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Messages - NilsH

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1
Good points. Signature weapons should probably be a move everyone can have, but I think it should be restricted to the DD´s weapon. You can´t have Machine gun as a signature weapon.

Like your idea with the arrows, great!

Constructing an alibi with a Death Lab. Hmmmm. No, probably not. But it could be fun though, if you think of the DL as Batmans´s cave more than a laboratory. It´s in this safe haven the DD does her thinking, making plans of death and stealth.

"I need an alibi."
"Fine. First you have to hack in to the computer network and steal and ID, and then you have to bribe a high-ranking officer of the Administration."
"Great- let´s get to work!"

or

"I need some help."
"Fine, what kind of help?"
etc.

I think Ahead of the game is great but then you get one move to kill NPCs instantly, one move to know where they are, and one move to be there with all the killing stuff. Somethings maybe should be done the ordinary way with act under fire to sneak in, manipulate etc. ???

Don´t fell criticised at all- this is great stuff! (I think maybe I´ll ask Simon if I can alter my own DD Orcus....) :)

2
Ha ha :) Never satisfied....

When I count it´s seven moves? (5 optional). It´s still a lot of moves to keep track on.

In my opinion the number of moves is not a reason to give the Playbook more moves. The moves that are used should simple be the concept.

I´m sorry but I don´t think you need these moves to play Blade, or Punisher or Black widow or some Ninja guy... 

Like a ghost seems right, but it´s the same as Act under fire or go aggro, to do the same thing, with the same Stat, probably.

Maybe Whisper someones name?

3
Great stuff!

I have made some changes in the play book.

Moving today so don´t really have time to write about it.

Short version. All DDs have a Death Lab. Like Blade with his companion or Batman (maybe he´s an investigator...) with his cave and Alfred.

Fewer moves.

No praying-move. It sounds like a Signature move, but it´s not the right s-move for a DD. So it goes away.

The Signature weapen-move and dance of death becomes one move. But it should be written so nobody else can take that move. ÖLike: u gotta have a signature weapon to use the move.

Only one kill-NPCs-move. Maybe it should be standard? (maybe it should be erased, it´s a boring way to kill, and this character is a killer...?)

Bow- absolutely! The DD had a bow in earlier versions, will past it back in.

4
I´ve written and played The Death Dancer, so I will try to give som feedback. First: these playbooks are work in progress.

I think you have some good points.

I don´t think the nine moves in itself is a problem. The Trooper also has nine moves, and that hasn´t been a problem in any way in our campaign. (The Psyker has eleven moves, and it has worked nicely...) This is the form of this game- you simply have more moves in these playbooks. (The Inquisitor has seven. )

Deliver death and It´s not murder should absolutely be one move, good thinking!!

Maybe the Death lab should be standard, and not a move. I´m not sure. I wanted to give the possibility to build really different killers. I play a gun-slinging Matrix-agent who sacrifices souls to the Death-Sister, but you could play an assassin who kills with poison which you brew in your basement. But it´s the same playbook.

But sure, my Gun-slinger could probably use a death-lab. The "maybe" is that I don´t want characters to have stuff they don´t use, things that doesn´t really fit the character.

Swear an oath maybe should be standard move. I´m not sure. I don´t think it is a problem that the Death Dancer is not as powerful as many other playbooks. That´s fine. I mean The Trooper can´t really compete with The Commander...

I don´t think it´s a problem that you can´t get all the moves. You will have to make some tough choices, that’s part of the game.

I really agree that you should be able to gain more killing edges. I´m not sure though if it should be in- game, (as in: "I steal his canon and use it against the enemies") or as an experience ("I take... a canon, now how will we explain that in fiction...?")

Bows was discussed with Simon, don´t remember if we erased it or not... Is it cool enough for the death dancer?

