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Messages - Jens

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1
There has been some interest in this old gem so I’m putting it all up if anybody wants to tinker with it.

First some more words on the design:

As for the design my main idea was that the specialization would form the basis of the character while the chapter would add, ehm, character. So an assault marine would be just as efficient, game-wise, regardless of which chapter he belongs to. At the same time some combos would be more obvious, just like it is in Deathwatch (Black Templar Assault Marine anyone?).

This means that the specializations brings the stats, the moves and the stuff that is more worky, while the chapter choice adds character flavor through special moves and Hx with the combination giving unique characters.

The reason why there's both a chapter ability and a special is because I found it hard to boil down chapter traits to just one thing. So the design idea was that the chapter ability simply is a rather nice buff for the character while the special is something that can boost but also complicate. Or is a boost with a very narrow application. As an example the Black Templar's special is complicating, while the Imperial Fist's is narrow.

Then the Hx statements further help to define the character and add chapter identity.

As for the other loyalist chapters I actually have skeletons for them in my design document. I just finished the four I did to get to playtesting. The reason for why I “finished” them was that I figured a cool looking RPG would have a greater chance of finding my gaming group willing to try it out.

Normally you should just make the rules and try them out before going into the design phase. Believe me, I got burned on this one.


Since I actually playtested the hack a bit there are some changes that I should implement and then re-make the PDF, but I haven’t:

The Black Templar chapter ability is overpowered and the Dark Angels special and chapter abilities should be switched around. Otherwise it pretty much worked as intended.


Here are the links to the good stuff:
The design document with everything in it: https://drive.google.com/open?id=1ZYyt0Vz89pFd2RbMjZUDAvgXIvSb3MC7-4fGupqOQMc

The beastiarium (containing only the basic beginning of orks so far): https://drive.google.com/open?id=1Rkx06WvQQQmT-n1T8h6r_J9eesbmJ18C8QRAgFOsIWA

The armories: https://drive.google.com/open?id=1oN7b29Ii7TlGKXy8hfVf6kekWhVuPS-XXh6-tBEWpgQ

The templates:
https://drive.google.com/open?id=0B7a4OBanGG4GSVdpeE9fSjd2dnM
The templates are for a open source desktop publishing program called Scribus which can be downloaded here: https://www.scribus.net/downloads/stable-branch/

It’s a kind of non-intuitive layout program that lacks the grace and ease of use of indesign and it’s buddies, but it’s free. Just open one of the templates in scribus and you’ll see what I did. I think you need to get two fonts for it to work properly: “Vtks good luck for you” and “Crust clean”, but those you’ll have to google yourself.

I put the pictures I used in the same folder. I don’t know if they have to be relinked or if they’re inside the scribus files.

Doubtlessly I’ve forgotten something, but this is a start. Good luck!

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I'll post everything but I'm swamped right now, will try to get it up next week.

3
I love it! You took a totally different path than I did but you might be able to use some of the ideas here: http://apocalypse-world.com/forums/index.php?topic=6880.0

I've playtested it a couple of times and there are certain tweaks that I havn't yet done to the file, but it plays nicely as a space marine game. However, I don't know if it's my MC-ing that is lacking or something wrong with the game itself, but it didn't work at all as a play to find out game.

In the end it's all about having fun.

I'll see when I can take yours for a spin and see what I can steal ;)

4
brainstorming & development / Re: A Giant hack
« on: June 13, 2014, 09:09:41 AM »
Another playbook idea. I re-used "Size of Legends" because I thought it fitting. I also poached the "arresting skinner" move from AW. I couldn't resist it...


The Excised (must be Giant)

A scottish Giant run out of the highlands by the Banding of the Big-Men. Gentle or angry the Excised is a lean killing machine formed by the harsh and unforgiving Scottish territories. Comes with a nemesis who has hunted the Excised down from Scotland.

Name (choose one): Angus, Alistair, Airdagh, Barra, Brandubh, Breannan, Carmag, Cowan, Donnach, Eadan, Fyinn, Lachlainn, Naomhann, Rúadh, Sionn, Caitir, Ceana, Fionnaghal, Ròs, Sorcha
...of the Hills.

Or make up a fitting one.

Choose one column:
Violence    +2 / +2 / +2
Cunning    +2 / +1 / 0
Finnicky    0 / +1 / +2
Wyrd        +1 / +1 / +1


Starting Area: Choose one of the northernmost Areas to start in.

Moves:
Nemesis You have a nemesis that has hunted you down from the highlands. Be it a slighted Big-Man Clangiant or a Giantslayer whose entire village you destroyed your nemesis will not rest until you are dead and retribution has been had. Regardless of who your nemesis is an encounter will end badly if on your own, that is why you are fleeing from it. Detail the whys hows and whats of your nemesis. Each time you fail a roll the nemesis comes one area closer.

