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Topics - E_FD

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brainstorming & development / Noir World
« on: January 13, 2016, 05:46:22 AM »
Minimalist/abstracted take on film noir using the Powered by the Apocalypse rules. All comments and suggestions are welcome.

AW:Dark Age / A few initial thoughts
« on: September 03, 2014, 12:09:25 AM »
-On the list of things your stronghold's armory can contain, the formatting on the "For 10/For 20/For 60" at the bottom confused me for a minute; I wasn't certain whether it was referring to every possible option in the armory, or if it was a part of the "Horses, lances, kite shields" option above. Similarly, I didn't immediately read the "For 10" as indicating that by default the armory options were sufficient for 10 people; at first glance it looked like this was another option I had to select. Not a gameplay issue, but I think different formatting could make everything clearer at a glance.

-I notice some of the moves in the playbooks are mechanically-identical to but differently-phrased than moves on the rights lists. For instance, the Peasant Beauty gets to be Radiant and Stunning, while everyone else can be Tall and Stunning. Is this a deliberate choice to add flavor to the playbooks, or an artifact of previous drafts/revisions? My only real objection is that it makes it more difficult trying to look up which Rights lists each playbook is tied to, but that's not a huge issue.

-The basic moves Size Someone Up and Win Someone Over feel very similar, and it seems like there's not much one couldn't learn through one of them that the other move wouldn't cover just as effectively. Since Win Someone Over is the only basic move tied to Good, and none of the playbooks use Good as their primary stat, I wonder if this is an intentional bit of flavor about how comparatively little can be achieved through Goodness in the harsh setting. But that's just speculation.

AW:Dark Age / Take Stock/Take Your Bearings
« on: March 06, 2014, 10:00:34 PM »
This might've already been addressed in another thread, but I noticed these two basic moves seem extremely similar, arguably even interchangeable. Is this intentional? (As a way to encourage players to assess things more often by giving them an extra XP-earning opportunity, for instance.) It seems to me the pair could be streamlined into a single move, but I could be overlooking something here.

Besides that, very little I can say about the system that hasn't already been said. Love the Fates system in place of health, the XP gaining mechanic looks very intrguing, I really appreciate the more detailed Go Into Battle move description that explains how it works between multiple PCs and 3+ sides (was going to ask for clarification on how ranged attacks against opponents that can't return fire should be handled, but I see that was addressed in another topic). Slightly concerned about plot hook overload (I pity a MC with multiple high-rank PCs who all roll misses on their Fortunes at the same season change), though I see that's already been brought up on here.

Obviously, pseudo-medieval D&D-esque fantasy is a popular RPing genre that more than a few people have already done justice to using variations on the Apocalypse World rules, but I felt like giving it my own spin. All comments and suggestions are welcome.

brainstorming & development / How few stats is too few?
« on: December 03, 2013, 09:21:38 PM »
I've been putting together yet another fantasy hack of Apocalypse World (mainly as a theoretical exercise for my own enjoyment, since I know there are more than a few out there already), and I started out with four stats roughly corresponding to Strength/Dexterity/Intelligence/Charisma, but then I got to thinking... the two physical stats seemed to overlap in uses enough that it'd be simpler to streamline the system down to three stats, basically Body/Mind/Soul, largely akin to Hard/Sharp/Hot from AW.

Has anyone ever tried or tested an AW variant with only three stats before? My main concern is that it's too straightforward, and players will have fewer options for customizing/distinguishing their characters.

Dungeon World / New Class: The Daredevil
« on: September 10, 2012, 05:40:49 AM »
First time poster, discovered Dungeon World a few weeks ago and thought it looked great; inspired me to try to put together my own class! Basically a Dex-based fighter with a bit of the D&D monk thrown in; whole thing coalesced into Zorro-meets-Jackie Chan.

Thanks to Antisinecurist, whose great Swashbuckler class on these boards ( ) inspired me to crib the Acrobatics move. Actually, looking over it again, I think a few other moves ended up pretty similar too, but that's the only one I consciously appropriated, honest.


Choose one for each:
Fiery Eyes, Sharp Eyes, or Eager Eyes
Wild Hair, Styled Hair, or Plumed Hat
Finery, Traveling Clothes, or Poor Clothes
Fit Body, Lithe Body, or Built Body

Assign these scores to your stats:
17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
You start with 8+Constitution HP.
Your base damage is d8.

Starting Moves
Choose a race and gain the corresponding move:
When you use Acrobatics in the wilderness, no one sees where you are or how you got there, unless you allow them to.
When you Hack and Slash from a position a larger person couldn't reach, add +1 piercing to your attack.
Once per battle you may reroll a single Hack and Slash roll (yours or someone else’s).

You start with these moves:
Graceful Movements (CHA)
When someone sees you fight or perform an acrobatic feat for the first time, you receive +1 forward to Parley with them.

When you are unrestrained, describe a location that you can see and how you get there within no more than a few minutes. You do not have to make any rolls to accomplish this action.

Fighting Art
You have mastered an extraordinary combat art. Your attacks with this art are always +precise.

