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Messages - Ferretheim

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I know this is slightly old so mid-necroing:

In my Serenity based AW game I play an ex-Companion Skinner on a frontier planet and my last improvement was Fortunes and Followers to which I took "YFAY, MLYT" in this vein: My Skinner is a teacher in this world (and the only one who was willing to come to the planet) so his followers are his students. The students are loyal but have parents and each other to look after too - and are at best teenagers. If trouble comes they blame their teacher or come to him with their problems.

The Judgement has come into play once and very masterfully. The frontier planet is very "conservative Wild West" and my man is an Ex-Companion, which while is closer to a geisha is still seen mainly as a "whore." And a male one? Tsk tsk. So my guy got an 8 and the MC kicked in that "Judgement" was triggered; the town bible thumper turned Sunday school into "Sunday Schoolhouse" for "moral education" and my Skinner lost the effectiveness of his followers during the day time (when their parents made them go to new! school) and had to sneak around at night (where they had to sneak out of their houses) until he spent a good portion of a session proving that his art, science, and cultural education trumped "Because Reavers will eat you" education.

I'll be honest and say I've only had the followers for 2 sessions and my second session I got a 10 on the Fortune roll so I haven't had Judgement come majorly into play. I want to see it handled the following ways:

My man is in his late 20s, the oldest student/follower is 18. What happens when s/he purchases the Companion/whore services and blurs the student/teacher relationship? +Judgement

They are adolescents and teens. What they think will please their teacher may have dire consequences. +Savagery

They are the new generation shedding the frontier morals. Their parents make them choose between art and tradition. A battle, philosophical and physical is going to brew. +Savagery

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Apocalypse World / Fan Playbooks - Coyote and Decadent
« on: April 30, 2016, 03:22:18 AM »
These two were made for my first foray into AW (I love homebrew stuff, I just do). They are pretty basic but I want to see the ideas to them on the official board even if it is "they suck." The Coyote is Tina Turner in Thunderdome and the water jerk in Turbokid; the Decadent is based off of Hedonism Bot and Jack Vance's Dying World.

The Coyote

Cool -1 Hard +1 Hot -1 Sharp +2 Weird +2
Cool +0 Hard+0 Hot +0 Sharp +2 Weird +1
Cool -1 Hard +1 Hot +1 Sharp +2 Weird +0
Cool -2 Hard +1 Hot +1 Sharp +2 Weird +1

Basic Moves (all)

Base Move and 2 Coyote Moves

(Base) Sanctuary

You Gain a sanctuary with +2 Bounty and +1 Weakness

When you check in with your Sanctuaries, roll +Sharp. On a 10+ gain 1 Barter in addition to whatever bonuses you get. On a 7-9 gain only the bonuses. On a miss activate the weakness if applicable or pull a Hard Move.

Bounty
Wealth. Provides +1 Barter
Need. Provides +growth to the sanctuary.
Drugs/Surplus. Provides +party to the sanctuary.
Node. Provides +augury to sanctuary.
Pre-War. Provides supplier to an Angel or +1 Barter.
Maniacal. Provides +booby-trapped to the sanctuary.
Zoo. Provides a collection of food and/or pet animals.

Weakness
Structural damage. Provides +fragile to sanctuary
Known. Provides +wanted to sanctuary.
Shared. Provides -1 Barter per month or +cramped.
Temperamental. Provides +check-in to sanctuary.
Limited. Provides benefits only once (or twice) a month.
Finicky. Provides +delicate to sanctuary.
Pre-War. Provides +complex to sanctuary.


Moves

0: THAT'S MINE FUCKER!: When defending your Sanctuaries roll +Sharp instead of +Cool to Do Something Under Fire.

0: Precious Booty: All your sanctuaries get +1 Bounty.

0: Grandma's Memory: When you go aggro or seize by force using a weapon with the Ornate or Valuable tag use +Sharp instead of +Hard.

0: Hyena Prince/ss: Gain +1 Sharp (Max +3)

0: Gold Lion: If you would Barter away natural or luxury services (water, gasoline, food, seeds, pets, etc) treat your Barter as 1 higher.

0: Who Runs Bartertown?: You are able to hold or examine an item like reading a person. New questions include:
What was this last used for?
Who last used it?
How much is it worth?
How do you use it?
Who wants it the most?
How can I most easily acquire it?

Gear

You get one of the following:
Classic Gun (2 Harm Close Ornate Reload)
Silver Knife (2 Harm Hand Valuable)
Metal Whip (2 Harm Close Ornate)
Luxe-Gun (3 Harm Far Reload Loud Valuable)

Natural or Luxury gear (2 of the following)
Travel Thermos (Keeps 2 gallons potable water, Luxe)
Parade Armor (1 Armor, Ornate Luxe)
Ghille Suit (0 Armor, Natural Camouflage)
Untreated Gems and Metal (Natural Luxe worth 1 Barter)
Extinct Fur/Leather Coat (Natural Luxe worth 1 Barter)

Gear equal to one barter.


Hx

On your turn, when you come to a player, say one of the following:

To one player, you know where my sanctuary is. I must trust you a lot. Hx+2

To another player, you know only rumors and gossip, Hx-2.

To all others, Hx+1.

On everyone else's turn give the number they give you + or – 1 depending on if you trust or don't trust them, your choice.


