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Apocalypse World / Re: Fallen Empires: Master of Indulgence/Maestro d' conversion
« on: March 03, 2016, 02:04:53 PM »
I figure now is a good time (because it's chem class, and I am horribly bored)
The legionary
NAME
[Insert roman-ish names here]
LOOK
Man or woman.
Dark skin, Light skin
Polished armour, Tarnished armour
Young face. Scared eyes, shadowed eyes, lively eyes, clear eyes, steady eyes, lost eyes, eager eyes.
Athletic body, stocky body, thin body, compact body, rangy body.
STATS
Choose one set:
• Cool+2, Hard+1, Hot=0, Sharp+1, Weird—
• Cool+2, Hard=0, Hot+1, Sharp+1, Weird—
• Cool+2, Hard-1, Hot=0, Sharp+2, Weird—
• Cool+2, Hard+1, Hot+1, Sharp=0, Weird—
When you awoke from slumber, the world’s psychic maelstrom rushed in on you. Roll+hard.
On a 10+, you were able to receive it without succumbing to it; you have weird-1.
On a 7–9, you were able to hold it off; you have weird-nil. You are unable to open your brain to the world’s psychic maelstrom; getting +1weird will give you weird=0.
On a miss, it overcame you; you have weird+1, and in addition the MC must always highlight your weird.
MOVES
You get all the basic moves. You get 3 Legionary moves. You can use all the battle moves, but when you get the chance, look up defending something you hold, hunting prey, escaping a hunter, and the tactical and support moves.
Combat veteran: you get +1 cool (cool+3).
Disciplined engagement: You may always adjust the range of combat by one step either way.
Group Tactics: in battle, when you help someone who’s rolling, don’t roll+Hx. You help them as though you’d hit the roll with a 10+.
Obedient: when you go to someone for advice, they must tell you honestly what they think the best course is. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
Natural leader: when another player’s character rolls+Hx to help you, they mark experience.
Gear
In addition to your Haven, you get:
• A Gladius (Deadly: (deadly: on the field & hand-to-hand)
• A Dagger (deadly: infighting)
• Javelins (Thrown Deadly: On the field)
• Your armour and shield (2-armor valuable)
History
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, ask:
• Which of you did I meet first when I awoke from slumber?
For those characters, write Hx+1.
For everyone else, write Hx-2. You are not from here and you do not understand.
On the others’ turns, answer their questions as you like. Likely you’ll answer none of them.
At the end, choose one of the characters 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.
Haven
As things stand at the beginning of play, anyone released from Slumber suffers both 2-harm area ap and ?-harm.
You emerged from slumber (choose 1):
a few days ago, a few weeks ago, a few months ago.
Remaining in slumber are the rest of your unit, plus (choose 1 or more):
your friends, your colleagues, your family, your superiors.
The Haven has remained untouched by outsiders. Why? Choose 1 or more:
It’s very remote. It has powerful wards. they’re in awe or terror of the undying people within.
]When you awoke from Slumber, another soldier emerged with you. What happened to them? Choose 1:
the world’s psychic maelstrom inflicted 2-harm, killing her.
the world’s psychic maelstrom inflicted ?-harm, shattering th sanity.
the world’s psychic maelstrom inflicted ?-harm, and you were forced to kill them in self-defense.
You don’t know. You haven’t seen or heard from them
Most of the rooms have been warded by the magicians, and in your slumber, the incantations have slipped away, all but one of them are closed to you. (choose 1):
Vault: You can awaken everyone from their slumber, all at once or one by one.
Shrine: bring someone into the shrine, and leave offerings for protection, and you can isolate them from the world’s psychic maelstrom. With suitable offerings and prayer, you can use the rig to further manipulate the world’s psychic maelstrom: treat this as augury, but roll+sharp instead of rolling+weird. These gods make sense, in a way the maelstrom never will/
Healers room: the Haven includes a Ceremonial space, similar to the bonepickers still room. Bring your patients into it and you can contemplate, understand, and transform them like a mystic can contemplate and transform reality (cf).
Archives: The Haven includes an investigative Ceremonial space in the form of its records and historical archives. Access them and you can get to the bottom of the past like A Mystic contemplate and investigates reality (cf).
Forge: The Haven includes a forge and other tools to work wood, metal, and leather. When you are in it, you may you can contemplate, understand, and transform those substances like a mystic can contemplate and transform reality.
Treasury: you can scavenge the facility for its spare parts. Each time you do, you get 5-keep worth of equipment and valuables, to detail or use as barter, but permanently scratch out one Haven facility. (Yes, you can choose to scratch out this one.)
