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Messages - KreenWarrior

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Dungeon World / Re: New Class Draft - The Warlock
« on: July 23, 2012, 01:11:26 PM »
Thanks!    As for the racial moves, I generally agree.  I like the Elf's, because I like the idea of elves focusing on the demon binding part of being a warlock; due to elves having a history and tradition of magic use.  The Human move was thrown in as a parallel.  My other thought was to give humans a "mutation" similar to the Cleric/Paladin Apotheosis Move, but it would probably need to be less potent and I'm not sure how to approach it.

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Dungeon World / New Class Draft - The Warlock
« on: July 23, 2012, 04:23:57 AM »
I was seized by a bit of inspiration and decided to throw this together.  It's unfinished, obviously, and I'd be curious about what people think about what's here and what it might need:


There are many reasons to seek out power greater than your own.  Some do it for glory, some for wealth, some for vengeance.  When you made the decision, it felt right, like it was the only choice.  Now, the claws of something dark and evil clutching your heart, you feel you might have chosen wrongly. 
   
A Warlock used to be normal.  Now they're not.  A piece of a dark and terrible power has been placed into their heart, replacing part of their soul.  Many regret their decision, but the contract is made, their fates already sealed.  What remains now is only the question: what will you do about it?
   
The only way to find out the end of your story is to live it.
   
Look:
Weary Eyes, Fierce Eyes, Eerie Eyes
No Hair, Short Hair, Beautiful Hair
Travelling Gear, Arcane Gear, Fetish Wear
Well-fed Body, Fit Body, Elegant Body
   
Stats:
17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
You start with 6 + Con HP
Your base damage die is d6
   
   
Starting Moves:
Racial Move:
Elf:  Gain a +1 to Demon Binder and when Ordering demon Hirelings
Human:  Gain a +1 to Black Lord

You Start with These Moves:
Black Lord:  When you call on your patron's power, roll + Cha.  On a 7-9, choose 1.  On a 10-12, choose 2.
*Take 3 Forward on your next roll
*Gain a d4 Damage on your next attack
*Your next attack gains the Messy and Forceful tags
*Gain Armor +2 against the next attack against you
*Heal 1d4 Damage
   
Your GM chooses one of the following
*You take 1d4 Damage, ignoring armor
*You lose something important to you, such as an possession or memory
*You suffer a debility
*Your patron gains Hold 2 over you, and may spend 1 Hold to give you -1 on a roll.
   
Fire and Brimstone:
You have been granted power from your patron with which to defend yourself.  You are always considered armed with a Weight 0 weapon:
   
Choose a description:
Lightning
Fire
Shadow
Telekinesis
   
Choose a range:
Close
Reach
Near
   
Choose two enhancements:
*Potent: Add the Forceful tag and +1 Damage
*Vile: Add the Messy tag and +1 Damage
*Subtle: Add the Precise tag, and you may choose to apply the Stun tag
*Versatile: Choose another range
   
Demon Binder
When you have time and materials, you may call on your knowledge of lore and your patron's power to Recruit demons instead of normal hirelings.  Gain +1 each for:
*Using a rare magical ingredient (+1 per ingredient)
*Taking a debility that lasts as long as the demon is in your service
*If you make a vow, the breaking of which will free the demon (+1 per vow) (No combination will grant you more than +3).  On a 10+, you summon the demon you want.  On a 7-9, you have to take what you can get.   Bound demons are built as City hirelings. 
   
Advanced Moves:
2-5:
*Terrifying: When you Parley using a threat as your leverage, get +2
*Improved Hellfire and Brimstone: Add an enhancement to your warlock weapon
*Clever Bargaining: When you roll a 10-12 on Black Lord, you may reject your GM's first choice and make him choose again.
*Skilled Binder: When you use Demon Binder, add +1 to your demon's primary skill
   
6-10:
*Master Bargaining (Must have taken Clever Bargaining): When your roll a 13+ on Black Lord, your GM does not choose one.
*Master Binder (Must have taken Skilled Binder): When you use Demon Binder, add +1 to your demon's secondary skill.

