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Topics - Krippler

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Apocalypse World / Another Hx: Trust
« on: August 15, 2014, 11:08:38 AM »
You have trust for each other player character (-3 to +3 as usual). When you try to assist or interfere with someone you roll+their trust in you. After each session you can change your trust for each other character up one step or down however many steps you want. Moves like Ice cold also work like roll+their trust in you.

Apocalypse World / Playbook expansion: The Shark
« on: August 18, 2013, 05:38:41 AM »
Inspired by Chryckan's trader I wrote up this playbook expansion.

The Shark

When you have four or more barter and via the Reputation move establish a rep as a money lender you may turn into The Shark.


You get this move:

  • Predatory lending: When you help someone out financially roll + barter given. On a hit you hold 1 over them. On a 10+ you also have +1 ongoing against them as long as you have hold over them. On a miss paying you back is interely up to them. When they pay you back you lose your hold over them. The hold always counts as leverage when manipulating.


You may also take these moves as playbook moves or as moves from another playbook when you advance:

o Market sense: When go into a holding’s bustling market with a piece of merchandise looking to sell roll+sharp. On a hit you're offered 1-barter more than you'd expect. On a 7-9 the MC picks one:

• the payment is in a difficult to move commodity
• the buyer is broke and asks to borrow it
• a guy knows the guy who wants it (maybe Shigusa?)
• someone will buy it if you throw in a little something something

On a miss you have attracted the attention a thief.

o Solid gold name: You can always borrow some barter on your good name. Write down your debt. When you miss your reputation roll one or more of your creditors will come looking for you.


Whatever special move you had is replaced by this:

Shark special
When you have sex with someone you lose all hold over them.

Any thoughts?

Apocalypse World / Playbook expansion: The Vatlord
« on: August 15, 2013, 04:17:25 AM »

The gods of the golden age made man in their image. But unlike them you don't
do stupid ass mistakes.

The Vatlord

When you add vats for growing people to your workspace and you have figured out
the formula for creating life, this is what you can do:


When someone is incubating in the vat they will require daily care and nutritients
worth 1-barter per incubation period. An incubation period can be anything from a
week to several months, ask the MC. At the end of a period roll+weird to see
how the subject is faring.

On a 10+ you get to add a trait from the list or pick the subjects threat type. On a 7-9 the MC
will add a trait from the list. On a miss the subject has either died or escaped.

need lots of food
can't live outside vat
shuns daylight
specific memories
disturbing memories
maelstrom sensitive
maelstrom numb

When you decide it is time the subject is born from the vat. Unless you already
chose the MC will decide its threat type from the list below. Additionally roll+number
of traits to see if it will express any unexpected traits. On a 10+ nothing
unexpected. On a 7-9 the MC will pick one unexpected trait. On a miss the MC will
pick two unexpected traits. These traits may not manifest right away.

Threat type:
• Cannibal (impulse: craves satiety and plenty)
• Mutant (impulse: craves restitution, recompense)
• Pain addict (impulse: craves pain, its own or others’)
• Disease vector (impulse: craves contact, intimate and/or anonymous)
• Mindfucker (impulse: craves mastery)
• Perversion of birth (impulse: craves overthrow, chaos, the ruination of all)


Some additional moves you get as the Vatlord:

I made you: You get +1 when rolling against those born of your vats.

Arborist: When the MC picks a trait during incubation you can choose to erase

it from the list permanently.

Botanist: You can add a new trait to the list if you have sperm or eggs from a person with that trait.

Apocalypse World / 4-harm gangs
« on: June 03, 2013, 03:05:10 AM »
Hey! I'm interested to hear how you interpret the 4-harm gang a hardholder can have in terms of weaponry. Also the other harm-levels as a comparisson and if you've had a gang with more than 4-harm!

