Barf Forth Apocalyptica

barf forth apocalyptica => Apocalypse World => Topic started by: Ksandr on September 20, 2014, 11:43:41 PM

Title: Questions and answers...
Post by: Ksandr on September 20, 2014, 11:43:41 PM
Hello there! Glad i have found your forum, cause there is no community in my country and its hard to find somebody who can help with questions about game. I was a DM for about 4 years or so. At first it was D&D then VTM, now me and my friends decided to play Appocalypse. It is sometimes hard for me to switch my brain from systems whic had tons of different rolls and thousand pages of info and calculations and so on, so I often feel like i miss something in Appocalypse rulles or do wrong. So i got few questions which maybe really very simple for you or even funny to ask for expereince players, though i need to be sure. =) I will also add new questions in this topic and wont create new, so hope you could help me from time to time with your advices I ll appreciate that a lot. So, here are questions I got for now:

1) What means reload in gun information? Is that means that character need to spend  his whole next move on reloading and cant shoot it ?
2) Can Angel use his angel's kit on himself to heal himself if he is not  unconscious?
3)If a character got a move which make him count like a gang, when he fight alongside other gang or command it- that gang become bigger? Like medium become big gang if he is with that gang?
4) Can a character command gang but same time do other moves like heal smb or attack somebody seperately from his gang?
5) When a character choose improvement "change a chracter to a new type" what actually he loose and what not?
I mean did he still have all of moves from another character list as well as all his moves which are not connected with what he had lost? Also I dont completely get what each character loose. Driver loose his cars, hardholder loose his settlement but what for exmaplse gunlugger loose? or battlebae?  And one more- if a character got a settlement or gang through expereince improvements he also loose it?
6) When a character is stunned by stun weapon how can he get from stun on his move?
7) Question of game logic- Character fights a small gang. How can a character with shawed-off shotgun with only two bullets - two shots in one move   kill several memebers of gang if for example his dmg were 3 or 4 to a gang?
Title: Re: Questions and answers...
Post by: derendel on September 21, 2014, 12:51:57 PM
1) Think of reload as an opening for whatever complications you want to introduce. Character fails a roll or leaves an opening for a soft move for the MC? Now his gun is empty and he needs to reload. That might be an acting under fire to get it done before the next volley comes or it might force him to find someplace to hide to do it or it might give his foes a chance to regroup or flee.
2) I don't see why not. Depending on the circumstances (like his arm being shot up) he might be acting under fire.
3) Debatable. I feel like this has been discussed before and it depends.
4) Possibly if they are really acting separately. Though they then might not count as present for any damage resolution.
5) Very subjective. Some character lose practically nothing others leave behind Hardholds, Establishments, and the like. Ask yourself what does it mean to change from playbook 1 to playbook 2?

A gunlugger likely loses nothing. Really that character is only gain things (mostly responsibilities) by changing plkaybooks.

Personally I'd treat experience improvements as off limits unless the fiction says it should go.
6) I'm not sure what you are asking here. If it is how does he get unstunned or what effect it has on his next move, that depends on the source and the situation. Maybe he just have to wait it out or perhaps he can Act under fire to push past the pain.
7) Combat is abstract. A seize by force roll can be one turn of fire or it can encompass a 10 minute fire fight. So it can mean everyone fires once or it can be every empties their magazines, reloads and fires some more. It just depends on how much you want to zoom into the action. In your example it might mean he reloads his sawed off partway through or it might be that he managed to catch half dozen guys in a single blast of buckshot.

I hope that helps. Feel free to ask more specific follow up questions.
Title: Re: Questions and answers...
Post by: Ebok on September 21, 2014, 09:10:38 PM
3) This depends on how you want to deal with it. There are times when it could be appropriate and times where it seems like overkill in a really big way. My own ruling for it has been, when you're significantly outnumbered then you count as larger, when you're not, then you do not.


