Barf Forth Apocalyptica

barf forth apocalyptica => Apocalypse World => Topic started by: Mike Sands on August 26, 2010, 06:32:11 PM

Title: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 06:32:11 PM
I got an urge to have some powered armour in my post-apocalypse, and the idea wouldn't let go, so I wrote it up (partly just to try out writing up a new class).

Any and all thoughts and comments are welcomed. I'm not in love with the name, in particular.

The Metal Beast

You and the machine, you are one. When you climb inside you become its brain. You are untouchable and indestructible. Nobody can stand against you.
Outside the machine, you’re just a chump like the rest of them.

Creating a Metal Beast

Choose your name, look, stats, moves, armour, gear and Hx.

Names

Heavy, Wolf, Gunhead, Chomp, Squaddie, Hardware, UNPC, Mark IV, Teeth.
Chuck, Sarge, Jane, Ace, Snafu, Bill, Lucky, Terri, Lois, Maverick, Sam.

Look

Man, woman, concealed, ambiguous.
Utility bodysuit, hi-tech bodysuit, military bodysuit, scrounged bodysuit.
Pale face, tough face, pudgy face, thin face.
Haunted eyes, sharp eyes, moving eyes, remote eyes.
Small body, thin body, wasted body, wiry body.

Stats

Choose one set:
Cool=0, Hard +1, Hot -1, Sharp +2, Weird+1
Cool+1, Hard=0, Hot+1, Sharp +2, Weird-1
Cool-1, Hard=0, Hot-1, Sharp +2, Weird+2
Cool+1, Hard +1, Hot=0, Sharp +2, Weird-1

Basic moves

You get all the basic moves

Metal Beast Moves

You get this one:
Beast Of War: When you are piloting your armour, you always count as a gang in combat (small, 3 armour, harm based on your suit’s weapons). You also get +1 on rolls to open your brain, go aggro or seize by force.

Then pick one of these:
I Am Iron Man: gain +1 Hard (max +3).

Heavy Suit: take an extra strength and another serious weapon for your armour.

Armory: you get a workshop to look after your armour, and maybe one or two crew to help (Sparks and Pulp, maybe). You can work on armour and weapons here like you were a savvyhead in a workshop.

Innerspace: When you are wearing your armour, you can use augury.

Recon Drones: You have a few small hi-tech machines that you control from within your suit. You can see and hear everything they see and hear. If your suit has night vision, so do these guys. If you make them fight, they’re a small gang 2 harm 1 armour. They can track someone or something without your active control, but they won’t react to anything that changes.

War Drone: You have a big hi-tech drone that is built to help you fight. You control it directly from within your suit. It has one serious gun, and 2 armour. Make a harm countdown for it, which tracks how much repair it’s gonna need when it gets shot up. You can order it to guard an area or a person or a thing, but it’s not too good at identifying friend or foe without you.

Armour

Your armour is a powered combat exoskeleton that is driven by direct neural connection. Most importantly, it has 3 armour and a weapon mount (or two).

This armour does not count as a vehicle for the A no shit driver move.

Pick your armour's look:
Hi-tech, Military, Biomechanical, Jury-rigged, Chunky, Construction, Delicate, Fluid.

Pick a strength:
Efficient, Strong, Stealth, Camo, Unstoppable, Reliable, Fast, Night-vision.

Pick a weakness:
Breakdowns, Guzzler, Rare parts, Loud, Unwieldy, Slow, Exotic fuel.

Pick it's armament, either one crazy big weapon or two serious weapons:

Crazy big weapons:
Railgun: 3-harm hi-tech far
MG: 3-harm close/far area messy
Grenade launcher: 4-harm close area messy
Rocket launcher: 4-harm far area messy loud

Serious weapons:
rifle: 2-harm far loud
shotgun: 3-harm close messy
smg: 2-harm close area loud
flamethrower: 3-harm    close area fire
power fist: 4-harm hand messy

Gear

In addition to your armour, you have:
Enough fuel to last yourself a month or so
Oddments worth 2 barter
Clothing suited to your look (maybe a jacket to go over the bodysuit)
A small handy weapon

Small handy weapons (choose 1):
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• big knife (2-harm hand)

Special Move

When you and another character have sex, you can choose to have a recon drone track them at all times (regardless of whether you have the Recon Drones move).

