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Topics - Thrythlind

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I've got a hack ready for playtesting focused around stories of characters who get trapped in a video game or video-game like world. I've actually got suggested rules for it for Fate Core and GUMSHOE as well.  I sort of need to know what is needed to put on the packet in terms of copyright information before sending it out.

My plan is to make the playtest available on drivethruRPG as a pay what you want sort of thing.

Currently, the Apocalypse Hack version has modeled sort of off the Spirit of 77 hack...instead of a single playbook, characters take a Persona (background/personality) and an Avatar ("game" character). No identical combinations of Persona and Avatar.

The playtest packet has 7 Personas (Crafter, Elite, Guilder, Native, Newbie, Soloist, Strategist)  and 7 Avatars (Boss-Killer, Controller, Mob-Clearer, Sapper, Summoner, Support, Tank).


Nevermind, found where he said "use your own words and it's free to do."

In any case, leaving this up here for a bit...will post a link to the playtest packet soon


2
Monster of the Week / Spooky Hex
« on: November 02, 2014, 02:02:41 AM »
The hex reads that you can apply an extra effect when you cast spells.  Is this extra effect on top of the intention of the spell or is it just other optional effects the spell can perform?


For example, can use magic to cause someone to fly back and apply hex to cause them to break something precious when doing so as an effect on top of being thrown back?

3
Monster of the Week / Change Playbook Question
« on: November 02, 2014, 02:00:51 AM »
If a character changes playbooks, does that mean he gets a fresh collection of Improvements that he can check off?

For example, if a Mundane transitions to the Spooky, will he be able to take the "Another Spooky Move" improvements now, even if he took both extra "Mundane" improvements before?

Will they be able to change playbooks a second time?  If they took "A move from another playbook" the maximum twice times and then change playbooks would they be able to take it two more times?

4
Monster of the Week / Playbook: The Death-Seer
« on: November 01, 2014, 01:36:14 PM »


This is based on the death-seers from Divine Blood.

"Death is a fact of life, not the end of it."

Look

Man, woman, girl, boy

Red hair, white hair, black hair

white skin, black skin

casual clothes, ceremonial clothes, elegant clothes, gothic clothes, practical clothes

All Death-Seers have red irises and with uses of their power that require effort cause their eyes to flood with blood so that they appear solid red.

***********

Ratings

Charm +1, Cool +0, Sharp +1, Tough +0, Weird +1

Charm +2, Cool +0, Sharp +0, Tough +0, Weird +1

Charm +1, Cool +1, Sharp, +0, Tough -1, Weird +2

Charm +1, Cool +2, Sharp +1, Tough -1, Weird +0

Charm +0, Cool -1, Sharp, +2, Tough +1, Weird +1

***********

Moves

This one:

*Guiding Light - A gate to the afterlife sits open behind you, its light reveals the touch of death in the world allowing you to see ghosts and recognize undead, other death-seers and immortals on sight. If a ghost can be convinced (or tricked) to pass through the gate, it will leave this world for good (or until it reincarnates as a newborn).

****************************

And two others:

Death's Spring - Between your guiding light and medical training, you can identify potentially terminal conditions and treat them. If a person is in a condition that threatens death, such as if they are unstable, you can roll +Sharp, on a 10+ you can do two of the following, on 7-9 you can do one of the following:

Stabilize a patient

Suppress a terminal disease

Cure a lethal poison

Heal 1-Harm

Remove a killing curse

On a miss, you make the situation worse....perhaps the medical condition worsens or perhaps someone notices your eyes change.

Use of this power causes your eyes to fill with blood as described.

****************************

Tongues of the Dead - You can manipulate any dead spirit and can even cut temporarily cut through the madness of restless spirits usually impossible to reason with.

****************************

Murder Eyes - Some death-seers bend their eyes and knowledge towards violent ends. When targeting a living being you can roll +Weird. On a 10+ you can Hold 2, on a 7-9 you can Hold 1. You can spend a Hold on the following:

Ignore the target's armor when dealing injury for the rest of the scene.

Deal +1 Harm one to the target when dealing injury for the rest of the scene.

Cause a target to become unstable the next time you deal an injury to the target this scene.

After inflicting injury on someone, the crippling injury gives +1 ongoing to other hunters attacking the target the rest of this scene.

Learn a way to kill an immortal target.

On a miss, you over strain yourself and suffer a -1 ongoing for the rest of the scene due to the sensory overload.

You may attempt this once per target per scene.

Use of this move causes your blood to fill with blood as described.

****************************

Light of the Afterlife - Due to the guiding light, you have no need for physical light. Even in total darkness you see as if it is the brightest day.

