information and time, you can treat a threat(/front?) as a person and read them.'
I haven't balanced/thought these ideas through.  But for my understanding of the concept, more non-combat-specific moves are what is required to make it more consistent between fluff & crunch.  You may disagree.  But those are my thoughts at the moment.
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 10, 2012, 09:21:09 AM
Naw, Lethal is comparably weaksauce (aside from the possible ap tag). You do the cool-harm as normal and then it gets modified by the armor as usual (unless the ap rule applies). It doesn't really do much in regards of increasing an Abacus mechanical killitude, as 2-3 harm is already baseline harm for most weapons.

What it does is make the Abacus impossible to disarm, and he can do cool things like kill dudes with bare hands or random household objects. It's a lot like a Battlebabe's Impossible Reflexes in that regard - it gives a bonus that's already covered by Battlebabe gear, but is thematically apropriate and has a few possible uses in the fiction.

The current iteration of Like a Ghost is exactly like a specific interpretation of Acting under fire, yeah. Generic acting under fire is very much a "it depends" move, though, and Like a Ghost tells you "hell yes, you can do this." It's a bit like taking an optional move and making it a playbook move instead (like the Maestro'D does). Here's a small change to further clarify the general idea here:


Like a Ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted and inflict harm as appropriate. On a 7-9, one of them notices you - either hightail it or trade fire.


An Abacus shouldn't very good in a battlefield, but he should be good at killing, which is different. As far as I can see now, an Abacus *can* be as good at violence as a Gunlugger is, but to achieve that, it will usually take him two or more moves to a Gunlugger's one - an Abacus needs to set up properly for violence, hide and learn the opponent's weaknesses, the Gunlugger does not.


Oh, and I'm thinking about about the Employer section, but haven't yet picked how exactly that will work.
Title: Re: New Playbook: The Abacus
Post by: Christopher Weeks on January 10, 2012, 09:55:27 AM
Waaait, reading a person doesn't confer a +1? News to me.
Is this something we need to talk about more or are you good now?
Title: Re: New Playbook: The Abacus
Post by: Paul T. on January 10, 2012, 02:49:09 PM
Seeing the "thorough" move makes me think this is a guy who uses violence to extract information.

So maybe he's got some kind of interrogation chamber-type space, and the move might belong there?

I also like the idea of "thorough" but am not 100% sure of the implementation.
Title: Re: New Playbook: The Abacus
Post by: SoylentWhite on January 10, 2012, 03:19:10 PM
Right.  Objection to lethal removed, then.  But I feel it's important to just add the note '(before armour)' to the description.  It's ambiguous otherwise, and makes a *huge* difference.

Also, now happy with 'Like a Ghost'.  No further changes suggested.

Eye for Detail, aside from the mechanical problems, seems opposed to your 'has difficulty getting people to do what he wants' concept, since that's exactly what it's used for.

You still need a replacement for Tools of the trade.  So, what did you think of my two rough move ideas?  Any good?

Still chewing on 'Thorough'.
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 10, 2012, 06:25:13 PM
Yeah Christopher, I'm good. I'll think of a variation for Eye for Detail, then. How about this:

Bloodhound - all you need to read a person is something personal of theirs, they don't need to be near you.

Less mechanically useful, more fictionally useful. Not in love with the name - the meaning fits perfect, but putting 'blood' in anything makes it about something visecral, which an Abacus is not. Ideas?

(Oh, and - The Scholar playbook has a very similar move. I've actually thought of the general gist of the idea independently, but the Scholar was certainly the first to put it in a playbook!)


Here's the new wording for Lethal - whether using a weapon or not, always inflict at least Cool-harm, before armour. If there's a weakspot you know of, ignore that armour and do ap-harm instead.


For the Tools replacement move... Wanted something that depends on a relationship with someone else (possibly a PC). Something like the Savvyhead's Oftener right, but not really:

Problem solver - as long as you're doing your job, when someone who employs you gets profit in barter, they get +1 barter. When you get paid, you get +1 barter too.

Might get the Abacus easier to find a new job after his old boss inevitably bites it, and explains why he gets employed, too. Barter's not always really a good incentive for players, though... And "doing your job is vague", as it's not clear when you fail at doing your job.


