Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Yragael

Pages: [1]
1
Apocalypse World / Re: Types of games
« on: June 04, 2011, 06:40:11 PM »
We're playing on a google document, using a two-column table, with fiction talk to the left and rules talk to the right. Works like a charm, and is much more readable than playing in proper forum threads, in my opinion.

Could you give us a link or a screenshot to have a peep at what it looks like ?

2
Apocalypse World / Re: DJing for the Apocalypse
« on: May 27, 2011, 03:50:15 AM »
I can only recomand 16 Horse Power's the black soul choir with songs such as Heel on the shovel.

3
Apocalypse World / Re: Playbook Idea, The Viper´s tongue
« on: May 06, 2011, 07:09:27 PM »
I beleive that getting a gang means to go on the front of the stage and changing playbook. I think that what is suggested by Arvid (Inner circle and the Web) is much more appropriate. I would just impose names for the people the Viper has influence upon, just like the Maestro D has imposed names for his regulars, such as:

Inner circle
You hold influence over :
Marsh ______________
Scibber _____________
Holster _____________
Two Faces __________
____________________
____________________
____________________
Decide what influence you hold and write it next to the name. More people can be added in game.

4
Apocalypse World / Re: The Touchstone
« on: April 18, 2011, 06:16:49 AM »
Framweard, this one is for you:

Imagine the Savvy Head and the Driver teaming up to win some crazy shit race for what's left of drinkable water, or anything they'd really need. Not to say the race is gonna be rather rough.

When you (Savvy Head) put your hands into the grease of you Driver's car, on a hit you can make it do those things you might need during the race. On a 10+, choose 1. On a 7-9, choose one and the MC holds 1. On a miss the MC holds 2.
   - here's a red buton you can push once to get +1 when acting under fire.
   - look at those sneaky blades that will give you a one time +1 when going aggro
   - the screen here will only once grant you +1 when you'll need to read the sitch.

The MC gets to spend his holds as follows, 1 for 1.
   - that cheaty fucker in front of you has just spilled somthing on the track. whatever you do next, you do it under fire.
   - the canyon is getting really narrow. Great spot for an ambush. You must seize your way through by force.
   - flat tire. The MC gets to make a hard, really hard move. Make it painful.



I'm aware that it deserves a lot of work to really be interesting. It should be attached to a countdown, for sure. I've done that quickly at work and I just noticed that it needed one.
Hope it quilifies for the Touchstone.

5
Apocalypse World / Re: The Touchstone
« on: April 16, 2011, 10:08:55 PM »
Same here!
I'd be happy to trade for the Touchstone. I've got Quarantine, Maestro D, Faceless, Hoarder and the Worm expansion for the hoarder.

6
Apocalypse World / Re: Playbook: The Man in a Box
« on: April 10, 2011, 08:51:29 PM »
Like witch move? If I understand well, the Rust Shaman is some sort of guy who wanders around unnoticed and hears things, but he's not a magical sort of character. I thougt that Allons-y could work for your shaman, but that clearly is traveling through le psychic maelstrom and would sound magical without the blue box.
Anyway, take anything you like and play with it to make it fit the Rust Shaman, if you want.

7
Apocalypse World / Playbook: The Man in a Box
« on: April 09, 2011, 06:32:36 PM »
Not so long ago someone posted a playbook, The Gent. The British feel about it made me want to make this one. It is a bit (lot) of whatnot stupidity. I made it for fun and who knows, someone might be able to fit it in an AW campaign!

The Man in a Box

Creating a Man in a Box
To create your man in a box, choose name, look, stats, moves, blue box, gear, and Hx.

Name
Doctor, Professor, Bishop, Master, Mentor, Teacher or Director
Sarg, Sir, Lord, Captain, Caesar, Lady, Rodin or Synapse

Look
Man, woman or ambiguous
Vintage wear, tweed wear, colorful wear or casual wear
Handsome face, old face, tired face, unlighted face or aristocratic face
Sharp eyes, kinky eyes, deep eyes, thoughtful eyes or laughing eyes
Slim body, sturdy body, bony body, fat body or angular body

Stats
Cool+1 hard-1 hot+1 sharp+2 weird=0
Cool+2 hard-1 hot=0 sharp+2 weird-1
Cool=0 hard+1 hot-1 sharp+2 weird+1
Cool+1 hard+1 hot-1 sharp+2 weird=0

Moves
You get all the basic moves. You get allons-y and another man in a box's move.  