****************************

Where Death has Touched - You can see the way death has touched the people around you. You can activate this by rolling +Weird. On 10+ you can activate Hold 3, On a 7-9 you can Hold 1. You can spend a Hold as follows:

No Bystanders notice your eyes fill with blood while using the power.

You can tell whether one target has killed and whether it was a murder or death of necessity.

You can tell whether one target has witnessed death and whether the death was peaceful, violent or murderous.

You can tell one target's attitude toward death.

****************************

Drink of my Blood - You can craft a potion of your blood to give another Hunter or Ally the use of one of your moves for one scene. Roll +Weird. On 10+ you grant the use of the move. On a 7-9 you can give a use of the move but at -1, or you can give a move with no penalty but suffer 1-harm that ignores armor yourself. On a miss, something goes horribly wrong.

****************************

Natural Exorcist - When you use magic to seal, exorcise or ward away the dead, you take a +1 forward. You cannot use exorcism to force a ghost to pass on to the afterlife and defeating a ghost causes you to take a -1 ongoing to attempts to manipulate one.

****************************

Purifier - You can use magic to separate the animating spirit of an undead from its body. Mindless undead are destroyed. Sentient undead become ghosts. Such a ghost can try to acquire a new body later if it escapes and it will remember what you did.

****************************

Necromancer - You can briefly give ghosts physical form by either bridging the way for them to animate a corpse or manifesting it in the physical. Roll 10+ You manifest a form for the ghost for one action. Roll 7-9 you manifest the ghost for one action but you either take a -1 forward or suffer 1 harm to maintain it. On a miss, you fail to manifest a form for the ghost....or the ghost somehow no longer needs you to maintain its form and becomes independent...which is rarely a good thing.

****************************

****************************

Death-Seer's Philosophy: (answer the questions)

What is your stance on ghosts? (they should all pass, they're people like any other, only the harmful should be exorcised, etc)

What is your stance on violence? (do no harm, vengeance for the departed, when necessary, etc)

What is your stance on your powers? (a tool, a gift, a curse, etc)

What color is your guiding light? (black, white, yellow, grey, green etc)

****************************

Gear

Normal Weapon: (choose two)

Martial Arts - your unarmed attacks deal 2-harm

Sword - 3-harm hand

Shotgun - 3-harm close loud reload

.38 revolver - 2 harm close reload loud

****************************

(still need history and advances)

5
Monster of the Week / Ran a one-shot for Halloween
« on: November 01, 2014, 01:43:11 AM »
My brother and friend decided to pick their playbook by random roll and got a Spooky and a Summoned.

*******************************

Jack the Spooky, an unattractively androgynous person with blank eyes and wearing casual clothes.

Charm -1, Cool +1, Sharp +0, Tough -1, Weird +2

Hexes, Jinx, Hunches

Dark Side: Dark Bargain, Soulless, Secrets

*******************************

You the Summoned, a demonic girl who looks between 12 and 14 wearing normal clothes who leaves ashen footprints where-ever she walks (regardless of whether she wears shoes or not)

Freakishness, Should I Feel That, Absolute Badass

Gigantic Hellsword, Sledgehammer, Magnum

Apocalypse: Breaking the Seal.

******************************

The monster of the week was based on Urado from Ghost Hunt.  Basically, a rich man trying to defeat an illness by bathing in the blood of the young.  His spirit was contained when his children and grandchildren expanded the estate around the original property and creating a bizarre sort of maze out of the house.  Some renovation was being done by a new family member thinking about moving back in and managed to crack the wall into the original property.  Ghosts of the past victims have been trying to warn townsfolk away, but their warnings have become increasingly dangerous.  The actual minions of the blood bather, Ivo Schwartz, are the ghosts of his two orderlies who have been moving to abduct people in the area around to give their blood to Ivo and empower him.  Eventually he would get strong enough to leave the mansion itself and start preying on people himself.

Since the characters had insight into the supernatural that other characters wouldn't usually have, I made it less investigative and more action oriented.  They tracked down information, got "warned" by the ghosts a couple of times and attacked by the orderlies and Ivo's living followers.  Eventually they went to the estate and pushed in, You got sucked into the actual prison part of the house and ended up in battle with the monster after dissipating its servants temporarily. Jack used magic to trace the way to the crack and blow it open, arriving in time to help You avoid being dragged to the table in the center of the room and drained of her blood....who knows what demon blood would do to this thing.

After a fight in which they discorporated Ivo, Jack's bargain insisted that the Spooky grab some of the blood that Ivo bathed in before burning the table.  It was going to later tell Jack to pour the blood into the well at the center of town, but after they got out of the estate, Jack used magic to burn the blood, noting that the voice had said nothing about not burning the blood after it was out of the house.