4) Gangs that slam into each other don't need a seize by force roll to determine the results. The harm and armor and size tell us that, you just narrate the translation into the scene. If character A has a gang and they storm an enemy position, but instead of pushing his men forward with seize by force and using the gang like a weapon, the character is doing something else, like taking an opportunity to locate the enemy leader (ex: read a sitch), then you say sure! If they miss the read a sitch then your hard more should or at least could involve the character's vulnerability by targeting the non-directed gang conflict. But either way, I'd have the gangs exchange harm with each other as established. It certainly benefits of the gang leader to use seize by force to directly command his gang into battle, if for nothing else then to guarantee fictional objectives through the choices under seize by force. I would not ask him to roll as if he was doing both, he should decide which. It can be very beneficial to locate an enemy leader while two gangs war, because if you drop the leader fighting just you and some of his guys right in the middle of the fight, you can force the other gang to route that much faster.



5) This topic has many ways to play, the short answer, is do what feels right for you and your crew.

The long answer based on my own play is as follows: When you change into a new type, it represents a significant change to WHO this character is and how they define themselves. Say you have a gunlugger that has is fueled by hate, finally settling down to rule over a hardhold... This represents a significant change in the story of the character, it should matter. It should not be, Im ready for multiclassing now... It should be well maybe he's got a family now, he's settled down with Silver and had a kid. He isn't so ready to die anymore, hes got more to live for now. Whatever the case may be...

You and the player both look over the moves he has already, and whatever moves don't apply immediately to the new life he's creating for himself, drop. Maybe he isn't insano like drano anymore, maybe he's not brutal anymore, maybe he's not so violent and destructive and NOT TO BE FUCKED WITH just doesnt apply now cause he has things in his life he doesn't want to lose, so he isnt willing to put himself out there to die so easily. Think Fight or Flight, if hes got nothing to lose, he'll fight a lot harder then someone that might be distracted by the fear of losing someone dear to him.

Say the gunlugger going hardholder had Fuck this shit and Easy to Trust. Well as he's settled down in a hardhold he's probably not willing to bounce at the first sign of trouble anymore so unless he's still that kind of guy... probably not, but maybe whatever made him easy to trust before still applies now. So keep that one.

I always let them choose at least two moves they have and want to keep if they have them automatically selected as moves from another playbook on their new blank character playbook. Other moves are a bonus if they get to keep them. Keep them only if they make sense to the new lifestyle and narrative logic that determined the class change to begin with.


6) When a character is stunned by a weapon, he is acting underfire to do anything. If its charge the bastards that stunned him, he rolls a seize by force, then rolls act under fire. Seize by force determines the non stunned result, act underfire describes doing it while stunned. I'd say they'll stay stunned until either they get the fuck down, they get out of that area, or enough logical time has passed that they get the chance to clear their head. This one is really a case-by-case thing.

7) A move does not represent a turn. You do not take turns fighting, the move represents the Scene, or part of a scene. If your gunlugger seizes THAT BUILDING FULL OF ENEMIES by force, one roll explains using a bunch of weapons maybe, tossing grenades firing guns, getting shot, etc. Take definite hold, he's the guy with the building now. The other people dont have the building, they might be inside fighting for it back, or they might be routed and forced back to another position. Do not use seize by force to do a play by play fight.

In apoc world, Everyone has Gas and everyone has Bullets. At least, that's the standard. I handle those things a bit differently now and then, but still. Do as the fiction demands, if it doesnt make sense, dont do it that way. You have a priority to make the game feel real while still being a fan of the characters,
Title: Re: Questions and answers...
Post by: Ksandr on September 22, 2014, 11:54:02 PM
Thanks for such answers guys! YOu really helped me a lot! I ve got another question - If a character have both Merciless +1 harm and Bloocrazed +1 harm, does it mean he ve got +2 harm ?
Title: Re: Questions and answers...
Post by: derendel on September 23, 2014, 09:25:30 AM
Yes. I hope he/she doesn't ever have to take someone alive. That character's hands are deadly weapons.
Title: Re: Questions and answers...
Post by: Ksandr on September 23, 2014, 06:51:53 PM
1) In Gunluger char list it is said that he obtain armor penetrion for all of his weapons. Does it count for his grenade launcher as well?
2) Can a character obtain during game armor penetraion bullets or custom weapon like battlebabe? If yes how could it be?

