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Topics - derendel

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Apocalypse World / AP: The Climbers
« on: March 25, 2015, 11:46:03 AM »
I keep forgetting to post this here but I've been doing an actual play for Apocalypse World since last summer. It is set in post-apocalyptic Florida after a fungal infection has killed most of the population. Here are links to the published recaps. Enjoy!

Character Creation
Welcome to Stumpland/
Session 2
The Gathering
The Gathering, Part II
Dustwich
Dustwich, Part II
Head out on the Highway
Head out on the Highway, Part II
Road to Miami
Road to Miami, Part II
The East Wing
Talking It Out, Part I





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Apocalypse World / Playbook Expansion: Messenger of the gods
« on: March 20, 2015, 05:00:40 PM »
I put together a universal playbook expansion for my game: the Climbers. I don't think anything is too original about it but I'm curious what others think about it.

Messenger of the gods

When you accept the role of Messenger gain the following:

Servant of the Gods: when you ask the gods for advice roll +weird. On a hit they will demand a sacrifice and give you advice. If you act on that advice gain +1ongoing. On a 10+ mark experience if you commit the sacrifice. On a 7-9, act under fire if you don't commit the sacrifice. On a miss, the gods give cryptic advice. Act under fire if you don't follow it.

Occasionally the gods will request a sacrifice without you asking for advice. If you do it, mark experience.

Additionally you may choose the following moves as additional moves from your current playbook or another playbook:

Legendary: when you meet someone important (your call), roll+weird. On a hit, they somehow know about you. A feeling, a vision, or other manifestation of the psychic maelstrom has proceeded you. You say what they know; the MC will have them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they know of you, but the MC will decide what the gods have told them (and how they have interpreted that).

The Revelation: When you have a crowd's attention, choose a truth that you want to convey to them. Roll +weird. On a hit, they accept it and go do something about it, right now. On a 7-9, the truth only occurs to some people, and some people come away with a lie.

Cultural Uplift: When you wish to return a form of culture or art to the world and you have established a place of influence in a community, you can consult the psychic maelstrom. You can work on the community the way a saavyhead works on tech (+workspace).

The gods may bestow other boons as appropriate to their Front and/or Threat. These do not count as moves for the purposes of advancement.

Attention any players of mine: SPOILERS!!

In my game, the gods are the disembodied minds of victims of a fungal disease called the Climbers. They feed off psychic energy and blood. Hence the need for sacrifices. They can shield people exposed to the climbers rendering them immune. They also possess most of the lore from before the apocalypse (since most of them lived back then). Their goal is to rebuild society such that it will feed them power and blood (and thus become 'true' gods). The Messenger's role is to bring about this society.

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