Here's the problem with Thorough, I think (thanks for the observation, Paul - that was what jostled me into this insight):

It's a move like Merciless or Bloodthirsty are moves, which is to say... Not really a move. It's not at all clear what's changes in the fiction when it applies, and it has an insanely wide area of application, because it's an addon to any actual violence move you can make.

For example, when I was thinking of Thorough, I thought of three possible situations where I'd like it to apply - a fair fight, a bloody interrogation, and demolishing a building with explosives. The result - the move is wishy washy, and does two things where it should probably be doing one. First, it allows the Abacus to basically score "critical hits." Second, it allows the Abacus to learn stuff from someone by hurting them.

I like both of these two things. The fictionally-defined damage one I like because I like fictionally defined damage. Violence can be fairly easily forgotten after it happens in AW, but a run in with an Abacus leaves scars. The learning by hurting I like because it says something about how the Abacus approaches the world - method, not trust. Not sure how I get them yet, though.
Title: Re: New Playbook: The Abacus
Post by: Paul T. on January 10, 2012, 08:47:02 PM
Yeah Christopher, I'm good. I'll think of a variation for Eye for Detail, then. How about this:

Bloodhound - all you need to read a person is something personal of theirs, they don't need to be near you.

Less mechanically useful, more fictionally useful. Not in love with the name - the meaning fits perfect, but putting 'blood' in anything makes it about something visecral, which an Abacus is not. Ideas?

I love the move!

I would call it, "Sherlock".
Title: Re: New Playbook: The Abacus
Post by: SoylentWhite on January 11, 2012, 08:06:55 AM
Violence can be fairly easily forgotten after it happens in AW, but a run in with an Abacus leaves scars.
The Abacus is the rust monster of Apocalypse world.  Always hated those gits.

I like Bloodhound.  (The move, not the name.)

The problem with problem solver is that 1 barter is not an inconsiderable amount of money.  It's a month's reasonable living expenses.  Being able to make money from 'nothing' (effectively) makes sense for a Hardholder with the resources of the hardhold available, less so here.
Plus, I don't find barter or getting paid interesting.  Oftener right encourages something that perhaps characters wouldn't do otherwise (ask for help).  But paying poeple for work is something they'd do already.  It doesn't add anything to the narrative.  You seem to have dismissed my 'putting forward a plan' move as an alternative, and I don't have anything better to put forward yet.  Maybe later.
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 11, 2012, 10:44:46 AM
Paul - heh, yeah, that's exactly the inspiration. But I'd like it to be something that the Abacus or people around him would say (compare: "Oh shit! He's like a fucking ghost!", or "Yes, well. I'm thorough"). Easier said than done, of course.


I've thought about various plan/manipulation moves, but there's a problem with plans - they're only really interesting when they fail. I'd rather have planning be something that emerges from the fiction - the Abacus needs to hide and know stuff for his moves to work, so he examines places and researches stuff. Plus, I'd rather have the Abacus manipulation-weak. "Sucks at people" is his big glaring weakness, after all.

The idea behind Problem Solver is that the Abacus, in whatever his responsibilities are exactly, is a touch above as a hired professional, and so helps his employer prosper. That's where both extra barter for the employer and fatter paycheck for the Abacus come in.

Not that good a move though, I agree.

Okay, so. I thought I'd maybe split Thorough into two moves -

Making it count - any time you inflict at least 2-harm, you can choose to also cause some lasting pain or break something important.

Thorough - any time you take the time or effort to really hurt someone take time or effort to closely observe someone seriously hurt, roll +cool. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to ask questions:
* What weakness does your body exhibit?
* What are you hiding from people you trust?
* What would you die for?
* What do you usually do to dull the pain?

The questions are either physical things you find out by watching how a body reacts to pain, or uncomfortable truths a person reveals when they're pushed to the limit. Pushes any session with an Abacus into fairly dark waters, but, uh, lets say that's a good thing.

Or heh, not necessarily. I looked at the new Thorough move again... And it's basically like any House MD episode. Made a slight change to reflect that insight.
Title: Re: New Playbook: The Abacus
Post by: SoylentWhite on January 16, 2012, 08:06:46 AM
While waiting for boss rules, I think it might be helpful to go over the moves one by one and see what behaviour each one promotes in the character.  Then we can see if that's what you want them to be doing.

Making it count - any time you inflict at least 2-harm, you can choose to also cause some lasting pain or break something important.