Thanks for helping A LOT!
Title: Re: Questions and answers...
Post by: Munin on September 23, 2014, 09:15:37 PM
1) Yup.  Boom.

2) Yes.  As to how it might come about, the easy answer is "respond with fuckery and intermittent rewards." That is to say, if the character has done something cool and the fiction warrants it, then go for it.
Title: Re: Questions and answers...
Post by: Antisinecurist on September 24, 2014, 10:59:55 AM
2) Can a character obtain during game armor penetraion bullets or custom weapon like battlebabe? If yes how could it be?

Have you seen the section - I don't have the book right now, so I'm not sure where - where it says improvement (or maybe fronts, or both) are both prescriptive and descriptive? What that means is, if you get 5 experience and buy a move, of course you get that move. If you get the thing in the fiction (IE during gameplay) you also get that thing.

A great example is "My other car..." from the driver... it gives you some new vehicle.
So, if you get 5 XP, take a move from another playbook, and take this move, you now have a cool car... you probably need to work out with the MC or whatever where it came from, but it's there.
But if you somehow get a tricked-out car while playing (buy it, steal it, build it, etc...) then also you now have a cool car.

In the same way, if a player wants some AP ammo, I would say some things maybe...

Hope that helps some?
- Alex
Title: Re: Questions and answers...
Post by: Ebok on September 26, 2014, 07:56:42 PM
Thanks for such answers guys! YOu really helped me a lot! I ve got another question - If a character have both Merciless +1 harm and Bloocrazed +1 harm, does it mean he ve got +2 harm ?

I figure I might as well comment on this as well. The answer is Yes, of course. You should make sure you follow that with, you have a hard time NOT being brutal or merciless, and if they go to just slap a bitch for getting uppity on them, they instead hit her closed fist, not once but thirty times. By the time he's done slapping her, she's taken 2-harm and is either going to die or already dead.

That's the gun-lugger trying to do 0-harm. Ask the player, are you sure this is the type of guy you're playing? If they answer yes, then sure! Go right ahead. Just keep in mind, they dont get to turn the +1-harm off just cause they wanted to. However, If they push a guy... maybe they actually don't even deal 0-harm. Basically, if they tried to hurt them, they went to far. Universally.

If they shot the guy dead, maybe they dropped another 30 rounds into their face to delete them from the world. That's a 2-harm handgun dealing 4-harm. 4-harm to an NPC is enough damage to scatter them all over the place. >_>; If they're in armor, well, that depends on the fiction at that point.
Title: Re: Questions and answers...
Post by: Ksandr on October 04, 2014, 07:40:58 AM
If Gunluger have "Not to be f*cked with" and ap armo, so he have 3 ap dmg and armor according to situation?
Title: Re: Questions and answers...
Post by: Munin on October 04, 2014, 08:47:46 AM
I'd say so, yes.
Title: Re: Questions and answers...
Post by: Ksandr on October 13, 2014, 12:01:34 AM
THanks for help guys. New question.
Its about social moves in character vs character in game. The main question is- if character rolls sucseed so other character must  obey his wish, if it is manipulate move for example? What means acting underfire if dont want to obey in this situation? Like starting a fight? Or smth else? How can a character not to obey if his opponent suceed in a roll?
Same thing also with seize by force . So look like the first who wants to use a roll and if his roll is good- win in social battle?
Title: Re: Questions and answers...
Post by: Ampersand on October 13, 2014, 05:19:31 AM
You can be really persuasive and I could simply disagree because of different views.  You might roll +10 and your offer is tempting so I might doubt myself, break concentration and simply struggle to react quicky and effectively. That would be me Acting Under Fire.