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Apocalypse World / Re: Seizing A Life By Force
« on: September 23, 2010, 04:12:49 PM »
Saying, "If you have sex with me, I'll protect you from Rolfball's goons" is a Manipulate move.  Saying, "I'll have sex with you if you fix my car" is a Seduce Move.  Saying, "Hey, wanna have sex?" isn't a move if the other person says "Yes please!"

What if it's sex on your terms?  What if it's sex-right-now or sex-with-me-and-Dremmer? 
Then you have to offer leverage to make them accept your terms, I'd think.  Offer to perform a particular sex act, or promise to give particularly good sex (making the sex itself acting under fire?).  Fair enough, that's not quite as much an act of prostitution, but there's still an element of negotiation, barter, bargaining.  My point was more metaphorical than literal; using Seduce/Manipulate reduces the act of sex to an act of barter, in one way or another.

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Apocalypse World / Re: Seizing A Life By Force
« on: September 23, 2010, 04:03:01 PM »
I guess my thought is that it seems that sex will always be leverage, in which case they have to want it
Only if you hit.  If you miss, you're not all that hot, and ya know, I'm gonna pass on the sex, but thanks for the offer.

It can also mean the price is too high.  If they didn't want to have sex with you, then you didn't have leverage, and thus couldn't make the Seduce/Manipulate roll.  I'm going off the book's statement that "To Seduce or Manipulate, you need to have leverage - sex, or a threat, or a promise, something that the manipulator can really do that the victim really wants or really doesn't want.
Quote
I don't think this is inherently true unless you consider a sex-for-sex transaction "prostitution".
What I'm saying is, an encounter where both people want to have sex with each other probably isn't a Seduce or Manipulate roll, it's just an exchange of sex.  Presumably, if both parties actually want to do something, then there doesn't have to be a move.  

Saying, "If you have sex with me, I'll protect you from Rolfball's goons" is a Manipulate move.  Saying, "I'll have sex with you if you fix my car" is a Seduce Move.  Saying, "Hey, wanna have sex?" isn't a move if the other person says "Yes please!"

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Apocalypse World / Re: Seizing A Life By Force
« on: September 23, 2010, 02:28:32 PM »
Indeed, but in order to do that, you have to offer leverage, like food, protection, goods, services, etc.  Offering sex on its own probably doesn't count as leverage, because to have leverage, it has to be something they want already.

Actually, I'd say it can't make someone want to have sex with you.  It can make them have sex with you, but it can't make them want it, just choose to do it in order to get something they want.  Sex obtained by Seduce or Manipulate is always going to be a form of prostitution.

Edit: I think, at least.  I don't have access to my book at the moment.

I guess my thought is that it seems that sex will always be leverage, in which case they have to want it (because your character is fucking hot, presumably), or the thing you're using your leverage to get, in which case you have to have something to offer besides sex.  You won't run into the "I use sex as leverage to get sex from you".

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Apocalypse World / Re: Seizing A Life By Force
« on: September 23, 2010, 02:12:28 PM »
Specifically, seduction as the move isn't made to get someone to have sex with you.  You could use a negotiate move to get someone to have sex with you... bribe them with food, promises of protection, promises of pleasure.  Seduction is when you use the promise of sex to get them to do something else; ie, I'll sleep with you if you protect me, or give me bullets for my gun, or what have you.  If both parties want to have sex, and there's no leverage involved, then you don't have to use the move, I think.

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Apocalypse World / Re: New Playbook: The Pilgrim
« on: August 26, 2010, 11:13:54 PM »
Mmm, good points.  The archetype is someone who doesn't get attached, but that doesn't make for good party dynamics.

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Apocalypse World / Re: New Playbook: The Pilgrim
« on: August 26, 2010, 10:53:41 PM »
*nods* Does indeed make sense.  I guess that's the sort of thing I need to play before seeing. 