/ Nils

5
brainstorming & development / Bad ass- new playbook
« on: September 22, 2011, 03:27:44 PM »
Lovecraft World

Bad ass

Creating a Bad ass

Name
Slim, Sandy, Randy, Bert, Doc, Jane, Bill, Angela, Belle, Joy, Molly, Dexter, Jim

Looks
•   stupid eyes, dark eyes, cold eyes, kind eyes, concealed eyes, busted eyes
•   grim face, scarred face, baby face, savage face, mocking face, weathered face
•   muscular body, gigantic body, fat body, hard body, slender
•   bowler and waistcoat, dirty clothes, suit, jail clothes, long coat

Stats
Choose one:
•   Collected -1, Hard +2, Charming 0, Sharp +2, Lettered -1
•   Collected +1, Hard +2, Charming +1, Sharp 0, Lettered -1
•   Collected +1, Hard +2, Charming -1, Sharp +1, Lettered 0
•   Collected 0, Hard +2, Charming +1, Sharp+1, Lettered -1
Also, you get Crazy -2

Collected ____  [  ] Highlight Act under stress

Hard ____  [  ] Highlight Go agro, sieze by force

Charming ____  [  ] Highlight manipulate/ seduce

Sharp ____  [  ] Highlight Read person, read sitch,

Lettered ____  [  ] Highlight Study info, look for clues

Crazy ____  [  ] Highlight face horror, learn spell, sorcery

Choose 1 delusion tag:
Phobia (fear), paranoia, panic attacs, obsession, depression, bipolar, psychosis, catatonia
This is your potential mental weakness

Moves
You get all the basic moves:

Characters moves

You get this:

Breaking bones. You work for someone or as a freelance. Whenever there is a stretch of downtime in play or between sessions choose one gig and roll +hard.
•   murder
•   collecting money
•   fighting for money
•   scaring someone
•   breaking and entering
•   spying
•   selling drugs
•   arranging illegal clubs, gambling or prostitution

On a 10+ it´s done and you get hold 2. On a 7-9 you are in the middle of it and when it´s done you get hold 1. On a miss, you are in the middle of it and everything is going to hell. You may spend your hold, 1 for 1 by:
•   having money or some kind of expensive thing at the right moment
•   getting access into a shady place
•   feeling good about yourself, +1 on any one move
•   sharing information about someone (which you think is the truth) and give another PC +1 forward when dealing with that person
•   getting some thugs to help you with one thing
•   knowing who to talk to about something illegal



Also choose two:
Tough as nails. You can take one more harm before you die.

Merciless. When you inflict harm, inflict +1 harm.

Boxer. When you fight unarmed against close combat foes (unarmed or knifes, hammers etc) you count as a small gang.

Eye on the door. Name your escape route and roll + Collected. On a 10+, you are gone. On a 7-9 you may go or stay, but if you go it will cost you, either you leave something behind or you take something with you. The MC will tell you what. On a miss you are caught vulnerable, half in and half out.

Brute. You get +1 hard. (max +3)

An ear to the ground. At the beginning of session roll +Sharp. On a 10+ hold 1+1. On a 7-9 hold 1. At any time you or the MC may spend your hold to have you at the scene when another character is in danger. On a miss, the MC can spend it to have you there and pinned down.

Crazy. Ignore harm penalties.

Gear
You have burglary tools and weapons.

You have one heavy weapon
•   Rifle harm 3 close/ far loud
•   Sawed- off harm 3 close, messy, loud
•   Tommy gun harm 3 close messy, loud
•   Dynamite 4 harm, messy, area, reload, hand

You also have two small weapons
•   Gun harm 2 close, loud
•   Revolver harm 3, close, messy
•   Big knife harm 3, close, messy
•   Knifes harm 2, close
•   Baseball bat harm 3, messy
•   Derringer harm 2, close, concealed


You also work with a crew of three people. Name those crooks


Hx
On your turn, choose one or more:
•   one of them helps you. Tell that player +1
•   one of them has seen your mad face, tell that player +2
•   one of them knows something important about you. Tell that player +1
Tell everyone else 0.

On the others’ turns, choose one or more:
•   one of them is afraid of you, ignore what they say and write +3
•   one of them is really smart, add +1 to whatever that person tells you


Advances
[  ] +collected (max +2)
[  ] +1 lettered (max+2)
[  ] +1 charming (max +2)
[  ] +1sharp (max +2)
[  ] get another Bad ass move
[  ] get another Bad ass move
[  ] get another Bad ass move
[  ] get a move from another playbook
[  ] get a move from another playbook
[  ] get a gang and leadership

Harm
[  ] 1- Heals slowly
[  ] 2- Heals slowly
[  ] 3-
[  ] 3- Tough as nails
[  ] 4- Rapidly getting worse, -1 to all Hard-moves
[  ] 5- Rapidly getting worse, act under stress do any Hard-moves,-1 to all other moves
[  ] 6- Dead