The fight in between you just take both their rolls and compare. They still shoot both of each other. Though one rolled 10+ and got to do +1 damage by aiming at torso. The other player with a 7-9 only took definite hold and pierced a limb. Play up the exchange and then offer them  different options and compare rolls again.

They get advantages for rolling well but that doesnt mean they get exactly what they want (unless its double 6's versus snake eyes. The players are all special. Player Kill has to feel like they fought well and earned it.
Title: Re: Questions and answers...
Post by: Munin on October 13, 2014, 09:44:14 AM
The main question is- if character rolls sucseed so other character must  obey his wish, if it is manipulate move for example? What means acting underfire if dont want to obey in this situation? Like starting a fight? Or smth else?
It could be anything, but whatever you're doing it is something that is done "under fire."  There's a good thread about this here (http://apocalypse-world.com/forums/index.php?topic=6922.0). Ebok and I both give examples of what this might look like at the end of that thread.

How can a character not to obey if his opponent suceed in a roll?
The issue you're touching on is "player agency." In all but a few rare circumstances, the player always gets to decide what actions his or her character does or does not attempt. Your roll to seduce or manipulate merely sets the boundaries or conditions under which my character acts. All that acting under fire really means is that the action you are taking has some risk, i.e. it might end up costing you something. What is at stake is up to the MC (who is staying true to the fiction), who will interpret the result of the roll to act under fire normally. The action that the player is taking "under fire" could be very passive (the example I used in the thread I linked above was simply, "I ride away"), so as the MC you might need to be creative.

Same thing also with seize by force . So look like the first who wants to use a roll and if his roll is good- win in social battle?
Be a little careful here.  Seize by force and seduce or manipulate have very different triggers. Sieze by force is specifically about using physical violence to achieve your goals. You're not "telling someone what you want," you're taking what you want. But you are doing so in a way that exposes you to violence in return (because if you are not exposed to violence in return, that is going aggro). So when you use the term "social battle," make sure you're not mixing up which move you're talking about here.

But if you're talking about two characters actually engaging in violence, then yes, seize by force might be appropriate. As for who gets to roll it, look to the fictional situation. Each move has a trigger, and you'll need to look at how the move triggers based on how the players describe their characters' actions. So if two PCs have their guns drawn and are engaged in a tense "Mexican Standoff," as soon as one of the players says "I shoot," that has triggered the move. Keep in mind that the other player can interfere with the roll. Also make sure that you (and everyone involved) understand what might be involved in the "take definite hold of it" option because that speaks to each character's immediate goals (examples might be "disarm my opponent" or "close and grapple" or "get out the door" or "get to cover").

And as soon as the effects of that first seize by force are resolved, you might want to ask the other player, "what do you do?" If their response is something that would trigger a move, then resolve that and so on.