Improvement

[] Get +1 Hard (Max +2)
[] Get +1 Hot (Max +2)
[] Get +1 Hot (Max +2)
[] Get +1 Weird (Max +2)
[] Get another Coyote Move
[] Get another Coyote Move
[] Get another sanctuary
[] Gain a Bike or Car (Work with MC to stat)
[] Get a move from another playbook
[] Get a move from another playbook


The Decadent

Cool -1 Hard -1 Hot +2 Sharp +2 Weird +1
Cool -1 Hard +0 Hot +2 Sharp +1 Weird +1
Cool -1 Hard +0 Hot +2 Sharp +0 Weird +2
Cool -1 Hard +1 Hot +2 Sharp +1 Weird +0

Basic Moves (as on 86-88)

Gain Flows Like Wine and One other move.

(Base) Flows Like Wine
The Decadent may roll +Hot and see if they can change a scene to their advantage. On a 10 up they choose 1 Benefit and the MC chooses no Penalties. On a 7-9 they choose 2 Benefits and the MC chooses 1 Penalty. On a 6 or less the MC chooses one Penalty.

Benefits:
Scene eventually gains +party to it if proper.
NPC gains a craving for something the Decadent can provide easily.
NPC ends up owing the Decadent a boon in the scene.
PC gains 1 xp the first time they help the Decadent in the scene.
PC Carries 1 forward against a target of the Decadent's choice.

Penalties:
The target gains Armor +1 against any attack initiated by the move.
People in the scene turn against the Decadent
It is known the Decadent tried to alter the scene.
PCs cannot help the Decadent in the scene.
The Decadent Carries -1 forward on the next roll of the MC's choice.

Other Moves

0: And Then Some: Whenever a PC fights for The Decadent or to protect them they deal +1 Harm with every attack.

0: High as Balls: When the Decadent is on a drug or other mind altering substance they gain 1 Armor.

0: Friends in Low Places: Instead of +Hx the player may roll +Hot to help or hinder another PC.

0: Hair of the Dog: Any scene that takes advantage of the +party condition ends with the characters all healing 1 Harm if applicable.

0: Carpe Diem: When choosing the highlighted stats of your associated character(s), choose both stats instead of the MC or Players choosing one.

Improvements

[] Get +1 Weird (Max +2)
[] Get +1 Hot (Max +3)
[] Get +1 Cool (Max +2)
[] Get +1 Sharp (Max +2)
[] Get another Decadent Move
[] Get another Decadent Move
[] Get 2 gigs (detail) and Moonlighting
[] Get Followers and Fortunes.
[] Get a move from another playbook.
[] Get a move from another playbook.

Gear

Weapon – One of the following
Throwing Needles (1 Close Infinite AP 1)
Hidden Gun (2 Close Ornate Reload)
Blowgun (1 Simple Close Reload AP 1)
Bullwhip (2 Close Flexible Finicky)

One of the following packages

Shaman: Outfit worth 0 Armor and 1 Barter (Luxe Ornate) and one months worth of hallucinogens (2 barter).
Escapist: Outfit worth 1 Armor and one months worth of alcohol (2 barter).
Hedonist: 3 months worth of gluttony or dizzying items worth 5 barter.

Hx

Tell one person “You supplied me with something I loved,” Hx+3

Tell one person “You think I'm self destructive,” Hx -2

Tell one person “I crave your attention,” Hx+2

Everyone else gets Hx+1 against you as you are an open person.

On everyone else's turn give whatever number they give you +1 to a maximum of +3.

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Apocalypse World / Steam Powered Apocalypse (Online Game Seeks)
« on: April 30, 2016, 02:47:32 AM »
Hey all, new to the forums and (thanks to Vincent being so awesome with this 2nd edition) I have decided to try my hand at making an apocalypse of my own since my first game (a Mad Max rip) died after players just drifted into the sands and one man turned out to be a sociopath in real life as well as playing one in game.

Currently I have (I think) 3 people interested but only one has pitched any kind of idea (they want to play The Show). The game will take place on Myth Weavers as play by post and will have an update requirement of hopefully once every 3-5 days or 2x weekly. I am wanting a party of 5 but will go up to 6. If you are interested let me know here and/or PM "Anhedonia" on Myth-Weavers with the topic "2nd Edition Beta." The Hardholder will only be available to be changed into but I will work to include the MaCaluso and Touchstone if wanted and may introduce two Playbooks of my own.

Okay, Grit done, now for the pitch:

It is steam and cogs, a doomsday clock that was powered by coal mingled with steam. Factories crush souls as mad science is pushed into training yards for the good of the new states. Warlord autocracies mingled with old school Royals, inbred "Old Barter" scheming against each other, abortions of the good world twisted by radiation or man, H.P. Lovecraftian adjective molesting! It's all available at your fingertips - depending on what buttons you want to push.

Now, as for the setting. I have two ideas for you to latch onto or dismiss at your leisure. These are the prefab scenarios:

1 - Gooble Gabble!
You are part of a carnival in the mad science lands. Heavy Mary Shelly and Repo! The Genetic Opera in feel, Organ Punk with a dash of Mad Max. Skinner circus freaks, Hocus ring leaders, Savvyhead device masters, Show barkers, Chopper animal tamers, much is pretty applicable.

2 - Airships
One of the tropes of Steampunk. This needn't be pirates. You could all run a leisure vessel that gets dragged across the world in a Turbokid meets Star Trek style genre; a self sufficient city in a land of floating islands ala Baten Kaitos and Mass Effect Quarians; allied forces of bounty hunters and monster killers; whatever.

I am more than willing to entertain something else: Victoriana society with Invisibles comic influence; Girl Genius hack inspiration (w/Jaegerkin), pagan dystopian coal towns; whatever is desired can probably be done.

So, anyone wanting to test this out?

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