The characters each acquired 3 advances in the course of play, Jack took the Sight and Mystic (from Initiate) while You took two Hard Case powers: Aim for the Weak Spot and Finish Him!  You's third advance went to getting +1 Cool while Jack's third advance went toward changing two of his Dark Side tags.  After his betrayal of the dark forces, he no longer has Dark Bargain and Secrets...he has Pain and Hallucinations as the source of his power plagues him for his betrayal.

Each character used two Luck points out of the three I gave them.

Ivo DID almost get You to the table and eventually made her drop her sword.  The sledgehammer eventually finished his Harm capacity after Jack enchanted You to be superhumanly fast (for a +1 effect) for a bit.

Jack used and abused (in a playful way) the Hex power to add extra effects every time he cast a spell.  He especially enjoyed "break something important" which destroyed the estate's security system, the table and the bath-tub full of blood.

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Monster of the Week / Ghost Hunt Crew as a MotW team - Spoilers
« on: October 27, 2014, 10:33:30 PM »
Trying to think how to do the Ghost Hunt anime as a MotW team, there's some issue since several of the characters would pass as different sorts of Initiates.  There's spoilers here obviously.

Looking at the characters in the main group you have:

Mai Taniyama, the primary perspective character who is a high school girl who slowly develops a range of other capabilities including prophetic dreams, astral projection and a sixth sense for who is innocent or guilty.  She also picks up some shinto and buddhist exorcism chants such as the nine-cuts and the mudra of immobility.  But over all, I think she's a Mundane that dipped into other playbooks.  Though looking at the ratings, none especially match her, I'd be tempted to play around with her ratings to make her Charm +2, Cool +1, Sharp +1, Tough -1, Weird +0 to start and advance her Weird twice via Advances.

Kazuya Shibuya (Nasu), the leader of the team, young genius already has a college degree (possibly a doctorate) as a teenager.  He's most known for using raw, cold logic and cunning to get the team through their cases. His possession or lack of actual powers is a minor/major plot point (it's minor to dues ex machina in the anime, major in the books).  Given he brings in the funding of the group and is shown to have a patron, I'd put him at a Professional primarily with his powers as dipping into other playbooks and using magic (especially since using his powers seems to hospitalize him).

Koujo Lin, Nasu's primary assistant and collaborator.  Later proven to be an Onmyouji with a handful of spirits at his beck and call.  Nasu actually goes to Lin to set up actual magical rituals for him, since any time Nasu draws on power it's like turning on a fire hose.  I'd say Lin is an Expert.  He has a bit of bitterness to him due to experiencing loads of racism at the hands of the Japanese (he's Chinese) during his life.

Update: Lin will be done as an ally for Nasu

Houshou Takigawa, usually called Monk, an apostate buddhist monk. He at least claims to be apostate, Nasu suspects he's a bit more than he lets on.  He is a full time rock and roll musician as well and gets called on to remove curses among the music industry fairly often.  While Lin deals with most of the big rituals that Nasu seems to be at the center of, a lot of the onscreen magic is done by Monk and he is supposed to be quite powerful.  I'd probably say he's an Initiate with a sect that isn't all that active anymore.

Next is Masako Hara, a television medium and minor celebrity about Mai's age. She's generally used to track down spirits and give information about them. She doesn't do much in the way of active exorcism and her powers make her sensitive to intense evil auras. She's pretty much a Spooky despite the fact her powers don't really have a specific dark force, they just make her an attractive target.

Next is Ayako Matsuzaki, a self-taught shinto priestess (or taught by the spirit of an old tree).  Throughout much of the series her powers are next to useless since it's revealed that her bigger powers depend on asking for help from the spirits of local trees and most of their stories take place in cities where the spirits of the trees are dead or asleep.  She does have some general purpose charms and spells, but she's not a major hitter and usually ends up as something between team mom and providing support.  She's prone to boasting and being concerned with her appearance as well as getting teased by the other team members for her lack of a successful exorcism til near the end. I'm tempted to call her a Flake but she doesn't fit the piecing it all together thing at all.  If it weren't for Monk, I'd likely make her an Initiate.

Then is John Brown, a supposed 19 year old Catholic exorcist.  He is a priest, but Nasu has doubts that he's actually completed the exorcism program with the Catholic church.  Despite that, he has legitimate power and is next to the Monk in on-screen demonstrations of psychic ability.  If Monk weren't around, I'd call him an Initiate...possibly I could refluff him as a Divine.

There is a late joiner to the party in the form of Osamu Yasuhara who is another high schooler that they pick up in the third-to-last anime story arch and hangs out with them through the last three story archs.  He's a pretty smart guy and hard worker with a rather odd sense of humor, such as when he spontaneously pretends to be over 200 years old and starts talking knowledgably about things that happened way back when in order to confuse and annoy a poseur ghost-hunter in the Bloody Labyrinth story arch. He more or less fits the Flake skill set since he settles in to do heavy research for the team after he joins and proves very adept at it.