Does this help?
Title: Re: Questions and answers...
Post by: noclue on October 13, 2014, 02:01:35 PM
THanks for help guys. New question.
Its about social moves in character vs character in game. The main question is- if character rolls sucseed so other character must  obey his wish, if it is manipulate move for example? What means acting underfire if dont want to obey in this situation? Like starting a fight? Or smth else? How can a character not to obey if his opponent suceed in a roll?
Same thing also with seize by force . So look like the first who wants to use a roll and if his roll is good- win in social battle?
The confusion I think you're having is that you don't have to obey the other character if they win the Manipulate roll. You also do not have to obey the other character if they win the manipulate roll, and then you Act Under Fire and roll a 6-. You never have to do what the other character asks. You just have to deal with the consequences of that miss and the GM's hard move. But, maybe you want to take the sweet, sweet XP instead of all that hassle.
Title: Re: Questions and answers...
Post by: Ksandr on November 01, 2014, 06:30:24 PM
Thanks for help! Some more mechanical questions.
1)If Gunluger have "Not to be f*cked with" and use weapon with dmg more then 3( grenade tube for example 4 dmg, does he still do 3 dmg as written in "Not to be f*cked with" ?
2) Same question and if he uses weapon that make lower dmg- 2 for example, he still do 3 dmg with "Not to be f*cked with" ?
Title: Re: Questions and answers...
Post by: Borogove on November 01, 2014, 10:03:14 PM
Yes to both questions. A 3-harm gang isn't comparable to a 3-harm weapon. When using Not To Be Fucked With, the Gunlugger has to be in a battle (not just making a harm-y move like Go Aggro or Seize By Force), and uses the gang rules instead of individual combat rules.
Title: Re: Questions and answers...
Post by: Ksandr on August 24, 2015, 11:20:04 AM
Hello again guys! I have a question so didnt want to start new topic for it.
I wish to understand better how the savvuhead's move THINGS SPEAK works correctly.
If a character asks "what has been done most recently with this, or to this?"
In answer from MC he also understands how this things work and how to use it? As he saw how this thing used before by someone? For example- in his adventures Savvyhead found control panel( or computer) but he never before used a computer or control panel like this. After a THINGS SPEAk he know how to use it?
If no- i am interesting is there any move for players to learn how to use something through moves in adventure except asking psychic maelstrom " How to use this thing or How it works?
I saw a move in a COOT handbook Remembering the Time Before - and it has a question in this move - "How do I work it"
Title: Re: Questions and answers...
Post by: Munin on August 24, 2015, 08:44:30 PM
I think a lot of this depends on the fiction. If it makes sense that by knowing what was done to this thing last would show the Savvyhead how it works, then the Savvyhead knows how it works. More importantly, if it makes sense to the story that things speak confers this ability, then go for it.

Also, keep in mind that even if you decide things speak is less comprehensive, the Savvyhead still always has the option to take the thing back to his workspace and figure it out. I think whatever works for the pace of your story is fine (although I do always love to give the Savvyhead more reasons to do stuff in the workspace, because it is magically delicious!)
Title: Re: Questions and answers...
Post by: Daniel Wood on August 24, 2015, 09:59:31 PM

Like Munin says, it depends a lot on what the thing is, and also how involved an answer you think Things Speak provides. I generally imagine that the Savvyhead gets a brief impression, like 10-15s or so. If that's enough to figure out how to use the object -- e.g. if the object is mechanically simple, and the main problem is just ignorance of what it is actually for -- then sure. If it's something as complex as a computer, then probably watching someone use it for 10s is only going to provide a partial understanding, or a starting place -- e.g. figure out how to turn it on, or how the input devices work.

But I don't imagine that the choice would provide any kind of supernatural/instinctive understanding of how the object works -- that would merit a different option altogether. As for how they could figure out how it works otherwise: the Workshop moves/rules are the way to go, for sure. I don't remember if it's explicitly on the list, but 'figure out how this thing works' is a pretty obvious use of a Savvyhead's workshop.
Title: Re: Questions and answers...
Post by: Munin on August 25, 2015, 09:50:04 AM
Although I should point out, sometimes things speak is exactly what is needed to figure out how something works. For instance, our last AW campaign was set in a very futuristic setting (all taking place on a dilapidated space station on the far side of a collapsed wormhole, long cut off from Earth). At one point, the players encountered an unfamiliar (and still functional) access keypad-controlled airlock door:

Cipher (PC Savvyhead): "I'ma take a closer look at the keypad. I got a 9 on things speak, so... 'what was the last thing done to this?'"
MC: "Some dude entered the code 11732."
Cipher: "I punch in 11732."
MC: "Hey, look at that, the airlock cycles and the door opens."
Cipher: "Magic!"
Title: Re: Questions and answers...
Post by: lumpley on August 26, 2015, 10:10:42 AM
Nice!