Barter

If you’re charging someone wealthy for your services, 1-barter is the going rate for: one message or valuable delivered; one convoy led through hostile territory; one week’s employment as bodyguard, leading a gang into a serious battle, one month’s employment as a tank on hand.

1-barter will cover a month’s living expenses, if your tastes aren’t too grand.

As a one-time expenditure, and very subject to availability, 1-barter might count for: restoration of a damaged suit to working order, a month’s maintenance of your suit well-used but not damaged; a night in high luxury & company; any weapon, gear or fashion not valuable or hitech; repair of a piece of hi-tech gear by a savvyhead; a year’s tribute to a warlord; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
Title: Re: New playbook (draft): The Metal Beast
Post by: Jeff Russell on August 26, 2010, 07:04:43 PM
So, power armor is awesome, just wanted to make sure you know I'm on the same page there :)

That being said, right now, this playbook seems like it might be trying to do too much at once, like you kept having ideas that would be cool and added them. Many of them also seem to "step on the toes" of the other playbooks (you get a workspace, or you get augury, or you're better at fighting than a gunlugger). Sure every playbook has moves like that, but you get one of them to start with here, rather than as an advancement. To be fair, you do say "pick one", so I'm probably off base.

Also, the driver has a lower than average stat line to compensate for the "+1 to all basic moves behind the wheel", whereas this guy gets +1 to all the 'aggressive' basic moves, but has a normal stat line (nice touch not making hard the +2 stat, though. Why sharp? Cos he has to be smart to make this shit work?).

As has been remarked before, though, there's not really such a thing as a "too powerful" AW character, and this guy definitely has a distinct character and would introduce new complications and capabilities into the story. It *does* dictate some stuff about the level of technology in the world, but I imagine it's the kind of playbook that you everybody would just kind of know about going in if that's what they're into.

Oh, and HX choices?

Good stuff, though, are you gonna give it a try anytime soon?
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 07:11:35 PM
Yeah, I'm trying to make the choice between being a hard core fighting dude and a weirdo half connected to the psychic maelstrom dude.

It may be trying a little much - that's the reason the armory only works on suit and guns, for example. It's also why the moves that get +1 are more limited than the driver - the suit is only useful for certain classes of problem.

Oh, I totally forgot about Hx choices. And advances. I guess I know what I add next.

Not sure if I'll get to try it soon - I might make the option known to players in the game I'm MCing, in case someone wants to change playbook to it or make a new character. Nobody has quite enough advances for those choices yet, though.
Title: Re: New playbook (draft): The Metal Beast
Post by: Chris on August 26, 2010, 07:17:58 PM
Looks cool. Yeah, I would just go with the armory as an improvement, like the driver. Fixing it would be cool, but it's not integral to the character, so it would also be cool to have to work for a holder so someone could fix this finicky damn thing.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 07:26:45 PM
Chris, definitely the sort of thing I had in mind.

Here's some Hx (lucky its a slow day at work):

Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names.

Go around again for Hx. On your turn, choose 1:


On the others’ turns, pick 1, 2 or all 3:

And Improvements:

Each time you improve, choose one of the following. Check it off; you can’t choose it again.
__ get +1sharp (max sharp+3)
__ get +1cool (max cool+2)
__ get +1hard (max hard+3)
__ get +1weird (max weird+3)
__ get a new metal beast move
__ get a new metal beast move
__ get 2 gigs (detail) and moonlighting
__ get a gang (detail) and leadership
__ get a move from another playbook
__ get a move from another playbook
Title: Re: New playbook (draft): The Metal Beast
Post by: DannyK on August 26, 2010, 07:40:32 PM
You should call the playbook the Metalhead, because, like, they are totally metal.  

