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« 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?