If you get harm damage, you mark up to that number (damage 3 = 1, 2 and 3). If you get damaged to above 3 you may choose to take damage to only 3 and instead take a permanent debility
•         [  ] Shattered -1 collected
•         [  ] Crippled -1 hard
•         [  ] Disfigured -1 charming
•         [  ] Broken -1 sharp

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B06M_51wBJSFMDM1MWUyNjktOWJjOC00ODg5LThjYjctNDUwNGQ0ODRkZDI1&hl=en_US

6
brainstorming & development / Playbook, The Face
« on: September 18, 2011, 05:15:51 PM »
I have made a new playbook for the game on thuesday, we are having a new player join the game. I didn´t have much time but I think this will work. It´s more or less the Skinner. It should be a 1920 charmer or Gold digger. I´m still trying to come up with good names though, don´t know what the gold digger of the 20´s were named...

Lovecraft World

Face
Creating a Face

Name Maria, Babe, Franklin, Kennedy,

Looks
•   hypnotic eyes, deep eyes, mysterious eyes, trustful eyes, tempting eyes, hungry eyes
•   beautiful face, strong face, strange face, perfect face, reliable face
•   thin body, fit body, perfect body, muscular body,
•   suit, dress, coat and hat, evening wear, jewelry and bare shoulders, turban of silver and pearl necklace, sexy cloths

Stats Choose one:
•   Collected +1, Hard -1, Charming +2, Sharp +1, Lettered 0
•   Collected 0, Hard -1, Charming +2, Sharp +2, Lettered -1
•   Collected +1, Hard 0, Charming +2, Sharp 0, Lettered 0
•   Collected -1, Hard +1, Charming +2, Sharp +1, Lettered -1
Also, you get Crazy -2

Collected ____  [  ] Highlight Act under stress

Hard ____  [  ] Highlight Go aggro, sieze by force

Charming ____  [  ] Highlight manipulate/ seduce

Sharp ____  [  ] Highlight Read person, read sitch,

Lettered ____  [  ] Highlight Study info, look for clues

Crazy ____  [  ] Highlight face horror, study corr, witchcraft

Choose 1 delusion tag:
Phobia (fear), paranoia, panic attacs, obsession, depression, bipolar, psychosis, catatonia
This is your potential mental weakness

Moves
You get all the basic moves:

Characters moves
Choose 2

Smooth voice You get +1 Charming. (max+3)

Secrets of the bedroom. If you have sex with a NPC roll +Charming. On a 10+, ask any three questions, and you will get answers, also you get hold 1. On a 7-9, ask one question and you will get answers, also hold 1. You may spend your hold at any time when you have eye contact with the NPC to make them.
•   leave now
•   back down
•   answer a question
•   try to save your life
•   give you a warning
•   take the blame

If you have sex with a PC, on a 10+ hold 2. On a 7-9 hold 1. You may spend your hold 1 for 1 by
  • making them act under stress to act against your will
    giving them experience to help you, or to do as you want them to

Artist. When you perform your chosen art- any act or expression of culture, or when you put it´s product before an audience, roll +Charming. On a 10+  spend 3. On a 7-9 spend 1. Spend 1 to name an NPC member of the audience and choose one:
•   this person must meet me
•   this person must have my services
•   this person loves me
•   this person must give me a gift
•   this person admires my patron

On a miss you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well. 

Hypnotic. When you have time and solitude with someone they get fixated upon you. Roll +Charming. On a 10+ Hold 3. On a 7-9 hold 1. They can spend your hold, one for one, by:
•   giving you something you want
•   being your eyes and ears
•   fighting to protect you
•   doing something you tell them to

For NPC´s while you have hold over them they can´t act against you. For PC´s, instead, anytime you like you can spend your hold, one for one by
•   they distract themselves with thoughts of you. They are acting under Stress
•   They inspire themselves with thoughts of you. They take +1 right now.

On a miss, they hold 2 over you, on the exact same terms. 

You are famous. When you meet someone roll +Charimg. On a hit they have heard of you, and you say what they´ve heard. The MC will have them respond accordingly. On a 10+ you take +1 forward for dealing with them as well. On a miss, they´ve heard of you but the MC will decide what they have heard. 