I would play one of these guys in a minute because they bring out a really cool duality/alienation: tough metal killing suit vs. dorky guy in a unitard inside who really needs a buddy.  Plus, deadly killing claws!

If feedback is welcome, I had a few thoughts:

Maybe drones should be another form of crap that you get at chargen, like Brainer gear.  I'd like to have more clever utility drones to pick from and less killing power: make them choose between neat things.  

I also feel that the weaknesses are kind of soft -- exotic fuel is good, but loud isn't that meaningful.  
Title: Re: New playbook (draft): The Metal Beast
Post by: Bret on August 26, 2010, 07:48:33 PM
I love this and want a power armor playbook like bad.

Consider this sex move:
When you sleep with another character, they carry +1 armor the next time they get hurt. You carry -1 forward the next time you make a move in your suit.

Beast of War is quite a lot. I mean, it's way more than I would give the playbook starting off. 3-armor is badass, as are the mess of guns that you get. Maybe instead of the +1 to violence and weirdness, give a +1 to Act Under Fire to accomplish things because what do you need to be worried about getting hurt for, and also because with that much armor and weaponry, I don't know if you need the help with +hard moves.

Heavy suit I like, though I'd recommend also adding another weakness when you take it to represent the more heaviness. Okay, so now I got more guns but this thing makes a loud whirring and clonking noise whenever I got ANYWHERE.

The drones I am iffy on. They are a gang without the troublemaking that goes with gangs, and you are already a small gang on your own as it is.

I agree with making Armoury just a possible advance to get a Workshop instead.

Move idea.
Neurosynaptic Fleshhooks - No one but you can pilot this baby.

I am trying to think of something like an alpha strike move that just chews up everything and everyone in front of it, but I don't know if it needs it honestly.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 08:07:41 PM
Hm.... I like "Metalhead"

That dorky guy/killing machine is the heart of what I'm going for here.

I'll think about that idea for drones - it certainly has some potential. There could still be a move and/or advancement to get extras, too. I'll need to brainstorm up some cool ones. Bret, the point about a gang without the threat is well-taken. I think making them small, easy to break and of quite varied uses is probably the best way, and say "pick two from this list of 4-6"

I'm not sure I agree about "Loud" being a soft weakness. It stops you ever sneaking up on anyone, for instance, and would mess with people near you who are trying to be heard. Maybe I should make it "Deafening", to make that really clear.

Maybe Beast of War just needs to be that you count as a small gang, nothing extra.

Title: Re: New playbook (draft): The Metal Beast
Post by: Jeff Russell on August 26, 2010, 08:31:52 PM
I would play one of these guys in a minute because they bring out a really cool duality/alienation: tough metal killing suit vs. dorky guy in a unitard inside who really needs a buddy.  Plus, deadly killing claws!

Yeah, this! I think that's a good way to pursue this guy's "schtick", even more so than the Driver being less himself away from his ride.

For the default move, what about saying "roll+sharp" for go aggro/seize by force when you're in your armor? So, like, you kick ass because you know how to pilot your suit, but out of it you're not a hardass.

Also, yeah, being a gang + getting drones is pretty hard core. I think the whole "your drone sucks at distinguishing friend/foe" is the right direction to go with those, since, as Bret mentioned, you're missing out on the 'named, human NPCs'/'threats' that you get with a 'real' gang.

I'm also trying to think of a way to indicate via the playbook that this guy is, like, serious fucking hardware. Meaning, hardholders and warlords are going to court his attentions and alter their plans based on what he's doing (implied by the 'service as a personal tank' in the barter section). But maybe that's just saying "play AW" :)

Oh yeah, and about "loud" as a weakness (or the others) I think it should really come across "you're a fucking man-tank". You can't just waltz into the bar in your Starship Troopers gear, and if you walk into the bustling market wearing it, people will assume shit is going down and get out of the way.

