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« on: April 20, 2011, 03:23:45 PM »
How does this look?
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The Radio_version2
Most normals think of the world's psychic maelstrom as this screaming, broken void hovering in the back of your brain, but the Radio, well, the Radio thinks that too, but they also fuckin' believe it's a gift. They see the maelstrom not only as information, but a means to pass on that information to other people.
Radios are so eager to use that maelstrom to deliver their message, that they sometimes forget what the medium really is, a blender of razorwire and madness. Or maybe that's the point?
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
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
oddments worth 1-barter
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 to get to know 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 willing antennas. They function like willing subjects of ride the airwaves, but you gain full control of their bodies. For all intents and purposes, you are the same person as the antenna.
In order to ride an antenna, you have to manipulate them first. If successful, your body falls unconscious, and you wake up instantly in the body of the antenna. Each time you ride an antenna, everyone else takes -1Hx with you.
While riding your antenna, they continue to communicate with you and are fully aware of your actions in their bodies. At any time, they may attempt to push you out, and to continue riding them is acting under fire. After pushing you out, your antenna may remain willing or may become unwilling.
You lose an antenna if they die or if they become unwilling.
[Note to the MC: Don’t forget to treat each antenna like a real person. Name them, give them desires, etc.]
Static: You can choose to roll+weird instead of roll+Hx when you interfere with someone who’s rolling.
Ride the Airwave: If you touch an unwilling or willing character, you can ride their senses and see and feel and taste what they see and feel and taste. It works like read a person with a roll+sharp, but you can spend your hold whenever you want to ask your questions. For each character that you have a hold, you suffer -1ongoing.
Remote Viewing: You don't have to be physically present to use the radio moves receivers, static, or ride the airwaves, but a character you have met must be physically present 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 have picked the same option under augury (cf. hocus). If anyone acts on that information, they get +1forward.
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.
Radio Special: If you and another character have sex, the other character automatically becomes one of your antenna. If that character is a PC, then anytime you ride them as an antenna, they gain +1Hx with you instead of -1Hx. Also, if the PC's body takes Harm while you are riding them, they gain Hx with you as per rules of taking Harm.
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]
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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