This makes them a nuclear weapon.  Not in the sense that they can kill anything, but the political deterrant factor - you may kill them, but unless you do so with overwhelming force, they will cripple you in return.  Therefore this encourages other people to avoid engaging the abacus and for the abacus to throw his weight around, since no-one will want to take him down.


Thorough - any time you take the time or effort to really hurt someone take time or effort to closely observe someone seriously hurt, roll +cool. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to ask questions:
* What weakness does your body exhibit?
* What are you hiding from people you trust?
* What would you die for?
* What do you usually do to dull the pain?

Once you've tortured someone, you don't tend to let them live to get revenge (and none of the questions, bar maybe 'what are you hiding' cover stuff still useful post-mortem), so this mostly encourages studying those that are already wounded.  Once you've done that, it encourages a manipulative social game, using their weaknesses to get them to do what you want.
It should be noticed, that with 'read a person' advanced, this becomes less useful (though not useless, 12+ rolls aren't that common, even with +3).


Like a ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted and inflict harm as appropriate. On a 7-9, one of them notices you - either hightail it or trade fire.

Encourages a very hit-and-run style of fighting.  Also adds to the deterrant factor of 'Making it count', since a victim can't even use their gang for protection.


Aware - roll +cool instead of +weird to open your brain.

Encourages more brain-opening.  Always good.


Bloodhound - all you need to read a person is something personal of theirs, they don't need to be near you.

The 'read a person' questions are:
is your character telling the truth? - N/A (not saying anything - they're not there)
what’s your character really feeling? - N/A, unless you go for a general 'mood of the day', which is less useful (but not useless in some circumstances)
what does your character intend to do? - makes you act more informedly.
what does your character wish I’d do? - ditto.
how could I get your character to __? - and again.
So, basically, the 3 bottom questions are much more applicable/useful in this circumstance, and they all help the abacus be more informed about circumstances and act knowledgeably.


Lethal - whether using a weapon or not, always inflict at least Cool-harm, before armour. If there's a weakspot you know of, ignore that armour and do ap-harm instead.

Only attack an opponent you've researched.  Be un/underarmed so as to appear less threatening without significantly affecting your lethality.


Special move:
When you have sex, you lose your control. Your partner can have you wake up anyplace they want, good or bad.

Only have sex with someone you really, really trust.  Even then, only maybe.  In other words, don't have sex.
Of course, if you want to get to a secret moonbase, this is a good way . . . (j/k)


Are those the behaviours you wanted?  Are they consistent with the fluff?
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 16, 2012, 11:23:50 AM
Thanks, that's very useful to me. Yes on all counts, but I feel like I should explain Thorough better.

I don't think a torturer (or someone who really knows human pain) is necessarily going to be able to get information he wants from the person he's hurting. He is, however, going to be able to find out the weakspots in his victim's psyche. This is both a real life belief, and a game mechanic that protects player characters.

What Thorough does, then, is not resolve the whole interrogation scenario, but set it up. That's the thing that makes a post-torture interrogation a viable thing as something that can be played, I think. Difference 'tween "you've been tortured and this is what you told them" and "you're stuck in a small room with this man who has been hurting you and knows more things about you than you do."


This is a kind of idle wonder moment, but... I think the Abacus is kind of set up to be an antagonist. I mean, not necessarily, but it is much easier to create a character that other people love to hate than anything else. He couples brainer-like asshole moves, but will also (unlike the brainer) have an asshole starting situation, working for someone highly unlikable.

Which... Might be a good thing? One of my favorite AW campaigns actually happened with fairly adverserial PC relations, and after a certain point it's really hard for an MC to provide anything of the like in NPC form.

Edit:

Oh, and yeah, a thing about the sex move!

So the thing about the sex move. An Abacus starts out dangerous and difficult to approach and completelly untrusting of people. It is perfectly legit to stay that way throughout the game, more power to you!

But, say, you want to play against this thing that you're stuck in, you want to be close to another human being. That is cool, that is totally something I want you to do. I made the playbook so you could do that. But? Nothing in the playbook helps you do that, and a lot of stuff, the sex move especially, hinders it.

So when an Abacus does get a real relationship, it'll totally be a thing that's important. Or when an Abacus tries to get a relationship and has his worst fears confirmed instead, it'll totally be a thing as well. Or when an Abacus tries to get a relationship but still wants there to be *walls* between him and the other person, it will also be a thing.