-Vincent
Title: Re: Questions and answers...
Post by: Ksandr on September 06, 2015, 07:25:57 PM
Thanks a lot for ur answers and support guys from Ukrainian Odessa community. =) And i am here again to be mr. stupid questions =))

I want to ask about how did u in ur games realise Augury

AUGURY
When you use your followers or your workspace for augury, roll+weird. On a
hit, you can choose 1: • Reach through the world’s psychic maelstrom to something or someone connected
to it.
• Isolate and protect a person or thing from the world’s psychic maelstrom. • Isolate and contain a fragment of the world’s psychic maelstrom itself. • Insert information into the world’s psychic maelstrom. • Open a window into the world’s psychic maelstrom.
By default, the effect will last only as long as you maintain it, will reach only
shallowly into the world’s psychic maelstrom as it is local to you, and will
bleed instability. On a 10+, choose 2; on a 7–9, choose 1: • It’ll persist (for a while) without your actively maintaining it. • It reaches deep into the world’s psychic maelstrom. • It reaches broadly throughout the world’s psychic maelstrom. • It’s stable and contained, no bleeding.
On a miss, whatever bad happens, your antenna takes the brunt of it.

If its not hard for u to tell an examples for every question in this move and also a common idea of Augury u used in ur game. THANKS A LOT!
Title: Re: Questions and answers...
Post by: Ebok on September 07, 2015, 06:40:49 AM
These haven't been stupid questions. AW is built on impressions, like the number: 3-harm is a thereabout measure of a mostly arbitrary cinematic event ex: enough to blow that random guy no questions, really hurt and probably kill that specific tough guy, and one more of those will be the end of you unless you're kitted for big-ass cinematic warfare. Because AW is about impressions, its important that people ask these questions. It's how we start to wrap our heads around the why, something we got to do if we're going to run these games.

On Augury

This has manifested in my games on five different occasions. Each one was so completely unlike the others that really, nothing we tell you here will be a good indication of it potential. Augury is defined by the maelstrom, something that is completely and utterly unique to each gaming group and probably each game of AW too. The maelstrom is the flavor that helps make the games feel to radically different, and because of that, this move tends to define itself when someone picks it up and does it.


Some examples:

CYBERPUNK -- I was running an AW game that replaced everything wasteland with glitz glam sleek tech, corporate gods and filth that crawls the streets beneath the high rise cities. The game took place in the filthy degenerate outdated undercurrent, which involved all the PCs having criminal rap sheets, tussling over turf, and forcing anti-terrorist over-reactions from the elite. Essentially it was a man-against-god humanity-against-technology, where the maelstrom was the parts of the technology that just seemed to get out of man’s reach. It was the noise echoing from the internet of things, the security cams with their millions of recorded unwatched minutes, the life inside the robotics.

Our Hacker was a Hocus. He was always speaking Technobabble and marshaling a hacker-group made up of his followers. When he used his followers to go go augury, he was calling them to their computers, pushing virus' and code and fishing into the maelstrom for whatever he wanted. He used his augury for a number of things throughout the game:
• Hacking into a government computer and altering files (inserting information)
• Hacking security cameras and other sensory objects (opening a window)
• Cracking a Gun-Tooting automated Robot and taking it over (contain a fragment of the maelstrom)
• Programming and essentially giving birth to his own AI (contain a fragment of the maelstrom
• Running counter-hacking to prevent a Big Corp from finding a Friend (isolate and protect someone from)

The options many different things, but one by one they sort of (sometimes) became:
• Persistent = It let him have more time, do more simultaneously, or have extended cover / awareness that always tipped him off "announce badness" to something before it hit him.
• Reaches Deep = He could get into the most secure files, the stuff normally just too deep to protected too
• Reaches Broadly = He got more information about tertiary things that were related to his attempt, all useful, sometimes even completely unexpected. It was during one of these that the spark of the AI maelstrom was revealed to have an agenda all its own.
• Its stable and contained, no bleeding = you didn't set off alarms getting whatever you were after, you've got time before they release what happened, or your hack didn't hit more (leak into infrastructure, start fucking with shit you use, etc) then was intended, etc.
Miss: your followers / antennae takes the brunt of it. His little hacker group got to grow to be something huge and effective on the world scale–at least, for a while before its members started getting caught, squealing, getting killed, jailed, etc. Made life complicated.