BTW, sorry if I came off sounding overly negative or what have you, this is cool stuff
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 08:54:04 PM
Jeff, you certainly didn't come off as harsh. This is all really useful stuff, and making the class cooler each time.

Does anyone have good suggestions for drones? I have a few, but they're not really enough.

Drones. You control these from within your suit. They can’t do any more than maintain a holding pattern without your direct attention. (Choose 2, you can choose the same one twice):



Title: Re: New playbook (draft): The Metal Beast
Post by: Johnstone on August 26, 2010, 09:05:11 PM
I think it's overpowered. Not that it is too awesome, but that it overshadows other characters.

1. I think the stat line is too high. As Jeff mentioned, the Driver's stat lines add up to +2 so that he actually is weaker than everybody else when he's not inside his car, and still more awesome when he's in it. I'd suggest sticking with the +1 stat bonus as an optional move you can take instead of +3 stat lines, which essentially costs a move, it's just built-in (like the Battlebabe, for example).

2. Having a suit that gives you +1 is worth a move, and having 3-armor is worth another move. Being a gang might be worth one too, although with just a +1 bonus, I could see it included with the sit move. Still, with the stat line, that's your three move limit right there. I'd also make that 3-armor into an optional move.

3. I wouldn't give this guy a gang as an advance. I think he's too busy paying attention to his suit to lead guys. He's a pilot, not a commander. Also, his drones are already a gang, so he doesn't need humans.

4. The optional moves are all about having stuff with tags. It might be nice to have an ability in here too, maybe "when you set your recon drones to track somebody, roll+weird" or something.

Maybe try thinking more about what you actually do with them, and less about what their mechanical attributes are? That might help.

5. The suit's tags could use a bit of work, but it's a good start. I wouldn't worry about whether they are hard or soft. They are just cues, so they're only difficult if the MC nails you for 'em.

6. Take fuel off the list of gear. No other playbook mentions it.

7.
__ get +1sharp (max sharp+3)
__ get +1cool (max cool+2)
__ get +1hard (max hard+3)
__ get +1weird (max weird+3)

This, though, is straight-up, unadulterated munchkinism. Pick one stat to get +3, not three of them. Also, I'd put less emphasis on the hard stat and more emphasis on the suit's bonuses, myself. Actually, I like Jeff's idea of roll+sharp in your suit...

All told, a bit high-tech for AW proper, but still a nice idea.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 09:43:44 PM
Johnstone, good points. I'm not sure about whether to knock back the stat lines to +2 like the driver, at the moment I'm toning down the other stuff.

Here's what the moves list looks like now:

You get this one:
Beast Of War: When you are piloting your armour, roll +Sharp instead of +Hard to seize by force or go aggro.

Then pick one of these:
Heavy Suit: Take an extra strength for your armour.

Innerspace: When you are wearing your armour in battle, you can use augury.

Neural Antenna: When you are wearing your armour in battle, and open your brain to the psychic maelstrom, roll +Sharp instead of +Weird.

Threat Detection: In your suit, outnumbered, you take one less harm when you suffer harm. So, against a small gang you take +0 harm, against a medium gang only +1 and against a large gang only +2.

Spyfly: You have a little flying drone that you can use to recon things remotely. You need to be in your suit, paying attention to control it (otherwise it just hovers).

Walk Through Walls: You suit has the attachments, or pure strength, to smash through walls, fortifications or other structures. When you try to smash through something, roll +Hard. On a 10+ you batter your way through okay, on a 7-9 choose one: you collapse it onto yourself and are briefly trapped; it’s too strong to knock down; it’s going to take some time.