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Apocalypse World / Re: New Playbook: The Pilgrim
« on: August 26, 2010, 10:37:26 PM »
@ Mike Sands

Oops.  I had for some reason thought the rule was that stats ended up adding up to 4, not three.  That's what I get for not double-checking.  I think the rule is that if it has a +3 stat line, you get 3 moves if you don't have something else (gang, holding, angel kit)?  

As for cool... you're probably right.  I'd like to listen to a little bit more feedback if it's all the same.  

As for the delusion bit, I think I agree with you.  I tend to like heavily designed games (like, hey, Apocalypse World!) and mandating a goal be a delusion appeals to me, but might not to everyone else.  

As for Indomitable... I like new mechanics!  Unique mechanics make characters fun and interesting and badass.  I think it's somewhat different to get a new wound rank, too.  It means you take longer before your wounds get worse without help, and gives you more weight to throw around knowing you have a solid extra bar of protection than anyone else.  That's assuming it doesn't break the game in some way I'm not seeing.

@ Johnstone

Good point on Deadly Reflexes not being by player choice.  I'm not sure that dealing 1 Harm automatically is quite what I'm going for either.  Having some way to react to surprise in-general seems very much in character.  Is it an insurmountable problem?

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Apocalypse World / New Playbook: The Pilgrim
« on: August 26, 2010, 09:26:26 PM »
Hey folks.

I'm pretty new to Apocalypse World (first game will be Danny_K's pbp).  But I like to fiddle with rules and come up with new content, even when I don't know the game very well yet.  What can I say, it's a compulsion.  So here's me playing around with the system.


(Not at all specifically inspired by Book of Eli)


Playbook: The Pilgrim


In the old days, a pilgrim was a person who was going to a place… someplace far away, and better, hoping to find something at the end of the road that would make their lives different.  These days, there’s no place worth going.  Some people are still always wandering, still looking for someplace better, but now they’re looking for a place inside their head.
This sort of character, the wanderer with a mission, is certainly a staple of apocalyptic fiction.  I can understand why Vx wouldn’t include it… perhaps it’s too archetypal, too staid, too boring, or just doesn't do anything that another playbook doesn't do just as well.  Maybe it violates some other obvious principle of AW I’m overlooking, like the prohibition against status quos.  That said, I thought it would be fun to model, so I thought I’d give it a go.

Names:
Daniel, Eyes, Tyke, Barracks, Rintin, Ballad, Soak, Emelie, Eyrie, Mr. Silence, Vice

Look:
Man, woman, transgressive, ambiguous, concealed

Tattered rags, combat gear, furs & hides, or patched uniform
Scarred face, tattooed face, rugged face or beaten face
Cold eyes, hard eyes, vacant eyes, lost eyes, or shining eyes
Lean body, scarred body, small body, stringy boy, or muscled body

Stats:
Cool+1, Hard+2, Hot+0, Sharp+2, Weird-1
Cool+0, Hard+1, Hot+1, Sharp+2, Weird+0
Cool-1, Hard+0, Hot+1, Sharp+2, Weird+2
Cool+1, Hard-1, Hot+1, Sharp+2, Weird+1

The Mission
You have a mission, something that drives you, pulls you forward.  It is to:

Find, protect, or guide
A
Person, place or idea

Here’s the kicker.  Whatever your character’s mission is?  It's a delusion.  There is no hidden utopian enclave in Alaska that survive the Apocalypse, no destined Messiah-child who will lead us.  Your character will have to come to terms with this eventually.   Or not.  