FALLOUT - I have examples from Fallout styled games where the maelstrom was a dying earth and the slowly decaying memory of the world that was before. I'm not going to detail it out right now, but essentially they used augury to expose pats of the world that had been nearly "lost to time". The decay of the world and the forgotten time-bombs related to that were a big influence on the maelstrom.

THE DEAD - I have examples from a Post-Magical-Apocalypse game we dubbed the Magikataculmus. Essentially magic got out of hand and became a wild storm that reshaped the world, killing just about everything in the process. FF6 world of Ruin style for those familiar. The maelstrom was both harnessed magic and the memories of the dead. Really it was the ghosts of the dead wandering in the thin veil between this world and the next, held there because there was still at least one person infected with the weird that remembered them. It was a creepy dark game where even the dead killed people, or people killed themselves because they were hallucinating dead people, that never did become clear (as intended). Anyway the maelstrom in that game reached back into the dead, but only as the living knew it. So you could try to see where a dead person is wandering (where he died, etc) but only if someone alive could place him there, and he could only tell you what someone alive knew, and he might be haunting you now that you remember him. Anchors of the dead mattered, so sometimes augury was used to erase something or someone forever, change how everyone remembered an event, move a ghost or capture one, creating haunting storms to harry opponents, to free themselves from a curse, to bring back the half-dead from the mitts of the maelstrom.   Crazy.


ANTI PHYSICS - I have examples from a game where the maelstrom was landscape of physics as it broke down and fucked up space/time/physics. Augury got used to teleport there, to stop the spatial degradation of an area, and caused a rift in the world that tore an entire landscape threat/treasure into... somewhere/somewhen? big ass hole where water rolled down into a bottomless vortex. It was coming out somewhere else and pouring into the same ocean so its not like it was gonna run out of water and dry up... but still. Huge damn portions of the map were drawn and redrawn with augury. That game was a three-shot one so we never did see how far it could go.

NEW WORLD - And I had been attempting recently to run another game, it never got off the ground but the brainstorming launched the group into a massive space-station as it crashed into an earth-like planet. With the environment and chemical make up of the place doing /weird/ things to the survivors. We did play a session, and during that session augury was used to directly communicate with the essence of the maelstrom. Something much biggest then could be comprehended at the time. It was an open your mind and then ask GOD some questions, only the god has an agenda and you, you're just human, not some type of prophet. That could have gone in so many cool ways. Alas. I'm done writing this for now, I could probably keep going and going.

Edit: excuse the little typos. I corrected the worst ones.
Title: Re: Questions and answers...
Post by: noclue on September 07, 2015, 02:14:52 PM
Thanks a lot for ur answers and support guys from Ukrainian Odessa community. =) And i am here again to be mr. stupid questions =))

I want to ask about how did u in ur games realise Augury

From our AP, The Airfield (http://apocalypse-world.com/forums/index.php?topic=1961.0).

Specials, who did you lose?

My son. I remember watching on the sub’s monitors as the bombs fell, obliterating my hometown (Past. GM Chooses one: Who did you lose?).


Specials is in the Psi Isolation Chamber, reaching through the Maelstrom to Tammy (Augury 7, You reach through the psychic maelstrom to something or someone connected to it.) He sees her about to go into a briefing, holding a swaddled baby and an assault rifle. She turns to him “You need to let us go. The Device didn’t get a chance. It was turned off too soon. It can end it. All of it. What’s left of it.” Specials tries to convince her not to end the world (Read a Person 6). He sees the Airfield, his men Mill, Bar, Chako and Krim are behind barricades, guns locked and loaded. “Is this what you want to save?” asks Tammy. “These people ready to kill each other for stunted potatoes? I won’t bring this here,” she says showing him the baby. Specials can see that it is a small skeleton. “Name one thing worth saving.” As his vision pulls back, he sees she is at Dodger Stadium...