******************************************

Makes me want to make Priest and/or Shaman playbooks.

7
Monsterhearts / Skin Suggestion: Gorgon
« on: October 27, 2014, 07:46:09 AM »
I don't have the game so I won't try to make it myself, but I would like to suggest the "gorgon"

Darkest Self

You've been tricked, abused, coerced...defiled.  Hate and anger bubbles up from inside of you and claws its way out through your skin turning all your beauty to ugliness.  All that treacherous beauty that led you to this state.  That vile curse in the guise of a boon!  You shut yourself off from others and lash out at anyone who tries to intrude on your solitude.  You escape your darkest self when someone can look into your Stone Face without the slightest sign of fear and show you honest concern.


had these ideas for some abilities but uncertain of mechanics:

Stone Face - while you are in your Darkest Self your face takes on a horrid cast and anyone looking into it must resist or be paralyzed rigid with fear. 

Mantle of Medusa - unlike other gorgons, you won't die easy just from being impaled...there is a specific thing that must be done to kill you finally, you're not sure what it is, it's always been different for each gorgon that carried the Mantle down to the original Medusa.  Other gorgons will be easy to find out how, of course.  The one's that think you're too soft on humans and the one's that think you're too violent to deserve the mantle...good and evil both hunting you down.



Sex Move is troublesome, the flip side of the Gorgon's representation of death is that she is also a representation of fertility, but I don't know how well an increased chance of pregnancy for any sexual encounter involving at least one female (even if no male) would be taken.

Likewise the OTHER heavy point to the Medusa myth is the fact that she was raped but to soften that to a less triggering catalyst at least part of the sex move should probably be "If you've had sex and your partner treats like trash afterwards, enter your Darkest Self."

8
Monster of the Week / Playbook: The Queen
« on: October 27, 2014, 04:46:01 AM »
In the flavor of Anri Sonohara from Durarara!!! who is a rare heroic Hive Queen.  http://durarara.wikia.com/wiki/Anri_Sonohara

This could be a pack of vampires, werewolves, hives of were-wasps, webs of spider people, brothels of succubi, people possessed by a cursed sword, or any other collective consciousness where the focus of leadership is on the originator.

The Queen

I did not ask for my powers.  Nor did I seek out to acquire my people.  It just sort of happened.  But if it has to be this way, we will do some good with it.


Name

Looks: choose one of each

1 - Man, woman, boy, girl

2 - Dead eyes, shy manner, seductive walk, determined poise, magnetic aura

3 - casual clothes, business clothes, para-military clothes, goth clothes, fashionable clothes

4 - inhuman appearances are optional

Ratings - choose one

Charm +2, Cool +0, Sharp +1, Tough -1, Weird +1
Charm -1, Cool +2, Sharp +0, Tough +1, Weird +1
Charm +1, Cool -1, Sharp +2, Tough +0, Weird +1
Charm +0, Cool, +0, Sharp +0, Tough +2, Weird +1
Charm +2, Cool -1, Sharp +0, Tough -1, Weird +2

Infection Vector - Choose one

Cursed Weapon - You have a magical weapon that curses every one it harms to be connected to it. The weapon desires to spread its curse and only your willpower keeps it in check. When not in use, the weapon resides within your body and you can pull it out or manifest it at need.  The exact nature of the weapon is up to you, but it a 3-harm hand weapon.  It can be disarmed while manifested.  Members of the hive will collect imitations of the original weapon (people infected by a cursed sword will collect a dagger, paper cutter or kitchen knife that similarly bonds to them and can spread the curse)

Injury - Like so many other supernatural curses, yours is transferred by injury.  If you are in battle and an enemy is injured by the method granted by this infection vector, they may later be transformed.  Choose one of the following: (Fangs 3-harm intimate) (Claws 2-harm hand) (Stinger 1-harm hand, target is stunned by the venom).  The GM may sometimes force you to act under pressure to avoid biting and infecting others.

Embrace - When you engage in sexual acts with someone, you risk changing them.  The more passionate the exchange, the more likely the resulting transformation.  You can change your apparent gender and due to your looks and pheromones, you may always attempt to manipulate individuals.  However, whenever you use your supernatural beauty and pheromones to manipulate someone and you succeed with a 10+, the Keeper can choose to call on you to make an act under pressure move to avoid giving into your instincts and follow through on seducing them.

