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Topics - J. Walton

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Apocalypse World / [The Afterborn] YA AW
« on: March 12, 2012, 09:29:24 PM »
So I got inspired and made a thing:

You Carry the Burden of the Future

Apocalypse World is no place to raise children. Sometimes, though, a hardholder or scavenger brood makes a pact—with the blasted heath, with the poisoned ground, with the Psychic Maelstrom itself—and the pact is this: OBEY THE LAW AND YOU WILL SURVIVE.

And so a haven is created amidst all the want and suffering, a hardhold of sorts but something more, something almost civilized. Children are born and raised within its limits, taught to fear the world beyond and to obey the law, taught the means of survival. Generations go by, and yet the people remain.

But humanity is curious and heedless; they do not obey the law but break it—in part or in full—every day. And thus every day the broken world chips away at this mote of security and stability, awaiting the day when it will be consumed in desperation and darkness.

The ones known as the Angel, the Battlebabe, and so on... maybe they were born and raised in a place such as this, a place long ago and far away, a place without the constant fear of death and want, a place long since consumed. If so, these are the stories they tell no one, the stories of what they used to be before the broken world made them hard, cool, hot, and weird, the stories of growing up.

Bibliography: Thanks for These Dark Dreams

- The White Mountains (1967) by John Christopher
- Clay’s Ark (1984) by Octavia E. Butler
- Invitation to the Game (1990) by Monica Hughes
- The Giver (1993) by Lowis Lowry
- Reign of Fire (2002), directed by Rob Bowman
- City of Ember (2003) by Jeanne DuPrau
- The Village (2004), directed by M. Night Shyamalan
- The Hunger Games (2008) by Suzanne Collins
- The Forest of Hands and Teeth (2009) by Carrie Ryan
- The Passage (2010), parts III-VI, by Justin Cronin
- After the Apocalypse (2011) by Maureen McHugh
 - "The Villager" for Dungeon World (2012) by Jason Morningstar

You can download it here.  I haven't playtested it yet (so take it for what it is) but I plan to do so at Gamestorm later this month, assuming I don't get a chance earlier.  It'll definitely always be a hack that's 2-4 playbooks long, at most, and will never turn into a big commercial hack (I just don't see the need for it, honestly).

Dungeon World / Planarch Codex: A Mini-Supplement
« on: February 06, 2012, 11:34:08 AM »
Here's a new project Hans and I are working on, coming out of an SG thread:

A sample of a half-dozen pages of the alpha draft is available here, if you want to check it out.  Hans and I are still banging out specific options for planes, planar travel, classes, and some alternative basic moves, but what's here is almost playable as is.  It'll be more playable once I finish the "planar Hx" guidelines.

As the first page explains, each section contains options rules that can be used all together or piecemeal. You can easily use the planar travel rules without the city of Dis, or Dis without the Sultana, or the Sultana without the road wardens, or any other combination you like.  There's some links between specific options, like how the new heritage moves show up in a few places so far, but those are easy to remove or hack if you don't want to use them.

Murderous Ghosts / Assembling the Booklets
« on: October 27, 2011, 07:41:19 PM »
Hey Vx, etc.

How do you actually print and bind these booklets? They seem to be in spreads, but in proper sequence like 1-2, 3-4, 5-6... so I can't figure out what I'm supposed to do with them. I was hoping to print them double-sided, fold, and staple, but that seems impossible with this set up.

Maybe I'm just missing something.

Hey, so the Marmot is floating around, right?  Or it will be soon, I guess?

I'd like to trade for it and these are the things I have available:
  • a new supplemental playbook for the Touchstone, created for Elizabeth.  It's called the Mendicant and lets you treat acts of charity as barter.
  • a new micro-supplement called +Insight, containing some things I think about running and hacking AW.
  • a re-skin of AW as a body-horror crusaderpunk dragon-fighting thing called That Ancient Serpent, which uses the standard AW moves, just rearranged.

I'll trade these for other things too, if you've got 'em, though I have the other LE playbooks already, as far as I know. I'm especially interested in custom moves and playbooks that have been written for and actually used in your AW games, but I'll accept just about anything AW-related and a lot of stuff that's not.

Let me know what you've got and we'll work something out.