And here's the advances (that wasn't munchkinism, I just hadn't looked closely enough at all the other playbooks):

__ get +1sharp (max sharp+3)
__ get +1cool (max cool+2)
__ get +1hard (max hard+2)
__ get +1weird (max weird+2)
__ get a new metal beast move
__ get a new metal beast move
__ choose a new strength or serious weapon for your suit
__ get an armory (workspace, detail) and crew
__ get a move from another playbook
__ get a move from another playbook
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 10:33:38 PM
Note: as of this version, all the other drones are gone. I like the recon drone, but the others weren't adding as much to the whole concept.

I've also got a new special move:

When you have sex with another character, if they are a PC then they get +1 Hx with you. PC or NPC, they take 1 hold over you, because you have to work through what it means to you and all. They can spend the hold to give you +1 or -1 on a roll you make when you are not in your armour.
Title: Re: New playbook (draft): The Metal Beast
Post by: Johnstone on August 26, 2010, 10:41:18 PM
(I wasn't accusing YOU of being a munchkin, just the playbook. You're cool.)

You might have toned down too much.

Heavy Suit: A strength is just a cue, you should get more for an advance, like +1armor and a strength (and you start at 2-armor).

Innerspace: Using augury in the suit anytime is fine, or maybe out of battle, when you have time. Augury in battle seems really unwieldy, although maybe with that adrenaline rush...

Threat Detection: Too fiddly. Just let him fight as a gang, and he'll have some protection against ap attacks.

Walk Through Walls is pretty cool. I had a similar thought that went "when you break stuff, roll+hard..." I like it.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 10:48:09 PM
Johnstone, thanks - those are good ideas.

I'm going to keep Innerspace as it is, though. I like that it's going to be a fast, chaotic augury, rather than the more ritualistic/considered ones that a hocus or savvyhead can do. That's really just colour, so maybe it should just be anytime in the suit.
Title: Re: New playbook (draft): The Metal Beast
Post by: Johnstone on August 26, 2010, 10:54:51 PM
Sure. You could think about this idea, too, it's pretty out there: when you are in your suit, you can roll+harm to perform augury.
("harm" being how much you've marked on your clock)
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 10:56:37 PM
That would be pretty awesome... I'll think on it.
Title: Re: New playbook (draft): The Metal Beast
Post by: Johnstone on August 26, 2010, 11:00:51 PM
Oh, also! You need 2 gigs and moonlighting as an advance. Robo-suit should be a super-busy guy. Otherwise this suit is going to fall apart from lack of money to maintain it!
Title: Re: New playbook (draft): The Metal Beast
Post by: Jeff Russell on August 26, 2010, 11:32:34 PM
Yeah, I agree with Johnstone that maybe you nerfed him a little *too* much, but I think it's closer to right. I wouldn't be shy about letting the suit count as a gang, I mean a gunlugger can do that with a fucking crowbar and this guy is robo-cop.

You ditched the drones, right as I had the notion that you could count them as one of your crazy big guns. Maybe do the same thing with the recon drone? I'll have to think about it to offer any suggestions, but I think you'll want to figure how much you want the recon drone to be a trade off for, say, fighting like a gang vs having a rail gun or what have you.

Are you still defaulting to 3 armor? If not, I'd say that upgrading to 3 armor as one of your 'weapon' slots makes sense.

Augury is wacky, but we had fun with it in my game. It could definitely take the playbook in a cool/weird direction.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 26, 2010, 11:46:55 PM
I expanded out the recon drone as one of the optional moves:

Spyfly: You have a little flying drone that you can use to recon things remotely. You need to be in your suit, paying attention to control it (otherwise it just hovers). When you try to find something out with it, roll +Sharp. On 10+, ask the MC 3 and on 7-9 ask 1: where is a particular person, vehicle or place? what’s the best way to get from here to some particular place? what’s something new it spotted? what is a particular person or group doing? On a miss, it’s got lost, caught, or smashed up.

I think that does what I want with it. The combat drone was kind of a neat idea but getting too far off the cool core of the character.

I've also taken Johnstone's suggestion on the Heavy Armour move - it now gives +1 armour and a strength, and the beginning armour rating is 2.

