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« on: January 27, 2012, 07:03:09 PM »
So last year I experimented with making a playbook. And then I actually got to run 2.5 Apocalypse World campaigns, and that scratched my itch.
I haven't been playing (boo!) lately, so I dragged out the old playbook and tried to polish it.
Any comments and criticisms are welcome. Anything to make it pop will be much appreciated!
THE RADIO (version4)
There were men and women, wise men and women, who warned of the coming apocalypse, who hid supplies and made preparations to wait it out. You follow in that tradition, warning people of the new coming disaster... because life can always be worse. But really, you’re ready to survive without them since you don’t expect people to see reason.
CREATING AN RADIO
To create your radio, choose name, look, stats, moves, gear, and Hx.
NAMES
Newsboy, Anchor, Mic, Shout Out, Feedback, Voice Over, Offscreen, Beat, Tagline, DJ, Turntable, Spin, Tape Deck, Fadeout, Blogger, Anon, Spam, Broadband, Router, Wireless, Autotune, Three-Dog, Stern, Gross
STATS
Choose one set:
Cool+1 Hard=0 Hot-1 Sharp+1 Weird+2
Cool-1 Hard+1 Hot=0 Sharp+1 Weird+2
Cool=0 Hard-1 Hot+1 Sharp+1 Weird+2
Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
Cool-2 Hard+1 Hot-1 Sharp+2 Weird+2
MOVES
You get all the basic moves. You also get receivers and one more radio move.
LOOK
Man, woman, ambiguous, transgressing, or concealed.
Rags, old military clothes, fetish-bondage wear, or t-shirts and jeans.
Disheveled face, grizzled face, emaciated face, plump face, or ashen face.
Dead eyes, sunken eyes, tired eyes, deep eyes, ruined eyes, or sad eyes.
Flabby body, skeletal body, toned body, crippled body, or scarred body.
GEAR
You get:
1 personal weapon
1 paranoid weapon
fashion suitable to your look, including at your option, a piece worth 1-armor
Personal weapons:
many knives (2-harm hand infinite)
baseball bat (2-harm hand)
machete (3-harm hand messy)
Paranoid weapons:
sniper rifle (3-harm far hi-tech loud)
shotgun (3-harm close messy)
hunting rifle (2-harm far loud)
HX
Everyone lists their characters by name, look, and outlook. Take your turn.
List the other character’s names.
Go around for Hx, on your turn:
Tell everyone Hx-1. You keep to yourself.
On the other’s turns, choose 1 or both:
One of them knows something or does something you really admire. Whatever number that player tells you, add +1 to that.
One of them knows something or does something you really detest. Whatever number that player tells you, add +1 to that.
Everyone else, you haven’t had the time or interest to learn about them. Whatever number they tell you, subtract -1 to that.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is the most interesting and highlight it. The MC will have you highlight a second stat too.
Radio Moves
Receivers: You get a small stable of 4 antennas. If you speak aloud, your antennas can hear you. In turn, you can hear, see, taste, feel, and smell anything your antennas similarly experience. If you and they speak aloud, you can communicate as if you were right next to each other.
You cannot read their minds, and they cannot read yours, or any of that shit.
[Note to the MC: Don’t forget to treat each antenna like a real person. Name them, give them desires, etc.]
Static: when you interfere with someone who’s rolling, you can choose to roll+weird instead of roll+Hx.
Conspiracy theorist: share a vision of future doom with another player's character. If the player acts on that information, they take +1 to any rolls they make while doing so, and you mark an experience circle.
Remote viewing: you don't have to be physically present to use the radio moves static or conspiracy theorist, or any of the basic moves, but you do need one of your antenna present and active in the situation.
The medium is the message: each time you open your brain to the psychic maelstrom, you can insert information as if you had picked the same option under augury (cf. hocus).
Cloud sourcing: you can ask the world’s psychic maelstrom for the name of the person who can help you best with your current problem. State the problem and your proposed solution and roll+weird. On a 10+, you get their name and current location. On a 7-9, you get the name and location, but someone else also learns the name, location, and reason for your query. On a miss, someone else learns the info, but you don't.
Survivalist: you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf) with a capacity of 2-stock.
Radio Special
If you and another character have sex, the other character automatically becomes one of your antenna.
Radio Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
get +1cool (max cool+2)
get +1hard (max hard+2)
get +1hot (max hot+2)
get +1sharp (max sharp+2)
get a new radio move
get a new radio move
get a workspace (detail) and oftener right
get followers (detail) and fortunes
get a move from another playbook
get a move from another playbook
[Note to MC: yes, if a radio chooses the psychic antenna option for followers, they are all receivers.]
---
get +1 to any stat (max stat+3)
retire your character (to safety)
create a second character to play
change your character to a new type
choose 3 basic moves and advance them
advance the other 4 basic moves
HIDEOUT
Choose which of the following your hideout includes. Choose 2: it’s hidden from view and a secret from everyone, it’s booby-trapped, it’s armored (1-armor), it has an escape route or backdoor, or it sits in a maze of twists and turns.
Your hideout has food, water, and other supplies worth 5-barter.
It has enough room to house a small family.