Apocalypse World / Custom Moves for Declining or Corrupted Resources
« on: June 21, 2011, 04:02:34 PM »
One thing I'm having a hard time remembering, in my current game, is to keep track of the declining resources that the PCs have.  They're in space, so it's really easy to run out of oxygen or water or food that hasn't been poisoned by the Lovecraftian "colour out of space" (i.e. radiation).

Yeah, countdown clocks are good, but I'm thinking about some custom moves -- probably session moves, done at the beginning of play -- along the lines of: If you've eaten in the last 24 hours, spend 1 barter worth of non-poisoned foodstuffs. If you choose to save your good stuff and eat irradiated food, your stomach rebels and it takes a fair bit of work just to keep it down: take 1 harm AP and psi-harm.  You cannot begin to heal this harm until you've spent 24 hours eating real food and getting some of the poisons out of your system.

I'm also pondering an Inception + Push inspired hack where you play psychic mercenaries hacking into people's brains for the $$$$ they need to stay one step ahead of the government spooks that are after them. Rather than barter, your financial resources would be measured in "grands."  So you might have a move that's like: When you attempt to put some distance between yourselves and the spooks after you, roll+grands spent on diversions, false trails, informants, safehouses, etc.

Anybody else written custom moves for resources? Has there already been a thread about this that I missed?

Apocalypse World / Mapping as Fictional Positioning
« on: June 21, 2011, 12:55:49 AM »
So this may not be revelation to anyone but me...

Last week, the PCs in my near-earth-orbit game responded to a distress signal from this orbital monastic community called Sanctum. The folks who run Sanctum try to help people clear their minds from domination by the Psychic Maelstrom and, thus, escape from a life of reaver-esque cannibal savagery. Our touchstone is a "graduate" of Sanctum's psychic rehab, but apparently not all their recruits took to their training so well (surprise!), so the PCs are basically walking into a bloodbath of insane debauchery and cruelty.

I began making maps like crazy, drawing the main airlock, the cargo room, the corridors leading to the medical facility, the kitchen, the training rooms, the initiates' monastic cells, the flight deck where they launched shuttles, the central meditation chamber, etc.

All this mapping was inspired, for the most part, by our touchstone asking where certain things were, based on her memories, alongside some Reading of a Charged Situation and Opening of Brains. And then, once the PCs starting moving through Sanctum, with the vibe and setting of our game, plus the horrific atmosphere, it felt very much like Geiger Counter, surprisingly enough. Room-by-room, situation by situation, with the sense of danger building.

But what really struck me was that, unlike in some Geiger Counter games I've played, the map really served to ground the fiction in ways I wasn't expecting.  Without the movie-inspired jump cuts that sometimes happen in Geiger, the map really provided some tight constraints on player choices through the fictional positioning that went along with it. Unlike in Geiger or PTA, we weren't thinking about what the next cool scene should be about; instead we looked at the map and were like, okay, clearly we have to go through X place next.

For example: The PCs proceeded first to track down Hugo, the initiate that sent the distress signal, who was in one side of the space station.  But then, having come across some horrific scenes, the touchstone decided that Hugo must be dead and that they should proceed to the training rooms to confront Rufus, the failed initiate who seemed to be orchestrating this descent into base passions.  Consequently, as demanded by the maps and the fiction, they had to make their way across the entire rest of the station to get to where Rufus was. No jump cuts, no excuses. That was clearly what the fiction -- through the map -- demanded.

Sure, the players could have decided to do something else: go out an airlock and walk around the outside of the ship, leave and not fight Rufus, blow up Sanctum, whatever else. But their choices were limited -- in significant ways -- by the little bit of sketching I did of the station.

I guess maybe I'm used to maps as a form of railroading, showing where you clearly must go, or as a series of light cues to help you remember things you've done and preserve consistency in the fiction, but I'm not sure I've ever seen the geography of a map really matter in a game that didn't have wargame-inspired rules for cover or range calculated in squares.

So anyway, I'm thinking about that now and my future play of both AW and Geiger Counter will be better for it.

other lumpley games / Valley of the Shadow: DITV + Justified
« on: May 18, 2011, 02:20:31 PM »
I'm pitching this concept to some locals to see if they'll bite.

Fictional Inspiration:

Justified. Man, that show is fun. And it's pretty much just right for DITV.