Plus, being a gang is back as an optional move rather than the half-assed version.

And the augury and open your brain stuff is definitely staying in there somewhere, just to get a have Evangelion/RahXephon style trippy stuff as an option.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 27, 2010, 02:24:08 AM
Draft now viewable at https://docs.google.com/document/pub?id=1OFxCzhXmnqxhbrEDSsyEFVwT4YrN3Dv5lMDzTFffTWQ (https://docs.google.com/document/pub?id=1OFxCzhXmnqxhbrEDSsyEFVwT4YrN3Dv5lMDzTFffTWQ), so I don't have to keep posting about changes.
Title: Re: New playbook (draft): The Metal Beast
Post by: DWeird on August 27, 2010, 03:05:18 AM
Here is a little something to consider: Can other playbooks steal moves from this one?

"Yes they can but first they have to get powerarmour" is the current answer, but that's not too interesting... Especially since a lot of the moves could probably be taken by other playbooks if the wording was slightly different. A driver with Walk Through Walls or a savvyhead with Spyfly, or possibly even a gunlugger with Heavy Suit are all things that easily make sense, no?
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 27, 2010, 03:10:56 AM
That's true.

I've modified a few of them to apply "when in your armour" so that other characters can qualify, even if they don't have powered armour. A couple of others can work in other ways, so I've reworded them to be more open.
Title: Re: New playbook (draft): The Metal Beast
Post by: Johnstone on August 27, 2010, 11:24:59 AM
Looks suggestions:
+angry face
+staring eyes
+meek body

Spyfly question suggestions (it being the drone):
what's the best path between me and it?
what has it spotted?
where is _____?
what is _____ doing?
(ugh, not the easiest move to write questions for... those could still be better...)
Title: Re: New playbook (draft): The Metal Beast
Post by: DannyK on August 27, 2010, 01:29:58 PM
"Dear [Savvyhead Name Here], my name is WAR EAGLE. I will be sleeping with you during this session in exchange for repair services.  Do not be alarmed, I am a tireless and experienced lover!

XXX OOO,
WAR EAGLE"

I had another idea, maybe this is far off the mark, but it is building off the idea that the armored guy is a one-man gang.  I used to be in the Army and knew some tankers, and a tank is a beast that sucks up unbelievable amounts of preventive maintenance and spare parts.  Sure, AW is not the game for a careful simulation of combat technology, but I would start off a lot of narration for this player like, "So, Gunhead!  You're sitting in your room oiling the lower bogey assembly and working out the kinks in the left knee joint when Boo bursts into your room..."

How 'bout if he gets a "Armor move" that he has to roll for at the start of each session, analogous the moves that hardholders or hocuses get with their people, and if they fail, they get problems with their armor breaking down or attracting unwanted attention? 

P.S. Thinking about this character type has made me realize that what I really want is a separate playbook about actual cyborgs, for some full-on Cronenberg style body horror.  I gotta work on that.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 27, 2010, 11:21:13 PM
I just realised that this class should be called the Juggernaut, so now it is.

I've made a few more changes, taking into account most of the comments so far.

I'm not sure about my move "Heavy Fucking Armour" that changes armour from 2 to 3. I wonder if having anyone able to grab that move as one of their other playbook advances would be too devastating for PCs to have? Thoughts? Vincent?
Title: Re: New playbook (draft): The Metal Beast
Post by: Bret on August 29, 2010, 12:30:04 PM
I think it works fine. You'll probably need a small army to take down someone if they somehow end up with 4-armor, though.
Title: Re: New playbook (draft): The Metal Beast
Post by: Jeff Russell on August 29, 2010, 03:52:15 PM
I dunno, go back to making "Heavy Fucking Armor" say "your power armor goes up to Armor 3"? That way, Joe Gunlugger can't just sneak up to armor 3 with his first advance, but if he works his butt off and finds some Experimental exo-armor (but for some reason is still more a gunlugger than a Juggernaut) he could take that move.