Basic Moves
You get all the basic moves

Pilgrim Moves

Choose 3:

I’ve Seen Such Things…:  When Acting Under Fire, roll+sharp
(Both Cool and Sharp are very powerful stats, and linking them is nasty stuff.  That said, I like the idea, so I’m throwing it in)

Deadly Reflexes:  When someone attempts to sneak up on you, roll+sharp.  On a 10+, both, and you can act in response (it will be under fire, of course).  On a 7-9, choose one, and choose a response (it will be under fire).
*You know who it is
*You know what their immediate intentions are

(I’m not sure I’m happy with this one.  I want to simulate the bit where the friend/love interest comes over and touches the sleeping/facing away character, only to end up nearly killed as they react.  Idea being on a partial hit, you either get to know who’s approached you, or why, and base your reaction on that possibly drastically incomplete information)

Indomitable:  You get an extra Harm level between 6 and 9
(This move is invisible to NPCs.  If they don’t make sure you’re really dead, they may well leave you with a scrap of life left)

Lead By Example:  When you Lead By Example (means what it says on the tin), you roll + hot.  On a 10+, choose 2, on a 7-9, choose 1.
*People follow you
*People abandon their beliefs
*Gain a Follower
(With this move, a Pilgrim can tear apart a Hardhold or inspire peasants to fight an army.  However, he has to do it to do it, and he doesn’t know the outcome until he tries.  A Pilgrim’s life isn’t safe.  To clarify, if you choose “People follow you”, you will get people to follow your example, but they won’t change their fundamental beliefs, and therefore there are limits to what they’ll do.  If you choose “People abandon their beliefs”, then you change who they are, but you won’t change what they’ll do for the moment.   If you choose “Gain a Follower”, then your MC will choose an NPC, and that character will both Follow You and Abandon Their Beliefs.  Follow you for forever, at least until something changed.  When inspiring a crowd, a Pilgrim’s influence is powerful, but transitory.  A Follower is permanently affected.  They don’t stop being a Threat, though.  Nothing’s quite as dangerous as someone whose saint betrays them.)

Will is the Weapon:  When killing a fucker with your bare hands, you have armor-piercing.

Hx
On your turn:
Tell everyone -1.  You don’t open up much as a rule.
Choose one player. They’ve heard of you.  Tell them to take -2 or +2, as they will.

On the others’ turn:
Whatever they tell you, add +1.  People reveal something of themselves when they’re around you.

Pilgrim Special
When you have sex with another character, they set their Hx with you to +1.  They can choose to give you +1 or -1 forward.  Attachments can help you, but they can distract you from your mission.  And you just don’t show your true self in bed.

Gear
You get:
Fashion that equals 1-armor

1 Practical Weapon
*Handgun
*Rifle
*Machete

1 Unusual Weapon
*Bow/Crossbow (2 Harm far reload)
*Throwing Knives (2 Harm close infinite)
* Sword (3 Harm hand valuable)
*Stun Gun (2 s-Harm ap hand hi tech)

Pilgrim Improvement

+1 Sharp (Max 3)
+1 Cool (Max 2)
+1 Hard (Max 2)
+1 Weird (Max 2)
Get a new Pilgrim Move
Get a new Pilgrim Move
Get a holding and Wealth
Get a gang and Leadership
Get a move from another playbook
Get a move from another playbook

Some thoughts of my own:

I feel odd making it a high-Sharp playbook.  Cool seems more appropriate, but the Battlebabe is already the wicked-Cool playbook, and filling the same design space again makes it a little odd.  And it does make a fun contradiction: why does this person, who understands the world and people in it so well, follow a delusion?

Lead by Example is obviously a finicky move.  The concept is important, I think, but I'm not sure if what I have achieved what I want.

The archetypal Pilgrim is a wanderer, which can have an impact on a group of PCs.  That said, no more than the Hardholder does, if in a different direction, and the Pilgrim doesn't have to wander

This would be an obvious character to give a move that gives him powers relating to following his mission, maybe even a Profile like a car/bike or the Faceless's mask.  However, I've never like that type of power.  It's way too easy to make everything a facet of following your mission.  The Driver at least will have to come out of his car at some point, and the Faceless has to deal with wearing the mask.  That said, without that power, the Pilgrim may be unable to accomplish his mission against the odds stacked against him by Apocalypse World (nevermind that it's guaranteed not to exist in the first place).  Maybe that's the point.  I might be stacking the odds too much with the "your utopia doesn't exist" bit, but when I see that sort of thing, as a player or GM, I immediately think I'm supposed to change that.  Impossibility is relative.

What do people think?

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