I'm pretty consistent with it:
1-sticks and stones
2-tools as weapons, knives, pistols and low calibre rifles (weapon type determines their range capabilities)
3-assault rifles, high caliber rifles, swords, power tools as weapons
4- it's come up two times
- almost mint condition assault rifles with red dot sights, scopes, underslung grenade launchers (quiet desperation as more and more of them broke down and the hardhold depended on raiding and dominating its neighbours)
- lots of grenades and staff slings in addition to 2-harm weapons and some real grenade launchers too (explosives were locked up in the armory and psychic agents they had failed to root out blew the armory up)

Apocalypse World / The Battlebabe's gang
« on: April 04, 2013, 04:20:22 PM »
The Battlebabe can take Leadership+gang as an advance. Since Battlebabes generally have shitty hard (-2 to 0 at start, +2 if you get a +hard move and a stat advance) I'm interested to hear what people have done with it in actual play.

It seems I only ever MC but if I play I feel like I want to try out having -2 hard and a gang, using it as a weapon for going aggro but shying from anything that could count as a battle.

Apocalypse World / Alternate Angel move
« on: December 18, 2012, 09:38:34 PM »
I don't like Healing touch for a number of reasons. So here is a move I'll be replacing it with next time I play.

Midwife: When you deliver a baby, roll+weird. On a 10+ all 3. On a 7-9 the MC chooses 2.
*The baby lives
*The mother lives
*The community is grateful for your service
On a miss you choose 1. Remember just because a community is grateful doesn't mean each individual in the community is.

The angel starts with it wether he wants it or not (still gets two other moves).

Apocalypse World / Africa World
« on: December 14, 2011, 06:20:17 PM »
It occured to me early that AW might be run almost vanilla in the setting of modern day Africa (obviously some regions are a better fit than others). I always get pumped for roleplaying when reading about stuff like Kongo war I & II, the genocide in Rwanda (+ aftermath, especially the character of Nkunda), that death metal band, the naked general, the Darfur conflict, witch doctors buying albino parts as spell reagents, struggle against desertification etc. the place is just overflowing with different factions, tribes, religions and malign & benign outside forces like foreign aid & "investment". This is a place where people sometimes fight with bow & arrows and use life jackets (1-armor floats) as protection. Add to this a highly dangerous wildlife a varied landscape and plenty of disease and there is just about nothing that is not covered.

The biggest difference to the implied setting in AW it seems is the lack of a psychic maestrom and a higher population density.

So which place should I look to if I want to set a campaign in some specific place and not just "Africa"? Are there any good easy reads on the internet about that place? How the hell to do the psychic maelstrom? Flavor from folklore or from the religion of the users brain (christianity and islam has plenty of trippy stuff to draw from).

Apocalypse World / Apocalypse World with 11 players
« on: July 13, 2011, 11:27:44 AM »
So I'm starting this campaign in two days. I'm blessed to live in a city with a large roleplayer community and I'm sick of only playing AW as one shots. The longest campaign I played in was 8 sessions long and pretty much burned out because the MC was too uptempo. I hope this campaign will have the normal life cycle of X sessions till the players have outgrown their world. My musings this far:

-No more than 5 players per session, even that might be a bit much.
-One scheduled session per week and others thrown in when there is time and interest.
-A co-MC so it doesn't die if I'm too busy.

-Heavy handed Maelstrom and background stuff. 11 players with different visions might spread the image too thin to make it feel real.
-A big map, maybe 1000 km across, so characters can be off doing stuff when they are not in play. I imagine 1 missed session won't be enough to warrant a love letter, at least not a long one.
-Long stretches of in game time, a slow world speckled with times of war. This is probably the biggest challenge. I imagine the seasons will be very different to make players feel the passage of time, the Driver uses roads in the summer and frozen lakes in the winter. The Hardholders wealth in the winter is not about how well he harvest went but how well guarded the magazines have been.
-Make them buy, I hope people see how insane Moonlighting is. A cool cat can make 5-barter between scenes. Also I hope for a Savvyhead that thinks big.

Anyone want to share their wisdom on this? It need not be from Apocalypse World, any game will do. I'll be using all the extra playbooks except the Touchstone which seemed a bit unfininshed, how is it doing now?

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