That sex move doesn't look the part, but it is the heavy-duty lifter of the playbook. It is, in fact, the one thing on it that I am most proud of.
Title: Re: New Playbook: The Abacus
Post by: SoylentWhite on January 17, 2012, 07:46:53 AM
Thorough *makes sense*, but if you have tortured someone and then let them go, I think you'll need a *very* good reason for them not to dedicate their life to ending yours.  And then they'll just dedicate their lives to getting around the reason.  Not only for revenge, but also you know too much about them.

Does the boss have to be unlikable?  I mean, quite a few PCs will be out for #1, so a boss interested in having a communistic hardhold, where everyone is equal and life is fair (in theory) is likely to be a serious threat without being unlikable.

But I see no problem with the character being set up with a black hat.  I don't quite agree with it, but I read somewhere (on these forums, I think) someone opine that all of the core playbooks were Lawful Evil on the D&D scale, apart from Battlebabes who were Chaotic Evil. 

And I got what you were going for with the sex move, but I wanted to purely cover the mechanical direction of force.  Narrative direction comes mostly from the player, after all.
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 17, 2012, 05:29:38 PM
They don't have to be unlikable, no. But by definition they have to be the kind of person who has a professional hitman in constant employment. "Inevitably" in the my sentence before meant that there's a strong drive for it due to fictional reasons, not that you will necessarily have to pick what kind of unlikable your boss will be at chargen.
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 20, 2012, 06:04:54 PM
Abacus introduction:

"Constants remain. There are zeros and there are people who count.

And then there is the Abacus, the one that does the math. Like those wires upon circuits in the Golden Age, doing that one thing he is told to do, always calculating, always performing. Machines of old might have been more spark than the Abacus now, counting nothings and zeroes by their own fingers, all slow and thorough, but see him work? You wouldn't tell a difference."


And the boss section I'm still working on, will maybe need to look at at the way gangs are done.
Title: Re: New Playbook: The Abacus
Post by: DannyK on January 30, 2012, 02:38:19 PM
I was very dubious of the Abacus at first, but the boss stuff has fired my interest.  I think there's a nice archetypal role for the violent fixer who follows the boss around and takes care of stuff for him.  He's sort of a human pit bull, someone who's traded in his individual agency and conscience for obedience and efficiency.  Like Luca Brasi in The Godfather, or Darth Vader in the first couple Star Wars movies.  I've always enjoyed playing this kind of character in RPG's, so I'm very interested in this take on the Abacus.  

If you do TVTropes, he's The Dragon.  They come in two varieties, the clever ruthless administrator and the slow-witted heavy.  Either way, they do the dirty work for the boss and are ruthlessly loyal.  Their destiny in most fiction is to die in the service of their boss (Luca) or to turn on their boss in extremis, and die (Vader).  

So I think that's the archetype the Abacus could legitimately fill. I think the playbook needs to play up the loyalty and dependency of this character on the boss, and give it mechanical teeth, like it's Acting Under Fire to disobey a direct order from the boss.  You've given up your soul to the boss in exchange for power and privilege, and the devil will have his due.  Maybe there should be specific rules for going against the boss besides that, similar to how D&D Paladins lose their mojo if they go too far.  

So the guidelines for creating an NPC Boss need to be fairly nasty, I think, so the Abacus' player can't pick a kindly old honorable warlord to work for and call it a day.  If the Abacus' boss is another PC, say the Hardholder, do you think we can rely on the player's innate deviltry to make life difficult for the Abacus?

Also, maybe it's late in the day for new moves, but since the Abacus has lousy Hot, I was thinking of a specific, narrowly defined Move called "The Boss Said So" where the Abacus could enjoy a bonus to Seduce/Manipulate rolls only when claiming to be expressing the boss' direct order.  Or maybe the Abacus just needs to get things done with Go Aggro and leave it at that.

EDIT: Ooh!  Count Rugen in Princess Bride is a prime example, too!  I also note that often this type of character has some oddity or obsession of their own: Vader has the Force, Rugen has his obsession with pain.  I don't know that this needs to be in the playbook, unless maybe mentioned in gear that the Abacus has a prize posession of some sort with great monetary or symbolic value.  And there's Winston Wolfe from Pulp Fiction, with his coffee fetish.
Title: Re: New Playbook: The Abacus
Post by: DWeird on January 30, 2012, 05:55:35 PM
Wolfen is magic. I'd love to play a guy like that, but there isn't much in the way of reprecussions in AW to consider building a whole playbook around his abilities.