Armory: The Haven includes Sets of arms (Gladius, Daggers, and Javelins) and 6 suits of Imperial legion armour (2-armor valuable), intended to arm the rest of your comrades Unlock its armory and they’re yours.
Legionary special
You were there when the world ended, but you’ve been in stasis for 50 years and your
memory is only slowly returning. At the beginning of each session(Or when you sleep, I can't decide), roll+sharp. On a hit,
ask the group one of the following questions and they’ll answer it. On a 10+, you can ask a
followup question, which can be from the list but needn’t. On a miss, the MC will choose
a question and you will answer it.
— Where was I when the world ended?
— Did we know whose fault it was?
— Who did it hit worst?
— Was it sudden or gradual?
— Could we have stopped it?
— Who were the first people to know?
— What was the first year like?
— How long did we hold out hope?
— What did we try that failed?
— What were the first signs that the world was ending?
— Who did I lose?
— Who seemed safe, but wasn’t?
— What’s the worst thing I saw?
— When it reached us, what did we already know?
— What let some people survive, when others couldn’t?
Goals
During play, it’s your job to have your character make and pursue goals. They can be any goals you want, long term and short-. Begin by thinking what your goals might be this very morning, as play begins.
Improvement
Whenever you roll a highlighted stat, and whenever you reset your history with someone, mark an experience circle. When you mark the5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again.
— get +1hard (max hard+2)
— get +1sharp (max sharp+2)
— get +1weird (max weird+2)
— unlock a stasis facility
— unlock a stasis facility
— unlock a stasis facility
— Get a small holding (you detail) and wealth
— get a move from another playbook
— get a move from another playbook
— get a move from another playbook
— Get +1 to any stat (max stat+3)
— Retire your character to safety
— Create a second character to play
— Change your character to a new playbook
— Choose 3 basic moves and advance them Advance the other 4 basic moves
Keep
At the beginning of the session, spend 1- or 2-Keep for your lifestyle. You haven’t managed yet to fit yourself into any local barter economy. If you need some jingle, you’re going to have to figure that out.
In addition to your lifestyle, you might spend your keep on: a night in high luxury and company; someone else’s protection, service, or labor; a weapon or other equipment; tribute to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or beautiful clothing; or other things as you can arrange for them.
I changed a few things, like the special move (It just felt out of place, so I used the past move from first edition in its place) and added/altered the stasis facilities to be more interesting/relevant. other than that, I basically just changed language and equipment. and If you ever read this Vincent, yes, I do spend 80% of my chem lecture doing game design.
The legionary
NAME
[Insert roman-ish names here]
LOOK
Man or woman.
Dark skin, Light skin
Polished armour, Tarnished armour
Young face. Scared eyes, shadowed eyes, lively eyes, clear eyes, steady eyes, lost eyes, eager eyes.
Athletic body, stocky body, thin body, compact body, rangy body.
STATS
Choose one set:
• Cool+2, Hard+1, Hot=0, Sharp+1, Weird—
• Cool+2, Hard=0, Hot+1, Sharp+1, Weird—
• Cool+2, Hard-1, Hot=0, Sharp+2, Weird—
• Cool+2, Hard+1, Hot+1, Sharp=0, Weird—
When you awoke from slumber, the world’s psychic maelstrom rushed in on you. Roll+hard.
On a 10+, you were able to receive it without succumbing to it; you have weird-1.
On a 7–9, you were able to hold it off; you have weird-nil. You are unable to open your brain to the world’s psychic maelstrom; getting +1weird will give you weird=0.
On a miss, it overcame you; you have weird+1, and in addition the MC must always highlight your weird.
MOVES
You get all the basic moves. You get 3 Legionary moves. You can use all the battle moves, but when you get the chance, look up defending something you hold, hunting prey, escaping a hunter, and the tactical and support moves.
Combat veteran: you get +1 cool (cool+3).
Disciplined engagement: You may always adjust the range of combat by one step either way.
Group Tactics: in battle, when you help someone who’s rolling, don’t roll+Hx. You help them as though you’d hit the roll with a 10+.
Obedient: when you go to someone for advice, they must tell you honestly what they think the best course is. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
Natural leader: when another player’s character rolls+Hx to help you, they mark experience.
Gear
In addition to your Haven, you get:
• A Gladius (Deadly: (deadly: on the field & hand-to-hand)
• A Dagger (deadly: infighting)
• Javelins (Thrown Deadly: On the field)
• Your armour and shield (2-armor valuable)
History
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, ask:
• Which of you did I meet first when I awoke from slumber?
For those characters, write Hx+1.
For everyone else, write Hx-2. You are not from here and you do not understand.
On the others’ turns, answer their questions as you like. Likely you’ll answer none of them.
At the end, choose one of the characters 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.