Aid - You have powers which can be used to help others, but every time you help someone you risk adding them to your hive.  You may roll +Weird to aid a fellow Hunter or bystander. For a Hunter, on a 10+ you grant them a +1 ongoing for the rest of the scene.  On a 7-9 you grant them a +1 ongoing for the rest of the scene, but at the end of the scene they must act against pressure or a transformation begins.  On a miss, they receive no benefit but begin to slowly be transformed.  For a bystander on a 10+ you grant them some supernatural aid for the scene without problem, on a 7-9 you grant them supernatural aid and they will likely become part of your hive.  On a miss, they will transform quickly and receive no aid.  The nature of the benefit that gives the bonus is up to you.  Perhaps it is supposed to be a temporary transformation.  Perhaps it is an enchantment.

The process of the transformation is between you and the Keeper, but it is suggested to that it takes an extended time after exposure (barring missed rolls speeding things along or Keeper moves).  Other Hunters should get a chance to cure it before it completes.  Hunters transformed gain the appropriate infection vector and any necessary changes to appearance.  Already monstrous types like Divine, Summoned, Monstrous and Changeling cannot be transformed regardless. 

Specific transformations are almost always complications rather than benefits since it has little effect on the operation of the Hive as a whole.  But some people might take exception to you changing people into monsters.

**************

The Hive - You must design your hive/pack/brood.  Each hive has two benefits and two negatives to it. 

*************

Good traits

Look Human

Free Will (for the most part, but can still be heavily influenced)

Supernatural Powers

Human Disguise (even if they have an inhuman form, they have a way to hide it)

Bonds of Loyalty

As above, so below (they tend to mirror your character's morality)

Perfected Health

Extended Life

Instinctive Tactics

Shared Memories

************

Bad Traits

Enforced Affection

Inhuman Appearance

Reproductive Urges (the members of your hive desire to spread the curse and sometimes give in regardless of your commands)

Splinter Hives (sometimes one of yours splits off from your control and starts their own hive, not always with the same morality, sometimes you have to herd them up)

High Expectations (the hive expects much of you and pushes you to fulfill their desires)

Mental Pressure (you can feel the attention of your hive at all times)

Drones (the free will of your hive is suppressed)

Co-Pilots (the "transformed" individuals are merely possessed by entities that spread from you.  These entities can take over their host at demand)

Black Outs (the victim is not aware of the way they are beholden to you, when you call upon them they have blackouts and experience any physical transformation)

Not the Last Word (something else beyond you started this all and may threaten to take over with its own agenda.)

*****************************

You get this Move:

At the beginning of each mystery when the Hive is happy, roll +Weird.  On a 10+ the Hive will provide you some sort of support, either in terms of field presence or information.  On a 7-9 the Hive presses you with some concern that requires your attention, if you take on that issue then you will get help on your mission.  On a miss, the Hive demands something terrible and if you fail or refuse, then you lose the Hive's good graces until you make it up to them.

And two others:

Legwork, Yes - Once per mystery, if you are in your Hive's good graces, you can assume an automatic 10+ roll with an Investigate Mystery move by sending your Hive to collect all the information for you.

Queenly Presence - You may be the center of the Hive, but you're not a do nothing royal.  You may choose a single basic Move to upgrade to advanced.

Reinforcements - Once per mystery, if you are in your Hive's good graces, you can call for reinforcements in a fight.  Roll +Weird, on a 10+ your Hive arrives in a timely manner in overwhelming numbers.  On a 7-9, your Hive arrives either late or with only a small number of reinforcements, or the timing of your summons exposed some of your Hive to attention from other monsters or hunters.  On a miss, none of your Hive are close enough to help, and the summons may have exposed your hive to attention.  This is best used to counter other minions.  Central monsters are often too powerful for even a horde of followers.

On Jeweled Wings - You are capable of flight or some other superhuman method of movement.  This can include wall-crawling, speed, leaping, short-range teleportation or other such things.

Efficient Communication - You and your Hive are connected telepathically.  Barring magical interference there's nothing to prevent you from contacting them....there's also no way for you to shut out their displeasure with you if they are not happy.

Emergency Transformation - If a Hunter or Bystander dies and you can get to them within 10 minutes, you can opt to save their life by transforming them.  In their weakened state it will be almost immediate.  For Hunters it is up to the player of that hunter whether or not it is successful.  You can only do this once per mystery and it cannot save already monstrous characters.

Because we choose to - The loyalty of your Hive is their own choice, not magically induced, perhaps the point of transformation gave them a peek at your mind and they liked what they saw.  Magical rituals or other methods to block mind control will do nothing to stop your cooperation.  However, this also means you have less ability to stop accidentally transformed people from going off and starting their own hive.  You may roll +Charm to perform any moves that call on your Hive instead of +Weird.

Alibi - While in the good graces of your Hive, you can, once per mystery, provide yourself and anyone you choose with unbreakable alibis to present to police or anybody else interested in your presence.

Defense of Many - You have the benefit of several minds linked together on at least the subconscious level.  When you are forced to act under pressure to avoid mental domination, induced fear or other such attack, you may roll +Weird instead +Cool.  This cannot be used if the mental attack came from within your Hive.