I'm not a fan of inward-pointing moves. AW has different tools to establish starting psyche of characters, and for me, that might be Hx questions. I'll frame all of the "Abacus's Hx with you" questions in terms of the character's relationship with the Abacus's boss, like so:

"On your turn, tell everyone else Hx+1. Everyone knows who you work for.

On the others' turns, choose 1, 2, or all 3:

One of them took something that belongs to your employer. Whatever number that player tells you, write Hx+3 instead.
One of them has your employer's favour and you don't understand why. Whatever number they tell you, give it -1 and put in on your sheet.
One of them has helped you with your employer's problem before.
One of them has your employer's favour and you don't understand why. Whatever number they tell you, give it +1 and put in on your sheet."

Paints a picture, don't it?
Title: Re: New Playbook: The Abacus
Post by: Daniel Wood on January 31, 2012, 04:20:48 AM

I understand that you consider the sex move to be crucial to the playbook, but I really don't understand what it is supposed to represent in the fiction. Why does your character wake up somewhere else? Like, does she sleepwalk? Does whoever she slept with move her around while she's asleep? Does she go on some sort of hedonistic rampage of pure id?

I feel like, because of this, that I also don't understand what the control is, or is of, and so I don't understand what it looks like to lose it, or why the partner is the one who gets the control instead. It sounds like the Sex Move is supposed to be telling me something really important about the playbook, but all it's telling me is 'don't have sex, because it won't make any sense'.

And since none of the other moves really seem to address the sort of control the Sex Move is addressing, they don't help me understand it either. Like if the Sex Move was 'you lose control. Your partner gets to ask one of the questions under Thorough, and once you tell them the answer you know they know.' -- that fits into the character in a way the current sex move doesn't, because it turns the tables on the obvious sort of control that The Abacus exhibits: control of information, specifically information about people's weaknesses.

It also sounds like you want the player to be tempted by the sex move -- because the character secretly craves intimacy, but knows that intimacy is dangerous. But to me there isn't a lot of intimacy in controlling where I wake up -- whereas there is a ton of intimacy in having to confess secrets about myself, because it simultaneously makes me vulnerable AND creates even greater intimacy. It's about revealing who I really am to somebody, and that seems very tempting to a character who a) is very closed off but also b) has this intimate knowledge of others, and understands them (as someone said elsewhere) better than they understand themselves. What torturer -- and I mean, what torturer who is in some way involved in the mythology of 'torture', the idea that it somehow reveals truths about the victim -- doesn't secretly want to know what they themselves would reveal if the positions were reversed?

Anyways I don't mean to push so strongly for my Thorough-mirror rewrite of the move, only to provide an example of what I mean by having the 'loss of control' that the Sex Move describes be more recognizeable in terms of the rest of the book. If all the other moves were about controlling somebody's location, or restricting their movement, or always being aware of where they were... then the Sex Move's loss of control would probably make more sense to me.




Title: Re: New Playbook: The Abacus
Post by: Chroma on February 01, 2012, 08:59:47 PM
Okay, after watching the latest episode of Archer, I wanted to suggest this playbook be called "The Accountant", and came up with this intro text:

In the Golden Age, the bosses had guys to cook the books and crunch the numbers.  Nowadays, there ain’t nothing left to crunch but the bones and no books left to burn, let alone cook.  But there’s still bosses and there’s still those that owe ‘em.

And there’s
still fucking fools who think they can get away without paying.  You’re here to make sure the accounts are balanced, even if payment is a hunk of bloody flesh.  You can calculate what needs to be done, which buttons to push, and where to apply leverage to be able to stamp those fuckers “PAID IN FULL.”  

That’s why the boss sent you.


Thoughts?
Title: Re: New Playbook: The Abacus
Post by: DWeird on February 02, 2012, 03:21:05 AM
Yes.

Goddamnit I'm happy. I need to watch that show.