What’s under the kilt?
Many a tale has been told about what the scottish giant has under his kilt. Everybody who watches is transfixed as you hoist it up and cannot do anything as long as you show what you have.

And choose one additional move:

Greater destiny
You are a Giant with a Geás, a destiny. If you are killed roll +Wyrd. -6: Alas, this was your destiny. 7-9: You are destined for something else but you will bear the scars of this brush with death. You suffer a -1 on subsequent Greater Destiny rolls due to your mauling. 10+ This is not where you die! You return to 2harm and can continue you search for your Geás.

Woodsman
You have mastered the skill of surviving on what the land provides. Instead of making a Foraging and hunting move roll you can automatically succeed and reduce your Fatigue/Hunger by one.

Iron sense
You have a feel for where iron is hidden in the ground. You can improve a settlement by selling them the knowledge or just telling them. The settlement becomes Iron rich after a month of in-game time and increases its Wealth by +2, only usable as gold.

Size of Legends
You are one of the biggest Giants ever born. You are over 40ft tall and suffer -1harm from other giants’ violence and deal +1harm in addition to other modifiers. You also gain one additional Fatigue/Hunger each day due to your size (i.e 2 total for being Giant and the Size of Legends).

5
brainstorming & development / Re: A different dice mechanic?
« on: June 13, 2014, 09:05:38 AM »
Oh, that is so very true about the delay regarding action. Thanks again for your comments.

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brainstorming & development / Re: A different dice mechanic?
« on: June 12, 2014, 05:47:56 AM »
Thanks for the replies. Of course it should be handled in AW like you write, and that's how we've done it in play.

I was a bit unclear in my first post. I think my gut feeling was that this dice mechanic was more for a AW-derivative with a more genuine head-to-head perspective rather than to solve initiative issues in AW itself.

So it's like David writes, I was wondering more about using this actual mechanic rather than solving initiative in AW. I should have framed the question better.

Stepping up or down the dice depending on earlier results is a wonderful idea. My initial thinking was that players had to choose between stat-increases or stepped down dice as an improvement. This would basically mean gearing either towards trumping NPC and situations or winning over other PCs.

The idea is simple, which attracts me, but is it interesting to have to choose between these two?

I guess I'll file this away as interesting until I find something that screams for it.

7
brainstorming & development / A different dice mechanic?
« on: June 10, 2014, 10:16:33 AM »
I'm probably beating a dead horse here but a search of the forums didn't show exactly the same idea used before.

A big caveat is that I haven't re-read the AW book for a while so I don't really remember how PvP conflicts are supposed to be resolved. I remember it as being fiction first? However the people I play with semiregularily have the idea of initiative hardwired into the backbones of their black murderhobo souls and think that solving stuff as they come up hint at some kind of "unfairness".

An idea I had was to exchange rolls for a single dice. A result on the lower half=missed, upper half=yes, but, and top result=10+
Add the actual stat to the roll as normal. So on a D8 1-4=missed, 5-7=yes, but 8=success.
The bigger the dice, the less impact of the stat. However in a PvP situation the biggest die wins. So on a D4 roll stats are amazing but you'll be trumped by bigger dice.

Neat? Stupid? Unworkable? Already hashed?

8
brainstorming & development / Re: A Giant hack
« on: June 10, 2014, 05:24:43 AM »
Thanks for the answers. The main conflict is indeed the one about hunger, in the game a compound stat of Fatigue/Hunger. Effectively only the Bond giant will have his or hers sated by being provided by the bond settlement. All the other playbooks will have hunger as a built in drive. Even if a player takes a defensive stance and stays in one area it will go fallow soon forcing the Giant to move on. Given enough time this will force the giant into conflict and that's when the moves will come into play.

When setting up the game the players and the MC together roll on tables to see what the map ends up like. Where the rich settlements are, where the king resides etc. This will hopefully guide play as well.

I'm also thinking of making a "big-things-happening-in-the-small-peoples'-world" table that introduces further complications for the poor giants. In AW there is no status quo but in Giants it is pure tragedy: everything is going to hell. Regardless if your a gentle giant or a monster, your time is up.

I can't spot anything glaringly missing from the basic moves myself but I have yet to playtest it. The only thing I see when re-reading is that Manipulate and Haggle could be merged as they are the same move but with different targets.

On another note this is what I have as the MC agenda:
*Make everything dirty and harsh and make beauty and kindness rare
*Make the Fatigue/Hunger seem real
*Make sure interests conflict and affairs spiral out of control
*Make every decision count
*Give life to the small people
*Be a fan of the Giants on their way to hell

Also, the first rough draft of a playbook:

The BondGiant
The BondGiant is a giant that has sworn an oath of bonding to a city or a town settlement. It provides tribute and the Giant provides protection against other giants and roving bands in times of war. In some cases the Giant provides the guidance and help of the spirits and is the focal point for local religious practice, much to the chagrin of the church.