Font of Power - Once per mystery you may empower your Hive to perform the tasks you assigned them.  Roll +Weird.  On a 10+ your Hive is further empowered by your Will and performs all of its assigned tasks for this scene with great ability while you are fatigued and will have a -1 ongoing until you can rest five minutes.  On a 7-9 your Hive is either empowered to a lesser degree or you take 1 Harm.  Either way you become fatigued and take -1 ongoing until you get an hour's rest.  On a miss, you and the entire Hive take 1 Harm each and no one is empowered.  You pass out.  This is best used for when you have your Hive doing stuff off screen such as rushing to fulfill the needs of a Big Magic ritual for the spooky hunter or else moving to be guards over known targets.  This move is not affected by "Because we choose to".

Decoys - Your Hive can shape-change to take on your appearance and act as a decoy whenever you or they desire.  Roll +Sharp.  On a 10+ they successful performed their decoy task and escaped unharmed.  On a 7-9, they decoyed the target but were either found out or injured in the course of the mission.  On a miss, one or more decoys died and you will receive a -1 the next time you roll to be in the good graces of the hive.

Friends in Need - Once per mystery, if you are in the good graces of your Hive, you can roll +Weird to deal with any problem where money or resources might be helpful.  On a 10+, your Hive is able to provide you with exactly what you need from hard to get reservations at a exclusive restaurant to large gobs of cash.  On a 7-9, you Hive is able to provide you with some of what you need, or they are able to provide some of what you need but it stretched their resources and you must return the favor.  On a miss, you have offended the Hive.

Rituals - Once per mystery, if you are in the good graces of your hive, you can call in all the help you need for a Big Magic ritual.  Resources, research, and time to cast will still need to be acquired.

**************************************

Gear

Choose two weapons in addition to any natural or cursed weapons.

Sword (3-harm hand, messy)
Revolver (2-harm close reload loud)
Shotgun (3-harm close messy)
Cane/Golf Club/Baseball Bat (2-harm close innocuous)
Pistol (2-harm close loud)
Martial Arts (your fists deal 1-harm hand)
Dagger (1-harm hand)

Introductions

Introduce yourself to the hunters

History

They were the ones who convinced you that you didn't have to be evil.  Tell them how they did that.

You came close to transforming this person one time.  Ask him if he's aware of how close he came.

He did something that saved your entire hive. Did he find a way to return their free-will (assuming that's a trait your hive has) or did he actually save their lives?  Ask him.

You had to convince her not to purge your entire hive. Ask her how you convinced her.

For some reason, you cannot transform this person even though they seem to be a normal human.  How do you respond to this?  Ask him if he's aware.

This person is trying to convince you and your hive to transform more people, them especially.  Ask them their reason for this and tell him what you and your hive think of that.

One or both of you is attracted to the other and has not said anything about it.  Settle between you the details of the relationship.

Your hive does not like this person.  Ask him why.

This person has given you a promised to kill you if you turn evil.  Tell him if the promise was demanded or unsolicited.  Ask him if he plans on following through.

This person doesn't get the hive connection.  Ask him what he thinks is really going on.

********************************************

Luck: as normal

Harm: as normal

Experience: as normal

***************************

Improvements:

+1 to Weird (max 3)

+1 to Charm (max 2)

+1 to Cool (max 2)

+1 to Tough (max 2)

One more Hive Queen move

One more Hive Queen move

One move from another playbook

One move from another playbook

You gain Royal Court, a collection of Hive members that are loyal to you no matter what your status with the rest of the Hive.  They are a team of 2-6 members with one of the 6 ally motivations.

You gain a Haven similar to the Expert with two options

***********************

Advanced Improvements

+1 to any trait (Max +3)

Change this hunter to a new type

Make up a second hunter to play in addition to this one

Mark two of the basic moves as advanced

Mark two of the basic moves as advanced

Erase one used Luck

Retire this Hunter to safety

This Hunter becomes evil (again?) and "retires".  She and the hive are now a Threat.

Remove one Bad Trait from your Hive traits.

9
brainstorming & development / Picked up Monster of the Week recently...
« on: October 26, 2014, 05:00:26 PM »
....I had already written and published the Fate version of my Divine Blood setting before I encountered this. 

The way I'm thinking now, I would probably have tried something between Fate and this for my setting....the Fate version works very well for the setting.

Wish I had the time to do an apocalypse powered version too...

I'd probably have to have separate race and profession playbooks.

So you could combine a Demon High School Kid or a Human Sorcerer....

10
Monster of the Week / Playbook: The Changeling/Orphan
« on: October 26, 2014, 04:35:16 PM »
The Changeling/Orphan

I don't know what's happening to me! I'm normal!  This isn't supposed to happen to normal people. I just want everything to go back to the way it was before.