[Minor style things that I need to say but don't want to detract from how in tune you are with the direction my gut wants to take this:

I love your writeup, much more than my own. But! I'd like to keep it stylistically consistent with Vincent's playbooks, and it addresses 'you' differently. Except for one case that I know of (So there you go, Chopper. Enough for you.), playbook writeups are not directed at the player's character, they're directed at the player as if he was living in the apocalypse himself. And even if it is, then this would be the Abacus addressing himself, telling himself and his player why he does the job, right? Though, in my mindspace, Abacus is not a guy who says 'fuck' much - swearing like a sailor is for persons without control.

So tell me if these changes rub you wrong:

"In the Golden Age, the bosses had guys to cook the books and crunch the numbers.  Nowadays, there ain’t nothing left to crunch but the bones and no books left to burn, let alone cook.  But there’s still bosses and there’s still those that owe ‘em.

And there’s still fucking fools who think they can get away without paying.  They're wrong, of course - boss's accounts always get balanced, even if payment is a hunk of bloody flesh.  They've got a man for that sort of job, you know, who calculates what needs to be done, knows which buttons to push, and where to apply leverage to be able to stamp those fuckers “PAID IN FULL.” 

That’s why the boss sends the Abacus."


And another minor point! Accountant, yeah, that's a better description than Abacus is. But again, other playbooks have a theme going. Wouldn't call a Chopper a Biker, an Operator an Enterpreneur, a Hocus a Cultist, a Brainer a Telepath, right?

And, plus, I'm already plenty attached to the name as it is.]
Title: Re: New Playbook: The Abacus
Post by: zmook on February 29, 2012, 01:03:51 AM
This seems really promising. Any more progress on a final version?
Title: Re: New Playbook: The Abacus
Post by: Rubberduck on March 09, 2012, 06:44:10 PM
Ya, I need to see an updated version before I'm really sure what has been changed by now.

Though I am a bit sad to see the first part of Like A Ghost disappear. I liked the picture that "always ignore gang size bonuses" painted in my head. Though it does need a change:

When you are fighting a gang and they are not sure where you are, you take damage as if though you were the gang's size.


So as long as the Abacus is slipping around in the darkness, utilizing confusion, or such classical moves he is only taking on one ganger at a time.

Note that the gang still takes damage as if though the gang was its full size. So if the Abacus is fighting a large gang, he may take down a ganger or two, but he isn't really doing damage to the gang as a whole. If he is fighting a small gang, he can pick it apart bit by bit, but he does so slower than a Gunlugger who simply charges right on in.

Might also make sense to separate the move from Like A Ghost. Though I can't really figure out a really good alternate name for it.
Title: Re: New Playbook: The Abacus
Post by: DWeird on March 09, 2012, 08:27:29 PM
The protective effect of never fighting a gang is still there for the Abacus - he just has to fight them one man at a time, for which he has all the necessary tools.

I'll try to get up a more or less final version in by the end of the weekend.
Title: Re: New Playbook: The Abacus
Post by: Yarrum on March 11, 2012, 04:50:13 PM
I like the idea of a violent-type who's calculating, instead of a berserker/femme fatale type, as it fills a niche the game didn't already cover. However, the first incarnation kind of seemed too hyperfocused on violence (which would be made redundant by the Gunlugger), so some of the revisions are making me a lot more enthusiastic for this playbook.

I'm digging the Boss. The Hardholder, the Hocus, the Chopper... they all have some NPC obligation, so I think it fits really well but is also a different approach.

Quote
When you are fighting a gang and they are not sure where you are, you take damage as if though you were the gang's size.

Really seconding this. It makes the Abacus/Accountant a lot like a stealth assassin to my mind, which is also kind of filling a niche that's left open by on-the-front-lines Gunlugger and look-i'm-pretty-now-you're-dead Battlebabe.
Title: Re: New Playbook: The Abacus
Post by: DWeird on March 11, 2012, 06:41:09 PM
The Abacus

In the Golden Age, the bosses had guys to cook the books and crunch the numbers.  Nowadays, there ain’t nothing left to crunch but the bones and no books left to burn, let alone cook.  But there’s still bosses and there’s still those that owe ‘em.

And there’s still fucking fools who think they can get away without paying.  But the boss's accounts gets balanced, even if payment is a hunk of bloody flesh.  They send a man for it - calculates what needs to be done, which buttons to push, where to apply leverage to get those fuckers stamped “PAID IN FULL.”

That's the Abacus, here to collect.


To create your abacus, choose name, look, stats, moves, boss, and Hx.