Real Life Inspiration:

Harrisonburg, VA has 50,000 people and 4 US marshals, the latter of whom -- along with up to 6 private security contractors hired by the Marshal Service -- are responsible for policing the Blue Ridge and Shenandoah Valley region alongside other marshals from Roanoke and Charlottesville. Harrisonburg is also home to James Madison University and Eastern Mennonite University, though Virginia Mennonites tend to be very modern, not the horse-and-buggy type.


I'm currently pondering whether it would be better to replace the Mennonites with some fictional analogue, the way the Faithful in DITV make it a bit easier to address issues surrounding Mormonism.  It'd be easy to make them "the Vigilant" who are supposed to be prepared at any moment for the return of the King of Life, have a lot of them attend "Eastern Vigil University" etc. But if I'm going to go that far, I might as well also set it in a fictional place based on Harrisonburg, perhaps.  I don't know; I'm kinda on the fence about it.

I'm also thinking that, unlike in Dogs, it'd be nice if some of the issues that come up in various "cases" (the equivalent of "towns") were recurring rather than just a one time deal, allowing for problems to fester and certain hooligans to keep showing up like they do in Justified. So I'm thinking about how to make a set of guidelines for letting old cases spawn new ones, which shouldn't be too hard.  It's not like having the marshals come in and sort things out is going to stop people's prideful ways.

Finally, I'm thinking about the newer NPC rules for Dogs, the ones that describe them just as sets of dice, with each later set being rolled in the event they escalate:

6d6+2d8, 4d6+1d10, 3d6, 1d8+2d4
5d6+1d10, 3d6+2d8, 3d6, 1d10+1d8
7d6+3d4, 4d6+2d4, 5d6, 2d6+1d8
9d6+1d10+1d8, 2d6+2d8, 2d6+1d4, 1d6+2d10

And I'm thinking maybe I want a hybrid between this level of simplicity and the original Dogs rules.  Like, maybe you could assign each NPC four clusters of dice (as in the above), but specifically assign them to Talking / Physical / Fighting / Shooting.  That way, some NPCs would be good at talking but bad at shooting, but you wouldn't have to give them all traits the way you do according to the original rules.

Anyway, those are just my initial thoughts. Suggestions?

Apocalypse World / New Campaign: Objects in Space
« on: April 20, 2011, 03:30:43 PM »
Our new "near earth orbit" AW game starts tomorrow. Super excited! We've been trading poorly Photoshopped pictures of MIR and throwing around character concepts over email, but it'll be so much more exciting when we finally sit down and play.

The premise is that earth no longer supports life, so humanity is basically whatever remnants were up in space or could get themselves off-planet at the time of the apocalypse. It's a hodge-podge of jury-rigged space stations, transport pods, and military shuttles, a bunch of satellites that might be converted into living spaces, several moon bases, and maybe some folks way far away on Mars, nigh-unreachable.  All the gear is getting tattered and worn-out, since most of it was salvaged or re-purposed in the first place, and the supply of chemical candles we've been burning for oxygen is getting dangerously low. One might even say "fundamentally scarce."

Here's the two custom moves I've written so far:

When you are out in space without a pressure suit, doing anything but waiting for your blood to boil is acting under fire. Also, you take 2 harm AP every few moments. Better do something fast!

When you are running low on oxygen, start a countdown clock. From 12:00 to 6:00, breathing is labored, it becomes hard to think straight after physical activity, nerves are on edge; take -1 ongoing. From 6:00 to 9:00, you really have to push yourself to keep from becoming distracted or falling asleep; act under fire to take significant physical or mental actions. 10:00, 11:00, and 12:00 come really fast, one after another, boom, boom, boom. For each one, take 1 harm AP. After 12:00, you lose consciousness (if you haven't already) and take 1 harm AP every few moments. Good luck!

I have a few ideas for threats, but I'm going to wait and run the first session like you're supposed to, asking a bunch of questions and seeing what emerges.

Sounds like the players are interested in trying out some of the new moves from the supplemental playbooks I've been trading around, so I'm looking forward to seeing those in play too.

More reports as things develop!

Apocalypse World / Playbook Expansions
« on: April 08, 2011, 02:49:54 PM »
Hey Folks,

Just wanted to mention it here as well as at SG. I've made a few expansions to existing playbooks based on requests from folks and am willing to trade for them (or you can trade with the other folks that have them), especially if folks have other "limited edition" AW materials that I don't already have (you should make your own! it's fun!).