Choose a base description for your fighting art's weapon(s). The description is purely cosmetic; all weapon choices are 2 weight and require two hands to fight effectively. Some possibilities include:
 Duelist's Rapier
 Rapier and Dagger
 Two Short Swords
 Fists (see below)

Choose the range that best fits your art:

Your art is renowned for these key abilities (choose two):
 Pinpoint strikes. +2 piercing.
 Furious offense. +1 damage.
 Staggering blows. +forceful.
 Flexible stance. Choose an additional range.
 Expert parries. +1 armor.
 Hand-to-hand prowess. Your art's “weapon” is 0 weight, and you may deal your full damage as long as both your hands are empty.
 Deadly feints. +1 to Hack and Slash rolls. This counts as two abilities.
 Unerring precision. +Ignores Armor. This counts as two abilities.

Choose an alignment:
Leap into danger without a plan.
Protect those weaker than you.
Get out of a tight situation with your acrobatics or charm.

Your Load is 6+Str. You carry the weapon(s) used in your fighting art (2 weight) and dungeon rations (1 weight, 5 uses). Choose two:
 Leather armor (1 armor, 1 weight)
 Adventuring Gear (1 weight)
 Healing potion (1 weight) and Halfling pipeleaf (1 weight)
 8 Gold

Fill in the name of one of your companions in at least one:
_______________ is too cautious and needs to learn how to have some fun.
_______________'s saved my hide on the battlefield, so I'll make sure they don't get conned in the city.
_______________ is probably in love with me. I can't blame them.
_______________ tells good jokes, not always intentionally.

Advanced Moves
When you gain a level from 2-5, choose from these moves.

Flurry of Blows
When you deal damage with your fighting art's weapon(s), deal +1d4 damage.

Extraordinary Dodge
When you make an incredible dodge to avoid an attack, the damage is negated but you take -1 ongoing to your DEX score until you're out of danger and have a few minutes to rest. You may use this ability multiple times without a rest (the penalties stack), but only while your effective DEX score is +1 or higher.

Improved Art
Choose one extra ability for your fighting art. You may select an ability that costs two picks if you remove one of your existing abilities.

Escape Artist
When you are restrained, you may roll+DEX to free yourself from your restraints, no matter how implausible this might appear.
On a 10+, you're free.
On a 7-9, you're only partially free or your escape attempt has attracted some unwanted attention (GM's choice).
On a 6-, you take 1d4 harm from your futile attempts to break free.

Drunken Valor
You're an even better fighter when you've had a few too many drinks in you. When you get completely plastered, you take -1 ongoing to all rolls except Hack and Slash, and you gain +1d6 to your Hack and Slash damage.

Nimble Defense
When you are unarmored and wielding your fighting art's weapon(s), you have 2 armor.

When you mercilessly taunt a hostile target, roll+CHA.
On a hit, the target will stop whatever they are doing and try to inflict their damage on you.
On a 7-9, you've made the target TOO angry, and they also inflict +1d4 damage ongoing against you.
On a 6-, the target figures out what you're trying to do, and you take -1 forward against them.

Devilish Charm
You gain the Bard's Charming and Open move.

Duelist's Feint
When you receive a 10+ on a Hack and Slash roll, you can choose to deal your damage or roll+CHA. On a hit, you may choose one of the effects from the Thief's Backstab move. On a 10+, you may choose two effects.

Swift Protector
When you Defend, you may roll+DEX instead of +CON.

People's Champion
When you refuse or give away a reward, you receive +2 forward to your next Carouse roll as long as you're among people who know about your deed.

Fast Talker
You've always got an answer ready to get you out of trouble, or at least buy you some time. When you roll+CHA to Defy Danger, you receive +1 forward against the threat, even on a miss.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Unyielding Assault
Replaces: Flurry of Blows
When you deal damage with your fighting art's weapon(s), deal +1d8 damage.

Agile Defense
Replaces: Nimble Defense
When you are unarmored and wielding your fighting art's weapon(s), you have 3 armor.

Guardian Angel
Requires: Swift Protector
When you roll+DEX to Defend any target other than yourself, you are considered to be standing in defense of this target so long as you can see it. You may continue to move and take additional actions without losing your Holds.

Freedom of Movement
Replaces: Escape Artist
You may use the Acrobatics move even when you are restrained.

When two targets are engaged in melee with you, roll+CHA.
On a hit, the target of your choice deals their damage to the other target.
On a 10+, you also receive +1 forward against both targets.
On a 6-, the target you provoked into attacking deals their damage to you instead.

Loosen Tongues
Requires: Devilish Charm
When you have a moment to exchange words with someone, even when they're actively trying to kill you, roll+CHA to trick them into an expository monologue.
On a 10+, you may ask them a question from the Charming and Open move, and they must answer truthfully.
On a 7-9, you'll have to keep talking before they'll open up. You still get to ask them a question, but their player also gets to ask you a question from the same list, which you must answer truthfully.
On a 6-, they become suspicious of you and you take -1 forward against them.

Your reputation precedes you. When you enter a civilized place for the first time since gaining this move, roll+CHA.
On a hit, you receive +1 forward to Carouse, Recruit, or buy special Supplies.
On a 9-, there's also someone here who wants to kill you, and they're skilled enough to have a good chance at succeeding.

You gain the Thief's Evasion move.

Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

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