_________________________________

Your character is not human or else comes from a bloodline of special humans.  In either case, you were separated from your proper family by circumstances and adopted by a normal family. Now your heritage is now coming out and revealing itself.  This usually happens in the late teens, but can hold to the early twenties.

To make your Changeling/Orphan, pick a name.  Then follow the instructions below to decide your look, ratings, moves and gear.  Finally introduce yourself and pick a history.

Look

Pick one from each line and write under Look

    Man, woman, boy, girl.
    Odd colorations, alluring voice, frightful aura, strange eyes, wings, or other odd feature
    Friendly face, alluring face, laughing face, trustworthy face, average face, serious face, sensual face
    Normal clothes, ragged clothes, casual clothes, goth clothes, sporty clothes, work clothes, street clothes, nerdy clothes.

Ratings

    Charm +1, Cool -1, Sharp +1, Tough +0, Weird +2
    Charm -1, Cool +1, Sharp +0, Tough +1, Weird +2
    Charm +1, Cool +0, Sharp -1, Tough +1, Weird +2
    Charm +0, Cool +1, Sharp +1, Tough -1, Weird +2
    Charm +2, Cool -1, Sharp +0, Tough -1, Weird +2

Moves

Choose 3 Moves

    Glamour - You are capable of maintaining an illusion that keeps you looking human to other people.  Your true form remains and has whatever unusual features you decided on for looks.  When creating the Glamour for a scene, make a +Cool roll. On a 10+, your Glamour is solid and presents a believable human appearance.  On a 7-9 some aspect of the Glamour is faulty, perhaps you've over-idealized some aspect of it or maybe a piece of your inhuman nature shines through.  In either case, the glamour gives you a reason to be able manipulate others.  On a miss, the Glamour fails completely at some point during the scene, probably during the worst possible time.
    Know When to Bluff - You pay attention and can tell when someone is freaked out by you, whether that's a monster that knows your heritage better than you or a bystander that just sees something unnatural. Roll +Sharp.  On a 10+ you give the impression of being much more dangerous than you are and the target will be cautious in the current encounter.  Unless you do something to expose yourself, the impression will remain throughout the entire encounter. On a 7-9 the opponent isn't sure about dealing with you and will hesitate.  The bluff will fall apart, but you've bought time for your allies to do something. On a miss the opponent realizes how in over your head you really are.
    Nurture over Nature - The way you were raised is clearly dominant over your instincts. If you persist in your goals in the face of your Unknown Heritage you gain a +1 Forward.  If you give up, you only suffer a -1 ongoing for that scene or encounter, not the whole session.
    Takes One to Know One - When a monster or other supernatural creature is claiming to be misunderstood or otherwise trying to relate to humans, you can tell whether or not they are being honest in the attempt.  This doesn't let you see through a monster's self-denial, however. This works on other supernatural hunters as well.
    Inhuman Talent - Name a particular theme of magic.  When Using Magic, you gain a +1 to rolls if you remain within that theme.  Examples: Smoke would give you +1 when using magic to manipulate smoke or using smoke to deliver magic.  Cloth would give a +1 when performing magic that uses or enhances cloth somehow.
    THEY are my people - Once per session, when you move to protect a normal human from harm, you can act as if you rolled a 10+.
    Constant Companion - You have acquired a friend somehow connected to your magical background.  This could be a pixie, a magical animal or a goblin.  It might also be someone who decided to follow you from your old life. This operates as an ally.  You determine the exact nature of the companion, but pick one of the following for the type: subordinate, lieutenant, friend, bodyguard, confidante, or backup.
    The Uncorrupted - Your people are a more natural precursor to a particular type of supernatural or even unholy monster. You gain a +1 when you act under pressure to resist that creature's powers.  However, if they realize what you are, they may feel determined to corrupt you into becoming what they are.
 

Unknown Heritage

Your non-human or psychic heritage has some pitfalls that you would be forewarned about if you were raised by your proper family. Choose three tags.