Name (choose one):    Geoff, Jeffrey, George, Howe, Adam, Carst, Mound, Milly, Anne, Regala, Bodie, Patty, Millie, Crag, Loeb, Everett, Ed, Gwyneth, Thyla.

Surname (choose one): the Courageous, the Gentle, the Strong, the Just, the Generous, the Honest, the Valorous, of Iron, of Stone, of Bone, of Blood, of Spirits.

Or make up a fitting one.

Choose one column:
Violence    +2 / +1 / +0
Cunning    0 / +1 / 0
Finnicky    +2 / +2 /+2
Wyrd        0 / 0 / +2


Starting Area: You start in the area containing your Bondtown.

Moves:

Bondtown
Choose a town or city on the map, that can support you, as your Bondtown. Normally, you cannot choose the Kings seat as your Bondtown. Your Bondtown will provide you with their Wealth in Tribute each day. Choose one bonus from the list.:

Iron rich area: The area is riddled with iron mines and your Bondtown is full of smithies. Choose one: Giant Armor: you take -1harm from violence when wearing your armor OR Giant iron club: you always deal additional 1harm when wielding your iron shod club. Human armies cost less to arm in this area.

Bessex’ breadbasket: Double the wealth of your Bondtown. Additionally the area is Flourishing, the first time it is turned Fallow during a year nothing happens.

Well defended: Your Bondtown has high walls designed to repel Giant assaults. Add +2 to the Garrison of your Bondtown. Additionally all settlements in the Area gain +1 garrison.

Stonehenge: Your Bondtown has it’s own circle of standing stones. You gain a +1 modifier to any Wyrd moves done in the circle.

Choose one additional move:
Use Gold
You know the human secret of gold. You can turn any Wealth into gold.

Influence at court
You influence the goings on at court considerably. Either by proxy or directly in person. In case of the latter you can have the King’s seat as your Bondtown.

Size of Legends (must be Giant to choose)
You are one of the biggest Giants ever born. You are over 40ft tall and suffer -1harm from other giants’ violence and deal +1harm in addition to other modifiers. You also gain one additional Fatigue/Hunger each day due to your size (i.e 2 total for being Giant and the Size of Legends).

Friend of spirits
You can use unused wealth to sacrifice to the spirits instead of the usual sacrifices. Each wealth after the first adds an additional +1 to the wyrd roll.

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brainstorming & development / A Giant hack
« on: June 05, 2014, 04:46:47 AM »
Hello. Among other things I'm working on an AW hack where the players are Giants in midieval England. The idea germinated in this story-games-thread: http://story-games.com/forums/discussion/comment/429872 As you can see it was Potemkin that had the great idea from the beginning but then revised his outlook. I continued on with the original premise.

Now I've gotten stuck on the moves. The stats I've settled for are Violence, Cunning, Finnicky and Wyrd. Violence and Cunning are pretty self-explanatory, Finnicky is everything to do with humans and Wyrd is to do with the domain of spirits.

So far these are the basic moves I have:

Rage - swift and mindless violence is dealt. Roll +Violence +1. Add one to Fatigue/Hunger.
-6 Fail, You suffer Harm as established and the MC can make a hard move
7-9: Success, You suffer Harm and Deal Harm as established
10+: Success, You suffer Harm and Deal Harm +2 as established

Attack - violence is dealt in a controlled manner. Roll +Violence
-6: You suffer Harm and Deal Harm as established
7-9: Success, you suffer Harm and Deal Harm as established and choose one from the list below
10+: Success, you suffer Harm and Deal Harm as established and choose three from the list below
Suffer less Harm (you suffer -1 Harm)
Deal greater Harm (you deal Harm +1)
Rout the enemy
Take hold of something important
Gain the advantage

Demand - Threaten to get what you want. Roll +Violence
-6: Fail, the MC can make a hard move
7-9: Success, they do as you want but you must promise something first and keep this promise.
10+: Success, they do as you want but you must promise something first. It is up to you if you keep your word or not.

Foraging and Hunting - The giant spends a day Foraging and Hunting. Roll +Cunning

-6 Ravaging! The Giant cannot control its hunger and cleans the area of anything edible. The area of the map is turned fallow and the Fatigue/Hunger stat is reduced by two. Also any settlements in the area get their Wealth reduced by one. If this means a settlement gets reduced to zero wealth that settlement is deserted and left in ruins.
7-9 Overeating. Despite the Giant’s intentions he or she cleans the land. The Fatigue/Hunger stat is reduced by one and the area of the map is turned fallow.
10+ Foraging and hunting. The Fatigue/Hunger stat is reduced by two.