Each one contains 3-5 moves and maybe some gear or other stuff.

So far I have versions of:

The Wurm, a Hoarder who focuses on books and preserving human culture.
The Broodmother, a Brainer who thinks they have discovered what love is.

Upcoming ones include:

The Loner, a Gunlugger with a past that comes back to haunt them.
The Valkyrie, a Battlebabe who collects ghosts.
The Catalyst, a Battlebabe who's found a higher purpose.
The Fallen (or maybe the Earthling), a Quarantined from out of the sky.

If you're looking to get them from other people, I suggest checking out the "AW LE" thread on SG.

Fingers on the Firmament / Firmament Moves
« on: March 18, 2011, 02:01:59 PM »
Did some thinking and drafting moves last night, and this is what I came up with.  Not quite right yet, but some good ideas and getting closer.

Basic Travel Move Attempt #1
When you set a course between the stars, answer the following questions and take +1 on the subsequent roll for each you can confirm:
  • Is the path well known?
  • Is the path well traveled?
  • Is the path well lit?
On a 10+, etc.

Basic Travel Move Attempt #2
  • When traveling a well-marked path, roll to reach your destination. On a 10+, you make it; on a 7-9, you’re not quite there yet but take +1 forward; on a failure, you’ve strayed off the path and into the unknown.
  • When traveling the unknown, roll to find the path. On a 10+, you’ve found a well-marked path; on a 7-9, you’re still in the unknown but take +1 forward; on a failure, you’ve lost your bearings and become completely disoriented.
  • When you are lost, roll to recover your bearings. On a 10+, you recover them but must now make your way through unknown stars; on a 7-9, you’re still lost but take +1 forward; on a failure, set this character aside until they are recovered by the other characters.

Basic Travel Move Attempt #3
When you reach out for the stars…
… if you are disoriented or in someplace unknown, roll-1;
… if you are in a known location but are taking a shot in the dark, roll+0;
… if you have good information about where you are going, roll+1;
… if you have previously traveled to where you are going, roll+2;
… if the path is well-lit and well-marked by beacons, roll+3.
On a 10+, you arrive with no problem; on a 7-9, you can go there or circle back around to where you started, but if you go, choose one of the following; on a failure, you don’t arrive, choose one of the following, and start a countdown clock for being lost.
  • You leave something important behind;
  • You take something with you;
  • You miss noticing something important.

The Choreocartographer
  • Catches Fire, Dog, Poet, Tryst, or Warlock.
  • man, woman, androgynous, or concealed.
  • harsh, lithe, raw, reckless, severe, or untamed.
  • functional clothing, hand-crafted clothing, naked, immaculately preserved clothing, scorched clothing, or tatterdemalion.

Dancer in the Dark
When making travel moves, treat them as one level easier.

When you join hands with others to pilot them through the void, change certain things about the basic travel moves.

Body Memory
If you roll a 12+ on a travel move, you can solo travel the exact same route in the future without having to roll. If you are piloting for others, roll at +2, but you cannot choose to lose yourself to ensure the group reaches its destination.

When you have time and intimacy with a star, roll+whatever:  On a 10+, you attract the attention of those you have in mind. On a 7-9, they are notified, but you also attract the attention of other things or people moving in the infinite dark.  On a failure, your comrades have no clue and you attract undesired attention.

Fingers on the Firmament / Community Creation and Other Thoughts
« on: November 10, 2010, 01:32:54 PM »
Man, I was sick on Tuesday and now I'm booked until late today, so I can't get the last few bits of my Game Chef duties finished, much less have time to work on my Apocalypse World hacks.

Here's some notes before I forget:

Community creation is done as a group. You sit down at the table with the other players and the first thing you do is create the "nest" that the characters are a part of.  Some options include:

Lonely Nest: The folks in your community are the only human beings you've ever spent significant time with, aside from those lost to you. You can use advances to raise stats or buy things for your community (like it's a hardhold) or develop your own unique custom moves, but you don't get access to buying moves from the Sciences (at least until you build an academy or uncover lost secrets and develop the Sciences yourself).

Outpost: You are a branch of a larger cluster of micro-communities. Containing the characters plus a few other NPCs. With advances, you have access to purchasing options for your local community, the larger community of which you are a part, PLUS the Sciences, since you have access to a larger community of knowledge and practices involving star travel.