Allons-y: when you are in your blue box and you twiddle that knob-a-thing, roll+sharp to move through the World Psychic Maelstrom. On 10+, choose 3. On 7-9 choose 2:
You’re close to where you wanted to go
You’re blue box isn’t in want
You do not suffer psy-harm
Nobody sees you coming
On a miss, well you don’t get to choose any of the above and you moved only a few feet away or a few miles the other way.

Understand the weirdness: when you are in your blue box and you look through the thing-a-screen-bob, roll+sharp to open you mind to the psychic maelstrom instead of rolling+weird.  

Come on! Do it, sweet Blue Box: when you are in your blue box and you fiddle with the wobbly-jiggle it gets connected in a weird way to the World Psychic Maelstrom. Your blue box gets +augury.  Also, unless you hit a 10+ your blue box is in want after performing an augury.

Talk your way out: when you try to seduce or manipulate someone to get out of a charged situation, roll+sharp instead of +hot.

Now’s a good time to run: name your escape route and roll+sharp. On a 10+ you’re running. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.

Aren’t I clever: when you talk your plan out loud using technical gibberish, roll+sharp. On a 10+ you and all those you included in your plan get +1forward. On a 7-9, you get +1forward, but those included in your plan didn’t quite follow your thought, they get -1forward. On a miss, it did sound like a good idea, but the MC gets to make a move as hard as sees fit.

Special Move
If you and another character have sex, they become a key to your blue box until you have sex with another character.

Blue Box
You’ve got the key to a blue box that is somehow connected to the world psychic maelstrom and will only let a key holder in. What does it look like?
Card board box      
Barrel      
Phone box    
Sheet metal box   
Wooden box   
Container   

   
What is so special about it? Choose 2:
It’s bigger on the inside
It defends itself against intruders (2-harm hand area messy)
It’s got a spare key
You don’t have a key, you ARE a key
It will let a key holder AND guests in


Also, what does it want? Choose one:
Sexual energy      Psychic energy      Vital energy

When your blue box is in want, you cannot use any of your moves that involve it.

Gear
In addition to your blue box, detail your personal fashion. You also get oddments worth 1-barter and a weird-screw (?-harm ap hand loud-optional)

Hx
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 or 2:
• One of them saw you coming with your blue box. Tell that player Hx+1
• One of them you’d like to bring along for a ride. Tell that player Hx+2
• You keep to yourself with the others. Tell everyone else Hx-1.

On the others’ turns:
• Your blue box told you about one of them. Whatever number they tell you, write Hx+2 next to their character’s name.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. ?e MC will have you highlight a second stat too.

Barter
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: any weapon, gear or fashion not valuable or hi-tech; the material costs of a crash resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a week’s hire of the protective companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to find hi-tech or luxe eternal.

Improvement
__ get +1sharp(max sharp +3)
__ get +1hard (max hard+2)
__ get +1cool (max cool+2)
__ get +1weird (max weird+2)
__ get a new man in a box move
__ get a new man in a box move
__ get a new man in a box move
__ add something so special to your blue box
__ get a move from another playbook
__ get a move from another playbook

8
Apocalypse World / Re: Playbook Expansions
« on: April 08, 2011, 06:47:23 PM »
Can you tell us a bit more about those extensions?
Are they new playbooks inspired by the originals?
Do they have only a few new moves?
Are they the original playbooks, with twicks and twists?

Cheers.

9
Apocalypse World / Re: Playbook Idea - The Gent
« on: March 22, 2011, 05:09:18 AM »
Hi there,

A posh-book with a moustache. Awesome!

A thought for the Castle, only a thought though, nothing else from such a lazy bastard as I am.
The Castle could be built like a hardholder's hold or a Maestro D's establishment. What do you think of that ?

I love the idea of this palybook. I don't know why but it makes me think that we need to have a new palybook : the doctor!

10
Apocalypse World / Re: New Playbook: The Shell
« on: March 10, 2011, 11:00:51 PM »
Shell Special
What about this: When you have sex with someone, each of you mark experience equal to half the number of debilities you have, rounded up.
Man! This crippled dude gets to fuck more often that the skinner!

11
Apocalypse World / Re: Introducing: the Scrapper
« on: February 27, 2011, 08:16:01 PM »
Hi every one!
I really like this dude, but I think he's got to have a donkey, oh yeah! So what about that one:

My only true pal: you now have a donkey who, somehow, always manages to escape harm. If it accompanies you when:
- you act under fire, take +1
- you think you saw that somewhere, take +1
- They'd be crazy to follow you there, take +1

I've never made up a move before, so I'm not sure if it would work.

Pages: [1]