Haven
As things stand at the beginning of play, anyone released from Slumber suffers both 2-harm area ap and ?-harm.
You emerged from slumber (choose 1):
a few days ago, a few weeks ago, a few months ago.
Remaining in slumber are the rest of your unit, plus (choose 1 or more):
your friends, your colleagues, your family, your superiors.
The Haven has remained untouched by outsiders. Why? Choose 1 or more:
It’s very remote. It has powerful wards. they’re in awe or terror of the undying people within.
]When you awoke from Slumber, another soldier emerged with you. What happened to them? Choose 1:
the world’s psychic maelstrom inflicted 2-harm, killing her.
the world’s psychic maelstrom inflicted ?-harm, shattering th sanity.
the world’s psychic maelstrom inflicted ?-harm, and you were forced to kill them in self-defense.
You don’t know. You haven’t seen or heard from them
Most of the rooms have been warded by the magicians, and in your slumber, the incantations have slipped away, all but one of them are closed to you. (choose 1):
Vault: You can awaken everyone from their slumber, all at once or one by one.
Shrine: bring someone into the shrine, and leave offerings for protection, and you can isolate them from the world’s psychic maelstrom. With suitable offerings and prayer, you can use the rig to further manipulate the world’s psychic maelstrom: treat this as augury, but roll+sharp instead of rolling+weird. These gods make sense, in a way the maelstrom never will/
Healers room: the Haven includes a Ceremonial space, similar to the bonepickers still room. Bring your patients into it and you can contemplate, understand, and transform them like a mystic can contemplate and transform reality (cf).
Archives: The Haven includes an investigative Ceremonial space in the form of its records and historical archives. Access them and you can get to the bottom of the past like A Mystic contemplate and investigates reality (cf).
Forge: The Haven includes a forge and other tools to work wood, metal, and leather. When you are in it, you may you can contemplate, understand, and transform those substances like a mystic can contemplate and transform reality.
Treasury: you can scavenge the facility for its spare parts. Each time you do, you get 5-keep worth of equipment and valuables, to detail or use as barter, but permanently scratch out one Haven facility. (Yes, you can choose to scratch out this one.)
Armory: The Haven includes Sets of arms (Gladius, Daggers, and Javelins) and 6 suits of Imperial legion armour (2-armor valuable), intended to arm the rest of your comrades Unlock its armory and they’re yours.
Legionary special
You were there when the world ended, but you’ve been in stasis for 50 years and your
memory is only slowly returning. At the beginning of each session(Or when you sleep, I can't decide), roll+sharp. On a hit,
ask the group one of the following questions and they’ll answer it. On a 10+, you can ask a
followup question, which can be from the list but needn’t. On a miss, the MC will choose
a question and you will answer it.
— Where was I when the world ended?
— Did we know whose fault it was?
— Who did it hit worst?
— Was it sudden or gradual?
— Could we have stopped it?
— Who were the first people to know?
— What was the first year like?
— How long did we hold out hope?
— What did we try that failed?
— What were the first signs that the world was ending?
— Who did I lose?
— Who seemed safe, but wasn’t?
— What’s the worst thing I saw?
— When it reached us, what did we already know?
— What let some people survive, when others couldn’t?
Goals
During play, it’s your job to have your character make and pursue goals. They can be any goals you want, long term and short-. Begin by thinking what your goals might be this very morning, as play begins.
Improvement
Whenever you roll a highlighted stat, and whenever you reset your history with someone, mark an experience circle. When you mark the5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again.
— get +1hard (max hard+2)
— get +1sharp (max sharp+2)
— get +1weird (max weird+2)
— unlock a stasis facility
— unlock a stasis facility
— unlock a stasis facility
— Get a small holding (you detail) and wealth
— get a move from another playbook
— get a move from another playbook
— get a move from another playbook
— Get +1 to any stat (max stat+3)
— Retire your character to safety
— Create a second character to play
— Change your character to a new playbook
— Choose 3 basic moves and advance them Advance the other 4 basic moves
Keep
At the beginning of the session, spend 1- or 2-Keep for your lifestyle. You haven’t managed yet to fit yourself into any local barter economy. If you need some jingle, you’re going to have to figure that out.
In addition to your lifestyle, you might spend your keep on: a night in high luxury and company; someone else’s protection, service, or labor; a weapon or other equipment; tribute to a warlord; the bribes required to turn someone’s eye or secure someone’s complicity; rich or beautiful clothing; or other things as you can arrange for them.
I changed a few things, like the special move (It just felt out of place, so I used the past move from first edition in its place) and added/altered the stasis facilities to be more interesting/relevant. other than that, I basically just changed language and equipment. and If you ever read this Vincent, yes, I do spend 80% of my chem lecture doing game design.