Tags

    Dietary Requirement - Your physiology requires something specific in order to remain healthy.  Alternately, there are foods which are perfectly fine for other people which you can't eat without being severely ill or at risk of death.
    Reputation - Whatever you are, it or they have a reputation that you are expected to live up to. Good reputations can be as problematic as evil reputations in this case.
    Pain - You haven't been properly trained in the use of your powers and because of this, you sometimes experience crippling pain.
    Emotional Use - Sometimes when your emotions are riding high, your power activates on its own and this rarely a good thing.
    Erratic Power - Sometimes your power fizzles when you most need it, sometimes it comes out too powerful.
    Strange Thoughts - All teenagers find strange feelings coming over them, but you have emotions truly unusual for most humans.
    Madness - Rather than force your body to withstand the rigors of your uncontrolled Power, you tax your mind instead. The fits are passing, so far, but if someone doesn't teach you to properly control yourself then you might find yourself permanently insane.
    Sensory Bombardment - You have senses you haven't been trained to deal with, whether physical or mental, and sometimes the clash of information is too much for you to deal with.
    Alienation - Your normal family reacted poorly when your supernatural heritage started to develop.  Almost no one you knew from the old days will have anything to do with you.  If you're a minor, you haven't even been reported as missing.  The feeling of abandonment creates a behavior that makes strangers have difficulty trusting you, enhancing your feeling of alienation.  You can still have a companion while suffering from feelings of alienation.
    Allergy - You have a weakness. Something that would normally be harmless to humans causes you great pain.
    Repulsion - Some substance,sound or object repulses you greatly.  You can't bare even the slightest smell or sight of it.
    Attraction - Some substance, sound or object attracts you greatly.  You can barely pull yourself away from it.
    Obsession - Whether it's possible or not, you're obsessed with going back to being normal.  You have a tendency to look for any possible solution to "fixing" yourself, even things that other people consider to be obvious scams or traps.

The Keeper can use these tags to present obstacles or dangers to your goals.  If you push through to try and obtain your goal despite the obstacle, mark an experience.  If you abandon your goal in order to avoid the obstacle presented by your heritage, then take a -1 ongoing for the rest of the session due to the loss of confidence and other mental strain.

Gear

You have a few remnants of your old life and a weapon to serve your new one:

Transportation, choose one:

    Skateboard
    Roller Skates
    Bicycle
    Pickup
    Motorcycle
    Van
    Fairly new car in decent condition
    Classic car in poor condition

Weapon, pick one:

    Golf club/baseball bat/cricket bat/hockey stick (2 harm hand innocuous messy)
    Useful knife/multi-tool (1 harm hand useful small)
    Small handgun (2 harm close loud reload)
    Hunting rifle (3 harm far loud reload)
    Sledge-hammer/fire axe (3 harm hand messy)
    Talisman or Artifact (1-harm magic close ignore armor)

Gear, pick two:

    A childhood toy.
    A laptop.
    A knapsack/backpack/purse
    An mp3 player/mobile gaming platform
    Photo keepsakes.
    A locket/ring/necklace/etc
    A favorite piece of clothing.
    A journal
    Letters or email from home (unlikely if alienated)

Introductions

When you get here, wait for everyone to catch up so you can do your introductions together.

Go around the group.  On your turn, introduce your Mundane by name and look, and tell the group what they know about you.

History

Go around the group again, when it's your turn, pick one for each of the other hunters:

    They first explained to you that you weren't human.  Ask them how they realized and tell them how you reacted.
    You suspect that they know more about your heritage than they are telling.
    They tried to slay you, but eventually decided you weren't evil. Ask them what convinced them.
    You see them as your anchor to humanity. Ask them if they're a stable choice or not.
    You are romantically involved with them or one of their close relatives.  Decide among the exact nature.
    They see you as bait to bring in bigger prey.  This may be a facade, ask them what their true feelings are.
    They claim you and your kind are part of their destiny.  Tell them what your reaction to that is.
    They see you as a protege to train for hunting.  Ask them how persistent they are in this agenda.
    One of you saved the other's life once before. Tell them which of you saved whose life.  Ask them what the details were.

Luck: As normal

Harm: As normal

Leveling Up: As normal

Improvements

Get +1 Weird (Max +3)

Get +1 Cool (Max +2)

Get +1 Sharp, (Max +2)

Get +1 Charm, (Max +2)

Take another Changeling/Orphan move

Take another Changeling/Orphan move

Take a move from another playbook

Take a move from another playbook

Meet another lost changeling/orphan of a different sort who becomes an ally.

Mark Use Magic as advanced

Choose one:

    A human community (neighborhood or small town) that accepts you for what you are. Come up with the nature of the community with your Keeper.  Use the Sect and Agency creation rules as guidelines, but focus on a more normal community.
    A supernatural sect connected to your true heritage. Created as per an Initiate's sect.

Advanced Improvements

Get +1 to any rating (Max +3)

Change this hunter to a new type

Make up a second hunter to play as well as this one

Mark two of the basic moves as advanced

Mark another two of the basic moves as advanced

Retire this hunter to safety

Erase one Luck mark from your playbook.

Change or remove one Unknown Heritage tag as you've gotten control over that facet of your nature.

Your character "retires" to evil and becomes a Threat.  Either she gave in to her heritage, was corrupted by others or else turned evil for what she believes is the greater good, but the end result is that she is a threat.

Unknown Heritage


Notes

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