Plus a few others, maybe you're a traveling group of bandits or gypsies, without a local home that you can buy things for but with access to other kinds of knowledge, like an oral tradition that is basically a unique take on one of the Sciences.  Or maybe you're a group of bandits that steal secrets from others.  Or maybe you hail from a significant community with developed knowledge of the Sciences but have been separated from them somehow.

In any event, as a group you first decide what your starting community is like, by choosing traits off a list of options, just like you do for a hardhold, followers, etc.  Your community sets the limits on both your starting moves and traits and your subsequent advancement, so everyone will develop the community as a group in order to develop their own characters.  It's a bit like Starcraft or other real-time strategy games in that regard, in that you have to build a Dark Temple in order to have Dark Templars.  If certain characters are full members of multiple communities (which will undoubtedly happen), then they can buy or remove traits for all of them.

Your starting community traits also tell you what to initially draw on your map.  So you pick your outpost location and then you pick where your home community is.  Then you decide where the other known outposts are.  Then you connect them with lines, either solid lines showing that the path is familiar and well-lit, or dotted lines showing that it takes some work to travel between those locations.

The background of individual characters will also generate bits of the map, some of which may only be known to specific individuals.  For example, if someone decides they were lost for a while in a specific area, they could have mapped a nearby or distant region heavily, but not everybody else may be as familiar with it.

Finally, each community also has specific gigs (there will be a new term) that they are responsible for collectively.  Individual characters or groups of characters MAY have gigs too (I haven't decided), but most tasks are community based, like a hardholder rather than an operator.  Gigs include things like 1) maintaining the network of beacons, 2) conducting rescue and recovery operations, 3) investigating certain ruins, 4) trying to make contact with other known communities, 5) expanding the existing network so as to facilitate travel and recovery, etc.  You roll gigs either A) at the beginning of a session, B) whenever there is downtime or nothing particular the characters want to do, C) whenever somebody wants to do something that is clearly represented by a gig (i.e. you can use gigs as moves). Succeeding or failing on a gig almost inevitably creates new action to deal with, just as normal.

Lately, I'm thinking that the stats are the three Sciences (Archeology, Astronomy, and Cartography).  Maybe that's it.  Plus you take Hx with people and maybe stars.  You stats in the Sciences are your raw talent in those areas, but you don't get access to more sophisticated moves -- just the basic ones -- unless you find a community that can teach or develop such knowledge and skills.  Or you uncover and decipher a bunch of lost secrets, which is more or less how most communities came upon their starfaring knowledge in the first place.

When creating Mysteries (the Front equivalent), the GM will almost always create several custom moves that are attached to places, objects, people, etc., similar to the way Front moves work.  However, unlike Front moves, unlocking the Mystery often gives players access to these moves, either by uncovering secret knowledge, possessing ancient artifacts, understanding how to awaken the beacons and other fixed assets of the ancients or converse more directly with the stars, etc.  Generally I think you purchase these custom moves directly for your character or for your community with an advance, but you have to unlock that possibility first, fictionally.  So I could use an advance to seize control of an ancient rod of rough cast iron that allows me to interfere with other characters when they roll on the Distance (Harm) table if I cause them to take Distance.

Anyway, more thoughts soon.

Apocalypse World / Playbook Concept: The Afflicted
« on: October 05, 2010, 03:14:02 AM »
This is an incomplete playbook concept. And some random associated thoughts.

Inspired by: events in our current game, Sam Worthington's half-terminator character in the trailers for Terminator: Salvation (never seen the movie), and every other thing in which a main character is empowered by some crazy inhuman force that they have to struggled to keep in check.

The character starts with high Weird, but no extra Weird moves, having to buy them later on or from other playbooks.


This is somewhat like the Faceless's mask traits or the Driver's car, in that you select certain options from the list below (these are just some example ideas).

When the character gives into the beast within, they can roll +Weird to Seize By Force or any other Weird-based move they've purchased (otherwise, they can't roll these moves), but:

* The Monster Revealed: on a hit, they must choose to frighten, even if that's their only choice. If they are not Seizing By Force, you frighten in addition to whatever other results you achieve.

* Playing with Fire: on a 7-9, the GM gets Hold+1, on a failure, Hold 3. Spend this hold to have the character's affliction interfere with any roll.

