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« on: March 15, 2011, 02:31:11 PM »
Hey all, long time lurker and first time poster!
I’ve had this playbook idea bouncing around in my head, and since Luxe Eternal is callilng for playbooks, and since my group can’t seem to meet up to play AW (sad!), I figure I should throw this out into the world’s psychic maelstrom so I can excise the idea out of my head.
This playbook has not been playtested at all and is more of an exercise of my rusty design skills. Comments and criticisms welcome!
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The Radio
Most normals think of the world's psychic maelstrom as this screaming, broken void hovering in the back of your brain, but the Radio, well, the Radio thinks that too, but they fuckin' believe it's a good thing. They see the maelstrom as information, just fucked up information tossed in a blender, and people’s brains as the meat for the blender. And these crazies actually think that they can and should ride this information.
To create your radio, choose name, look, stats, moves, gear, and Hx.
Names
Newsboy, Anchor, Mic, Shout Out, Feedback, Voice Over, Offscreen, Beat, Tagline, DJ, Turntable, Spin, Tape Deck, Fadeout, Blogger, Anon, Spam, Broadband, Router, Wireless
Stats
Choose one set:
Cool+1 Hard=0 Hot-1 Sharp+1 Weird+2
Cool-1 Hard+1 Hot=0 Sharp+1 Weird+2
Cool=0 Hard-1 Hot+1 Sharp+1 Weird+2
Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
Cool-2 Hard+1 Hot-1 Sharp+2 Weird+2
Moves
You get all the basic moves. You also get receivers and one more radio move.
Look
Man, woman, ambiguous, transgressing, or concealed.
Rags, old military clothes, fetish-bondage wear, or t-shirts and jeans.
Disheveled face, grizzled face, emaciated face, plump face, or ashen face.
Dead eyes, sunken eyes, tired eyes, deep eyes, ruined eyes, or sad eyes.
Flabby body, skeletal body, toned body, crippled body, or scarred body.
Gear
You get:
1 personal weapon
1 paranoid weapon
oddments worth 1-barter
fashion suitable to your look, including at your option, a piece worth 1-armor
Personal weapons:
many knives (2-harm hand infinite)
baseball bat (2-harm hand)
machete (3-harm hand messy)
Paranoid weapons:
sniper rifle (3-harm far hi-tech loud)
shotgun (3-harm close messy)
hunting rifle (2-harm far loud)
Hx
Everyone lists their characters by name, look, and outlook. Take your turn.
List the other character’s names.
Go around for Hx, on your turn:
Tell everyone Hx-1. You keep to yourself.
On the other’s turns, choose 1 or both:
One of them knows something or does something you really admire. Whatever number that player tells you, add +1 to that.
One of them knows something or does something you really detest. Whatever number that player tells you, add +1 to that.
Everyone else, you haven’t had the time to get to know them. Whatever number they tell you, subtract -1 to that.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is the most interesting and highlight it. The MC will have you highlight a second stat too.
Radio Moves
Receivers: You get a small stable of willing antennas. They function like willing subjects of ride the airwaves, but you gain full control of their bodies. For all intents and purposes, you are the same person as the antenna.
In order to ride an antenna, you have to manipulate them first. If successful, your body falls unconscious, and you wake up instantly in the body of the antenna. Each time you ride an antenna, everyone else changes their sheet to say Hx-3 with you.
Each antenna has a unique advantage compared to the other ones. When you ride a new antenna, choose one of the options below and cross it out:
+1 Hard
+1 Sharp
+1 Hot
+1 Cool
Once you cross out the fourth option, erase your marks and you can choose them all over again.
You can lose an antenna if they die or if they become unwilling.
[Note to the MC: Don’t forget to treat each antenna like a real person. Name them, give them desires, etc.]
Static: You can choose to roll+weird instead of roll+Hx when you interfere with someone who’s rolling.
Ride the Airwave: If you touch an unwilling or willing NPC, you can ride their senses and see and feel and taste what they see and feel and taste. It works like read a person with a roll+sharp, but you can spend your hold whenever you want to ask your questions. For each NPC that you have a hold, you suffer -1ongoing.
Remote Viewing: You don't have to be physically present to use the radio moves receivers, static, or ride the airwaves, but an NPC you have met must be physically present in the situation.
Ear-worm: During a conversation with a NPC, you can roll+weird. On a 10+, you gain 1-ongoing with them. On a 7-9, you gain +1forward with them,
Cloud sourcing: You can ask the world’s psychic maelstrom for the name of the person who can help you best with your current problem. State the problem and your proposed solution and roll+weird. On a 10+, you get the name and +1forward if you interact with the person. On a 7-9, you get the name and +1forward, but someone else also learns the name and reason for your query. On a miss, someone else learns the info, but you don't.
Radio Special: If you and another character have sex, roll+cool. On a 10+, choose 1. On a 7-9, they choose 1. On a miss, they get to hold 1 and spend their hold at any time. As long as they have a hold, you have -1forward with them.
Choices:
- You tell them a secret. They gain +1Hx with you.
- They must give you something they think you want as if you had chosen that option for going aggro. They gain -1Hx with you.
- They tell you a secret. You get +1Hx with them, but you get -1forward with them if you act on the secret.
- Nothing else happens. It was pretty casual.
Radio Improvement
Whenever you roll a highlighted stat, whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th improve and erase.
get +1cool (max cool+2)
get+1hard (max hard+2)
get +1hot (max hot+2)
get+1sharp (max sharp+2)
get a new radio move
get a new radio move
get a holding (detail) and wealth
get another four antenna
get a move from another playbook
get a move from another playbook
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get +1 to any stat (max stat+3)
retire your character (to safety)
create a second character to play
change your character to a new type
choose 3 basic moves and advance them
advance the other 4 basic moves