The center of the party. In a crown of people where you can be seen or heard, everybody watches you. Roll +Charming. On a 10+ hold 3. On a 7-9 hold 1. Spend your hold
Make them stand there and stare
Come to you
Leave now
Probably won´t use this...

You have a patron of the arts. Name that person and whenever there is a bit of downtime roll +charming. On a 10+ hold 3. On a 7-9 hold 1. Use it by asking the patron for favours.
•   get something expensive
•   getting protection or shelter
•   letting the patron appear with the cavalry at the right moment
•   getting in touch with the right people
•   spreading the word

On a miss the patron asks something of you instead

Beautiful and lucky. Hold 1 every session. Use it to reroll any move.

Magic ability

All characters may trough improvements learn how to open their inner eye and see the truth. You may then Open your head.

When you use some kind of stimulantia to open your head to horrible insight, roll +Crazy. On a 10+, the MC will tell you something new and interesting about the current situation, and ask you a question or two, answer them. On a 10+, the MC will give you good detail. On a 7-9, the MC will give you an impression. If you already know everything there is to know, the MC will tell you that.


Gear
You have access to appropriate things according to your status.

Hx
On your turn, choose one or more:
•         one of them is your lover. Tell that player +2.
•         one of them is your friend. Tell that player +2.
•         one of them is in love with you. Tell that player -1.
Tell everyone else Hx 0..

On the others’ turns, choose one or more:
•         one of them is truly strange, ignore what they say and write -1

Advances
[  ] +1 collected (max +2)
[  ] +1 hard (max+2)
[  ] +1 sharp (max+2)
[  ] +1 lettered (max +2)
[  ] get another Face move
[  ] get another Face move
[  ] get another Face move
[  ] get a move from another playbook
[  ] get a move from another playbook
[  ] get magic ability

Harm
[  ] 1- Heals slowly
[  ] 2- Heals slowly
[  ] 3-
[  ] 4- Rapidly getting worse, can´t do any Hard-moves
[  ] 5- Rapidly getting worse, can´t do any Hard-moves,-1 to all other moves
[  ] 6- Dead
If you get a 3 harm damage, you mark 1, 2 and 3. If you get damaged to above 3 you may take damage to only 3 and instead take a permanent debility
•         [  ] Shattered -1 collected
•         [  ] Crippled -1 hard
•         [  ] Disfigured -1 charming
•         [  ] Broken -1 sharp

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B06M_51wBJSFOTJjMjdjN2MtMDQ0Yy00NWE2LWIyMTYtYjk4OGZlN2IyMGU0&hl=en_US

7
Apocalypse World / Re: Frustrated
« on: September 18, 2011, 11:21:31 AM »
Quote
Quote
If this is how it happened it seems your MC is either cheating or hasn´t read the rules.

Or the third choice he isn't remembering the situation correctly.  I can ensure you if had to "cheat" it was to his benefit. I have read the rules forwards and backwards and when necessary talked with Lumpley and other MC's on certain aspects of the rule book.

I agree.

As in: If this is how it happened it seems....

But to exaplain what I meant:

If that was how it happened I think there is a problem with

MC hard move- The sniper is obviously a MC hard move. The MC shouldn´t make moves any time she want to. Only when it´s her turn to speak. And she shouldn´t make a hard move when the characters hits a 10+ on a move.

The MC can make a move when everybody is looking at her, and nobodys doing anything, or when the characters fail their moves. Not when a character is doing something the MC thinks is too bold, or bad or something.

Harm and armor- If the characters got a blade to the NPC´s neck armor doesn´t apply

That´s what I meant

/ Nils

8
Apocalypse World / Re: Frustrated
« on: September 17, 2011, 11:28:34 AM »
Quote
The way i remember the guard fight i rolled a sucess (10+) to try to kill him (with my blade already to his neck). He apprently was heavly armored which i dident know, becuse i forgot to ask. Then he got a shot off and a sniper tower I dident know about either, again I dident ask since they where never mentioned, fired upon me. Next round I tried to finish the downed guard off, got a partial sucess, killed him and thats when i got jumped. When i attempted to look for a way out of there using sharp I failed and was hit for five damage and knocked out.

If this is how it happened it seems your MC is either cheating or hasn´t read the rules.