* Collateral Damage: on a 7-9, name which bystander also takes harm (as established); on a failure, the bystander takes harm (as established) instead of your target.


* The Anguish: Weird can never be highlighted. Instead, when the character intentionally chooses to use merely their human characteristics, keeping the beast repressed, and fails or chooses not to act... mark experience.

* The Growing Hunger: Each time you roll Weird, including opening your brain, mark a box under this move, each time you reach 5; mark a new option for the Nature of the Beast.  It awakens.


It might also be interesting to make this a playbook that is meant to be applied later on in the game, one to be switched to and not a complete starting playbook in its own right.  Basically, you'd switch to it if you discovered, in play, that your character had become something else monstrous or was secretly something insane the whole time.

Apocalypse World / Different (Better?) Method of Dealing with Marked Stats
« on: September 15, 2010, 08:34:20 PM »
I had this revelation a few days ago, while playing.

There repeatedly seem to be questions surrounding what to do about stats that characters are less likely to use, due to purchased special moves.  In my mind, resolving this at the social level ("hey dude, can you mark a different stat?") is fine but prone to edge cases, especially in instances where you partially substitute stats (like how Charismatic allows a Hocus to manipulate with Weird but still have to use Hot for seduction; or instances where you normally don't use a stat at all, but then get a new move that calls for that stat specifically).

Here's a new suggestion for how to handle this:

<b>Fuck what stat you're actually rolling, as far as determining if you mark XP; mark XP based on the stat you were originally supposed to roll.</b>

This has a number of advantages:

1. players and the MC can mark whatever stat they like, without worrying about whether you ever roll that stat

2. when marking others stats, you actually can think about "I wanna see you be Hot this session," without having to know which stat the other character uses to do Hot things

Apocalypse World / AP: The Immaculate Take Manhattan
« on: August 17, 2010, 01:51:53 PM »
First session of a new AW game.

Tony's pitched this setting where Manhattan has only partially been apocalypse'd, various neighborhoods are controlled by different warlord-style hardholders, and the rooftops are the nesting places of the spider aliens who can turn people into zombies by plugging them into their web.

Another part of the pitch was that music matters, so John threw out the idea that we were all in a band, Brandon wanted to play the Maestro'D and all of a sudden we were off.  We were originally thinking about the bar-as-flashmob, showing up and just happening, but then changed it to be on a moving subway car that wandered between the various warlord territories on different nights of the week.

The characters are:

- Sliver, the androgynous pimp/chef-tastic Maestro'D, holding court + making deals
- Axl, the vintage music equipment-collecting + guitar phenom Saavyhead
- Ruth, the just-need-my-coffee + country-loving farm chick, bass-player Angel
- Nero, the fast-driving, 4-way seeking, drummer-with-a-car, cool-as-silk Battlebabe
- Ascott, the tight-plastic-dress, megaphone-quickdrawing, lead singer Hocus

Together, we are... IMMACULATE, a band/cult/experience that brings you fashion, scene, and music (as per the Maestro'D's picks) by combining and remixing everything that is vintage, i.e. pre-apocalypse.

Before play started, we established that Axl and Ascott used to have a thing going where they would open their minds to the Maelstrom together with sweet, sweet music and sweet, sweet loving.  Axl has the last guitar Jimi Hendrix ever played and it was certainly involved somehow. That's why they both have Augury.  However, since Axl dumped Ascott -- though the rest of the band thinks it was the other way around -- Ascott can only reach into the Maelstrom through her true fans (followers).

Somewhere along the way, once play started, either Brandon or Ryan said, "What if the Psychic Maelstrom is the past?" and all of a sudden we were cooking with napalm.  Holy fuck, that was cool.

I'll let other folks jump in and tell you more about the game and how the first session went.

Apocalypse World / New Playbooks I Want!
« on: August 13, 2010, 06:10:29 PM »
These are character types that I want to be able to play!

The wild crazy fucker who lives in the wilderness up in the mountains or deep in the burn flats with just a bowie knife and a half-tame cougar/alligator named Gunther.

The weird child who still has some of their innocence but is way too connected to the psychic maelstrom or other strange forces.  Maybe they have mysterious tattoos or blue skin or were formerly part of some mad experiment.  Maybe they are the last child born alive. Their sex move should be that they are no longer a child and have to pick some other character type's sex move.

Who do you want to play that may not have a proper playbook yet?

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