On the other hand, any game that has one of these fuckers running around is probably going to be geared more towards dealing with heavy armor, so it might not be that big a deal :)
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on August 29, 2010, 04:22:14 PM
Bret, I worded it as "improve some armour from 2 to 3" rather than "add 1" so there's no danger of armour 4 in the mix. That would be too much, I think, given that there are a few 4-harm weapons but 5-harm really only comes in for people specializing in causing immense harm.

Jeff, I'm not too concerned that a gunlugger will grab the move right off per se. It's more that I'm not sure whether having 3 armour available is going to unbalance how combat goes, and make some PCs untouchable.

I suspect that it won't, given the amount of damage my Battlebabe has inflicted and suffered. If he had an extra point of armour, I don't think the story would have played out much differently.

I'm interested to hear if the rest of you agree with me on that or not.
Title: Re: New playbook (draft): The Metal Beast
Post by: Bret on August 30, 2010, 09:33:09 AM
Bret, I worded it as "improve some armour from 2 to 3" rather than "add 1" so there's no danger of armour 4 in the mix.
There is when combined with moves from other playbooks.
Title: Re: New playbook (draft): The Metal Beast
Post by: Jeff Russell on August 30, 2010, 10:53:52 AM
Mike, my initial reaction was kind of like "whoah, 3 armor all over the place is totally ridiculous, that won't work!" but then the more I thought of it, the more I realized that the game's fiction would just have to adjust to compensate if it gets out of hand. So, like, hey look, that hardhold over there? It's an abandoned national guard armory. Grenade launchers and heavy machine guns like whoah. If you've already got a fella in power armor stomping around, I don't imagine your game is going to be of the grubby crossbows and hockey pads variety :)
Title: Re: New playbook (draft): The Metal Beast
Post by: lumpley on August 30, 2010, 11:03:09 AM
I know that the armor section in the crap chapter mentions 3-armor specifically, as a thing that nobody starts with but that exists. I hope that the bit about savvyheads and vehicles does too. 3- and 4-armor isn't game-breaking, you just have to hit it with a truck or a rocket propelled grenade or something.
Title: Re: New playbook (draft): The Metal Beast
Post by: Bret on August 30, 2010, 11:36:05 AM
Or catch them alone and attack them with a small army.
Title: Re: New playbook (draft): The Metal Beast
Post by: Jim Crocker on September 15, 2010, 01:26:30 AM
I know that the armor section in the crap chapter mentions 3-armor specifically, as a thing that nobody starts with but that exists. I hope that the bit about savvyheads and vehicles does too. 3- and 4-armor isn't game-breaking, you just have to hit it with a truck or a rocket propelled grenade or something.

Heh, or line up a few situational downsides for the MC to exploit that could be taken to balance the good stuff *(and make the Metalhead's life interesting)

"Turtle: Your suit's only Armor-3 on the front and sides. If someone can get up your ass, it's only Armor-1"

"Lost the Lid: Your hardsuit's totally bitchin', but it didn't come with a helmet. Any time you take Harm from an Area weapon, it only provides Armor-1."

...or similar?

-Jim C.
Title: Re: New playbook (draft): The Metal Beast
Post by: Chroma on November 27, 2011, 09:49:18 PM
Okay, finally had a Juggernaut show up in a game... and they took a flame thrower...

Anyone got any details on what the "fire" tag does, or does the MC just fan the flames?  *laugh*
Title: Re: New playbook (draft): The Metal Beast
Post by: Johnstone on November 27, 2011, 09:55:24 PM
When I was running my World of Algol hack, one of the people playing a robot took a flamethrower, it was pretty cool. Things caught on fire! One of the other characters had some problems with smoke inhalation and lost his handgun.
Title: Re: New playbook (draft): The Metal Beast
Post by: Mike Sands on November 27, 2011, 11:30:14 PM
Yeah, that's a longer way of what my official answer would be. The fire tag means stuff gets set on fire.