9
Apocalypse World / Re: cliffhanger and between session moves?
« on: September 16, 2011, 01:33:05 PM »
Thanx!

10
Apocalypse World / cliffhanger and between session moves?
« on: September 16, 2011, 12:31:15 PM »
We ended one session with a cliffhanger. The seriously hurt characters are hiding in a dark barn, and something smashes the door open and enters with a roar. END OF SESSION

Now. The characters are an operator and a hardholder.

Would you in the beginning of next session make them roll Moonlighting and Wealth, or would you skip it?

Neither the Hold nor the crew is nearby.


11
brainstorming & development / Re: Lovecraft world
« on: September 13, 2011, 01:25:52 PM »
Ah, thanks!

Should be that you have +3 and get one more crazy and then you get taken out of play, my english sometimes gets a bit... unclear :)

/ Nils

12
brainstorming & development / Re: Lovecraft world
« on: September 12, 2011, 12:53:46 PM »
I see your point, but you also have the move:

Getting insight
When you encounter the horrible truth you may get insight. Raise crazy with +1. When you get +3 crazy and get more insight your character is taken out of play. If you give up your character to madness the group may encounter your character in the future as a threat. You can always activate delusion instead of raising crazy, when you get insight.

So you can always choose to go temporary mad instead of getting carzy +1. I hope this will lead to hard decision between taking the +1 crazy and pushing on, or going mad and not being able to help.

Then there are some creatures with:

Some horrors are truly horrible.
Take 1 insight and activate delusion tag.
(This means that you don´t have the option to not get +1crazy...)

This is so you can´t be sure to never get another crazy, like when you met Chtulhu himself (or herself...?). You can not mini-max and have crazy +3 and always activate delusion tag, instead of getting +1 crazy and loosing your character.

_____

What I´m uncertain of is how the move Keeping it together should be used in game, and how harsh it should be.

One way is to keep it like this:

Keep it together
When you resist your delusion, activated by your delusion tag, roll +collected. On a 10+, you are fine, more or less. Hold 1. On a 7-9, you got 2 hold. On a miss you got 3 hold and raise crazy +1. Until your hold is spent your delusion is active and you may not make any moves other than Act under stress and moves invoked by the MC. Spend your hold, 1 for 1 by:
  • flee desperately
    beg for mercy or help
    expose yourself
    attack someone or something
    reveal your condition to someone

But maybe it should be tougher, like getting +1 crazy when you miss it, I don´t know. I wanna have some kind of chance in the system, you should never feel safe.

13
brainstorming & development / Re: Lovecraft world
« on: September 09, 2011, 11:26:53 AM »
What do you think about Crazy, and that the more crazy you get, the greater the risk to go nuts when meeting a Horror?

It´s not really logical, but it can´t only be good to have crazy+3. Then everyone would aim at that. It should be ambiguous. .

/ Nils

14
brainstorming & development / Re: Lovecraft world
« on: September 08, 2011, 04:01:33 PM »

15
brainstorming & development / Lovecraft world
« on: September 06, 2011, 04:48:49 PM »
I have been working on a CoC-AW hack called Lovecraft world. The aim is to be able to play AW with my CoC-loving friends. So far we have played two sessions and it seems to work. But I could really use some input.

My plan was to change as little as possible from the original AW.

It is not trying to be Call of Chtulhu or even a game that tries to mimic Lovecraft´s stories. It´s a horror mystery game with a touch of pulp.

Would be glad to get any kind of feedback.

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B06M_51wBJSFYTc4OTk1MDItOWQxYi00ZTUzLWFjM2UtYmNhMDhiZmQyM2Yw&hl=en_US

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B06M_51wBJSFMDQ5MDkyYTQtNTA0MS00YmFkLTlmMjItOTdjMWQ4YTgyZmVl&hl=en_US

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B06M_51wBJSFMzJjNjEyNzYtZjVjYy00ZGU4LWJmNWYtZDg5ODllZWUyZGEw&hl=en_US

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B06M_51wBJSFMWQ3ZjUxNjItNDRhNS00MWVlLTljNDMtZThjZDQwZjUzODQ5&hl=en_US

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B06M_51wBJSFNjcwOWE1OTUtMmMzZi00MTlhLTk4YWQtZGRjODRmNTI1NzMx&hl=en_US

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