Names:

Joe, Gray, Moss, Pierce, Case, Jules, Mirth, Rain.

Adams, Bach, Carter, Evans, Young, Thomas, White, Price.
 
QED, Once, Boss's Man, Mirror, Thirteen, Pi, Carver.

Looks:

Man, woman, transgressing, or ambigious.

Formal wear, vintage wear, casual wear, signature wear, or luxe wear.

Concealed face, sharp face, stern face, scarred face, striking face or featureless face.

Slender hands, subtle hands, steady hands, clean hands, dancing hands, strong hands.

Tall body, wiry body, gaunt body, crippled body, hard body, or fit body.


Stats:

Cool+2 Hard-1 Hot-2 Sharp+2 Weird+1
Cool+2 Hard0 Hot-1 Sharp+1 Weird+1
Cool+2 Hard+1 Hot0 Sharp+1 Weird-1
Cool+2 Hard+2 Hot-2 Sharp+1 Weird-2


Boss:

By default, your boss, Summit, is powerful, ambitious and ruthless.

Choose 2:
Patient, Honourable, Flexible.

Whichever one you didn't pick, that's what the boss is not.

Also, choose 1:
* Your boss runs a business. Target: rivals & deadbeats.
* Your boss runs a city. Target: soapboxes & troublemakers.
* Your boss runs a flock. Target: heretics & unbelievers.


Gear:

You get:
* 1 precision weapon.
* At your option, 1 punishment weapon.
* Oddments worth 5-barter.
* Fashion suitable to your look, including at your option a piece worth 1-armor (you detail).

Precision weapons:
* Silenced 9mm (2-harm close hi-tech)
* Sniper rifle (3-harm far loud hi-tech)
* Garrote (3-harm intimate)
* hidden knives (2-harm close infinite)

Punishment weapons:
* Machette (3-harm hand messy)
* Scalpel (3-harm intimate)
* Smg (2-harm close area reload loud)
* Shotgun (3-harm close messy)


Hx:

On your turn, choose 1, 2 or all 3:

One of them knows you from before you started working. Tell that player Hx+2.
One of them has seen you do your last job. Tell that player Hx+1.
Tell everyone else Hx0. You don't keep public, but everyone knows who you work for.

On the others' turns, choose 1 or both:

One of them has something that belongs to your boss. Whatever number that player tells you, write Hx+3 instead.
Everyone else, whatever number they tell you, give it +1 and write it next to their character's name. It's your business to know these things.


Moves:

Served cold - when you take your time to settle a score, roll +cool. On a 10+, hold 2. On a 7-9, hold 1. On a miss, they get 1 hold on you. Spend your hold one-for-one to do the following:
* You catch them where they're alone or vulnerable.
* They don't know you're there until you show yourself.
* It doesn't take you until next session.

Like a Ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted and inflict harm as appropriate. On a 7-9, one of them notices you - either hightail it or trade fire.

Aware - roll +cool instead of +weird to open your brain.

Making it count - any time you inflict at least 2-harm, you can choose to also cause some lasting pain or break something important.

Lethal - whether using a weapon or not, always inflict at least Cool-harm, before armour. If there's a weakspot you know of, ignore that armour and do ap-harm instead.

Thorough - when you methodically hurt someone to learn about them, roll +cool. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to ask questions:
* What weakness does your body exhibit?
* What are you hiding from people you trust?
* What would you die for?
* What do you usually do to dull the pain?


Special move:

When you have sex, they get 2-hold which they can spend as if they had the Served Cold move.


Advancement:

Retire as a threat.
Get a new Abacus move.
Get a new Abacus move.
Get a move from another playbook.
Get a move from another playbook.
Get a gang, and Leadership.
Get 2 gigs (detail) and Moonlighting.
Hard+1.
Sharp+1.
Weird+1
Cool+3.
Title: Re: New Playbook: The Abacus
Post by: Shreyas on March 13, 2012, 11:29:13 AM
Gigs and moonlighting make sense.

I'm not sure that a gang and leadership do.
Title: Re: New Playbook: The Abacus
Post by: Guns_n_Droids on April 16, 2012, 08:40:20 AM
You did not specify how many moves Abacus gets on start.
Title: Re: New Playbook: The Abacus
Post by: DWeird on April 25, 2012, 02:02:06 AM
Oi, sorry. It's two.