Read a situation - See where opportunities and dangers lie. Roll +Cunning OR +Finnicky depending on the opposition (Giants or Humans)
-6: Fail, the MC can make a hard move
7-9: Success, you can ask one question from the list and the MC or player will answer truthfully
10+: Success, you can ask all questions on the list and the MC or player will answer truthfully
Who is most dangerous?
How can I escape?
What are the motives of the others?
How can I gain the upper hand?

Manipulate - Get another giant to do what you want, Stat: Cunning
-6: Fail, the MC can make a hard move
7-9: Success, they do as you want but you must promise something first and keep this promise. The other Giant marks experience when doing it.
10+: Success, they do as you want but you must promise something first. It is up to you if you keep your word or not. The other Giant marks experience when doing it.

Talk to the spirits - Get knowledge from the spirits, Stat: Wyrd
-6: Fail, you loose something important and the MC can make a hard move
7-9: The MC will tell you something new and interesting about the current situation, and might ask you a question or two; answer them
10+: The MC will give you good detail. If you already know all there is to know, the MC will tell you that.

Demand of the spirits - Control the weather, increase fertility of the land, etc, Stat: Wyrd, must give up something vital (a finger for minor stuff, all of childhoods memories for more important stuff).
-6: Fail, you loose something important and the MC can make a hard move
7-9: The spirits accept your offering but demand a promise. If you follow through mark experience.
10+: The spirits accept your offering.

Haggle - Bargain with humans, Stat: Finnicky
-6: Fail, the MC can make a hard move
7-9: Success, you get your deal but you must promise something first and keep this promise.
10+: Success, you get your deal but you must promise something first. It is up to you if you keep your word or not.

OK, so I realize a bit of these rules make no sense without the other rules but I'm just wondering if you spot anything missing if the players are 20ft Giants ravaging peasants in 17th century England?


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Why Deathwatch: Apocalypse?

This is my Apocalypse World (AW) hack of Fantasy Flights Warhammer 40.000 RPG Deathwatch (DW). DW is a game where the players take the roles of gene-enhanced super warrior monks battling the enemies of mankind’s fascistoid Imperium. That star spanning colossal being the last line of defense between humanity and certain extinction. Since the players take the guise of glory seeking warrior monks coming from different chapters, a lot of internal rivalry is to be expected, and is also somewhat catered for in the rules.

However, I feel that the game really falls on its face when it comes to the action part. Instead of being the action filled romp it ought to be, filled with oath taking, boasting and ‘for the Emperor’-s it is a sluggish, bookkeeping fest of future world simulation. Not at all what I had expected when I opened the book. Since having played through a small campaign which died out due to the tedium of the rules I have been searching for a game system that would allow me to play DW the way I had imagined it would be.

Reading on the forum that someone had started a reskinning of the “The Regiment”-hack I realized that AW was probably the system I had been looking for. In AW reality is brutal and unforgiving and everything is tethering on the brink of oblivion. At the same time relations between the characters are important and help drive the story forward. This coincides with how I see how DW should be. But The Regiment introduces a more fine-tuned combat system than AW, a more simulating approach if you will. That is exactly what I want away from in Deathwatch. But still a lot of the very good ideas from The Regiment have been shamelessly stolen.

Considering that the subject matter is 7’ tall superhuman warrior monks 38.000 years into the future simulating reality should not be among the concerns of the game. Creating a fast paced action focused game where questions of valor, glory and chapter history are more important than how large the percentile gain is of a night vision scope when firing through smoke, on the other hand, should.

So this leads me to using the original AW as basis for my hack. When I found Mike Sands’ “The Juggernaut” playbook I knew I was onto something.

Why I originally had not thought about doing an AW hack is that the original playbooks are very singular in how the players create their roles, whereas in DW character creation is very binary; i.e. Chapter/Class. But now I believe I have a solution. It came to me as I sat folding playbooks for a game of AW. My printer at home is unable to print both sides so I simply printed them and then folded them back to back. Holding them in my hands I realized how I could combine the cool playbooks with the binary Space Marines of the future. I’ll make one side of the playbook the class and the other side the chapter!

So this is how Deathwatch: Apocalypse came to be.

I have a playtest document set up that should include most of what you need to try it out with four players. I.e. rules, moves&oaths, an ork beastiarium, armories, five specialties and four chapter backgrounds. I recommend that you print one each of the armories and moves.

I realize that I've forgotten to add an MC agenda but the whole game hinges on the MC being versed in 40k lore so it basically boils down to: Keep it grimdark and invoke history.

Here's the document: Deathwatch: Apocalypse

TL;DNR: Deathwatch has stupidly complicated rules, AW rules fit better, voilá!

Sadly, no space marine mammals included

Please feel free to comment and feed me feedback, for the emperor.

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