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« on: April 08, 2011, 08:39:18 AM »
I tried to fix something
Thanks Simon C, I take some inspiration from Hocus
Thanks Margolotte, I use a lot of your suggestions
I reduced the number of moves, but I made a trick, because I used the Offspring charaterization as a moves...
And obviously my wording is not so good...
I'm thinking about:
the moves are too weak?
the edge is the offsprings and in case any PC. It's enough?
should I raise the Stats?
The Mother
You know what was the first word spoken right after what had happened. That word was spoken before and it is spoken now. And you know will be spoken as long as the humanity will be here.
That word was: “Mom?”
Stats
Choose one set:
• Cool=0 Hard+1 Hot-1 Sharp+2 Weird+1
• Cool=0 Hard-1 Hot+1 Sharp+2 Weird=0
• Cool+2 Hard=0 Hot=-1 Sharp+2 Weird=0
• Cool-1 Hard=0 Hot+2 Sharp+2 Weird=0
The Offsprings
You have between 1 and 5 children.
You always roll+sharp instead of roll+hot in attempt to manipulate one of your child.
You always have a leverage on your children and the children are always a leverage to you.
Whenever you go aggro or seize something by force in defense of one of your child roll+sharp instead of roll+hard
If some of your children is a PC and come to you to ask advise, if they do what you said they get +1forward.
Offspring+1
Surplus: Barter
Want:Hunger
Choose 0,1,2 or 3. Each choose cost you a move choice.
You have at least one toddler. +1Offspring. You have to have the toddler with you or with someone she trust. If you left her unattended roll heart of a mother. Add Surplus: Augury but roll+Offspring.
You have at least one adult child. -1Offspring. Add Surplus: Insight. Add Want: Judgment
You have more than 6 children. +1Offspring You have a small gang of your offspring and their friends (2-harm gang small unruly 1-armor). Add Want: Disease.
You don’t have any child. You have a pregnancy clock, set where the clock is. You don’t have any Surplus nor Want. You still have heart of a mother and Offspring 0.
Moves
You take Heart of a mother
Heart of a mother: at the beginning of each session roll+Offspring. On a miss you have surplus, on 7-9 you have surplus and want. On a miss your offsprings are in want or the MC can choose to make a move concerning your children. If your offspring have more than one want or one surplus the MC choose which one apply.
Choose three moves less how many choices you made on the Offsprings.
Everybody’s mother: If you pass some time with another character you can roll+sharp. 10+ you can consider that one as one of your offspring as long as you wish. The same on 7-9 but she can choose when cut the umbilical cord. On a miss she hates you. If she is a PC both of you mark experience. You can try this move only once with the same character.
Something to spare: 10+ gives you a 1-barter item you've been saving against a rainy day - lucky for your children, and they better be grateful; on a 7-9, a 1-barter item you can use to buy off their need, but it has sentimental value to you; on a miss, you can get a 2-barter item, but it comes with strings attached to someone you dislike, and the MC will tell you what.
Happy family: you have someone important you can rely on. It is a NPC, has his own life, but he can help you. Can be the father of your children, your sister, your mother or someone else.
The mother stare: you always roll+sharp instead of roll+hot in attempt to manipulate someone
Dear mom: if someone come to you to ask advise, if they do what you said they get +1forward. If he is one of your offspring he get +2forward.
Sex move
When you have sex with a male character and you do not have a pregnancy clock you get it, set at 0.
In any case your partner choose two:
your children like her/him
you mark experience
he get +1forward
you do not have the pregnancy clock (if you should get as results of this move)
HX
On your turn chose 1 or 2
someone was friend of one of your children. Tell them Hx+2
someone loved you. Tell them Hx-1
To all the other tell them Hx+1
On the other turn choose 1 or 2
someone remember you one of your children, or you would like to have him as children. Add 1 to his number
someone do domething bad to your children. Ignore his number and put Hx+1
Pregnancy Clock
From 0 to 9 is the month of pregnancy. Every three months of play you check one segment.
0-3: any harm over 9:00 cancel the pregnancy clock. (It is what it seems)
3-6: as above. Any harm is +1harm, but you can cancel the pregnancy clock to cancel any 1-harm
6-9: as above. You can keep a clock that you should cancel taking +1harm
10+: as above. You got -1forward. Any miss in any move let you cancel another segment.
When you cancel 12 you start labor: roll+weird. On a miss you get 2-harm and you cancel the clock. On 7-9 one of the two. On 10+ everything is ok.
If after the roll you still have the pregnancy clock, congratulation, your children is born and you can safely cancel the clock.
Any action right after the birth is acting under fire. Then you get the move Far from eyes.
A pregnancy clock is a leverage for the community where the mother live and for anyone who care. More, the Mother get +1 on any manipulation that use the clock as leverage.
When you open your brain to the maelstrom roll+pregnancy segment in addition to your main roll. On 10+ the MC choose one baby conditions, on 7-9 the MC still choose one condition but he got to cancel another one, if there is. On a miss nothing. You can cancel one condition chosen by taking 1-harm in the same moment.
The baby conditions
she is weird
she had some deformity
cancel the clock
she help you in the maelstrom, you get +1 forward
check one pregnancy clock segment
check one pregnancy clock segment