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Messages - nomadzophiel

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151
Apocalypse World / Re: Proto-Playbook, The Rust Shaman
« on: April 11, 2011, 02:21:51 AM »
Yes and yes.

152
Apocalypse World / Re: [Playbook Idea] The Lost Boy
« on: April 10, 2011, 10:28:54 PM »
You forgot the definitive feral kid weapons:
scrap metal boomerang
sharpened hubcap

153
Apocalypse World / Re: Playbook: The Man in a Box
« on: April 10, 2011, 10:27:33 PM »
The Rust Shaman is more the spooky, listening to the spirits kind of guy but could just as easily be Kwai Chang Kane of the wasteland. The strange guy with strange ways whose advice is cryptic but useful if you can figure it out and who certainly seems magical even if a rationalist Quarantine can explain it all away. It owes equal parts to the native shaman in Western movies, Kane from Kung Fu and the RPG Walkabout. Allons-y really hits what I was going for with Dust In The Wind. Come on, Do It and Now's a Good Time To Run are good fits, too.

Link to Walkabout, which is free to download:
http://rpg.drivethrustuff.com/product_info.php?products_id=85404

154
Apocalypse World / Re: Hardcover?
« on: April 10, 2011, 10:15:44 PM »
What I could see doing, and would probably do myself if I had spread layouts for the LE playbooks, would be making a post-apocalyptic leatherbound version including the LE's. I'm picturing reinforcing the leather with pizza box cardboard to make it hardcover, maybe stitch in the pages with dental floss or something and then burn the logo into the front cover. Might make a good etsy project.

I've been tossing around the idea for a bit for my own use. I'd also like to do the playbooks as post-apocalyptic leatherbound journals. Each one would have a clever cover like Holy Bible for the Hocus or Turbo Interceptor Repair Manual for the Driver. My current count is that there'd be 12 pages (playbook, basic moves,) and 4 pages for notes but you could stitch in your own extra paper for more notes (fold 5 8.5x11 sheets in half and stitch thrugh the spine. Repeat as necessary).
 
@lumpley: if this sounds like an interesting limited release to you, let me know.

155
Apocalypse World / Re: Playbook: The Man in a Box
« on: April 10, 2011, 06:48:06 AM »
Strangely, most of those moves would work great for the Rust Shaman, too.

156
Apocalypse World / Re: Proto-Playbook, The Rust Shaman
« on: April 09, 2011, 10:41:50 PM »
Updated and made Guidance a pick 3 for 10+.

157
Apocalypse World / Re: Proto-Playbook, The Rust Shaman
« on: April 09, 2011, 10:00:53 PM »
It is like the Savvyhead/Faceless thing. . .and someone else has the escape power. I like the portal idea but I'm a bit torn about making it that overtly supernatural. The old shaman (or Shaolin monk, same difference) just being there is kind of a trope. Think of Gandalf (admittedly not a shaman or a monk) and his line about how a wizard always arrives on time, never before or after.

I like the idea that the Rust Shaman's supernatural abilities might be just that or he might just be crazy clever, emphasis on crazy. Which does give me some ideas, although they'll need adjusting too.:

Moves
One Foot In The Other World
Sending a Conjure (roll+Hx for PC's, weird for NPC's)

Guidance of the Spirits: Ask the spirits of the malestrom for help in an upcoming task and roll +weird and take a psi-harm (+/- 0) roll. Act under fire when not pursuing this task.
On a 10+ pick 3, on a 7-9 pick 1. On a miss you act under fire when not pursing the task.
*Take +1 ongoing for tests directly related to your task. If the task is still incomplete at the end of the session, this bonus ends.
*Mark experience when you complete the task.
*Don't roll on the psi-harm table.
*Anyone who stands in your path is acting under fire.
*Don't act under fire when not pursuing this task.
(Not sure if this is too general/powerful but its much more where I was intending to go with this)

Dust In The Wind: Pick a destination. Go for a walk and roll +weird.
On a 10+ you arrive at your destination without encountering any difficulties. Guards, locks and detection systems are no barrier and do not note your passing.
On a 7-9 Pick one of the following:
*Your companions lose track of you and you arrive alone.
*The wierdest person in the vicinity of your arrival notices that something is up.
*Something unfriendly may have followed you.
(Obviously this one requires some work between MC and player to give it a unique flavor)
On a 6 or less you arrive somewhere inconvenient and/or dangerous. Maybe its a hungry mutant animal's lair. Maybe its just a few feet from where you wanted to be but on the wrong side of the wall (and nearly in view of the guards) etc.

Death Curse: Name someone who you have either successfully Sent a Conjure on before or who you have a part of (hair, nail clippings, an important sentimental trinket etc).
On a 10+ they take 3 psi-harm (ap) sometime in the next 24 hours, at an opportune moment for you if possible.
On a 7-9 they take 2 psi-harm (ap) and you take 1.
On a 6+ YOU take 2 psi-harm (ap) and may not target that person again with Death Curse unless you successfully Send a Conjure against them again or get a new sample.

Special:
If you and another character have sex, hold 1 over them. You may spend this 1 at any time to Send a Conjure (even if you don't normally have the move) or Death Curse (if you have the move) as though you had rolled a 10+.

I think, now that the "take psi harm" thing is established, there might be room for a healing move, too. If I add that, the Special would allow for that too.

158
Apocalypse World / Re: Proto-Playbook, The Rust Shaman
« on: April 09, 2011, 02:33:39 PM »
Doh! You're right. I'll touch it up tomorrow or Monday. I still want to swap in a battle move, too.

159
Apocalypse World / Re: Extended Mediography
« on: April 09, 2011, 03:58:43 AM »
I must be old if no one else remembers World Gone Wild. Honestly I haven't seen it in years but it had Adam Ant as the satanic Hocus antagonist preaching out of the back of a C-130 to his flock and a city that's classic urban blight with water riots to boot. The protagonists may not fit as perfectly: there's the crazy old hippy hardholder (definitely small H), the gentleman cannibal Skinner (or possibly just sneaky rogue, AW seems short on that count), the all-American boy hero (gunlugger maybe) and the sweet and innocent Touchstone. Overall, very 80's B-movie but a lot of fun if you can find a copy.

160
Apocalypse World / Re: The Touchstone
« on: April 08, 2011, 06:53:25 AM »
No doubt. The Touchstone is far and away my favorite now, not the least because the sex rule means you almost certainly will change classes eventually.

161
Apocalypse World / Proto-Playbook, The Rust Shaman
« on: April 08, 2011, 03:08:40 AM »
Just a little something I was musing on today. I'd like others' feedback. It seems different enough from the other weird based characters to me but an outside opinion is always good. Who knows, maybe it'll be an LE release someday. :)

Introducing: The Rust Shaman
Some guys, they can't take the shithole we call society these days. They walk themselves right out into the dust and the sand and the psychic meat grinder with nothing but a pair of shoes. Most of 'em die. The ones that come back, though, soimething's not right about 'em. Eyes are all glassy, one foot in this world and one in the next.

cool   Hard   Hot   Sharp   Weird
-1   +1   +1   0   +2
0   +1   -1   +1   +2
+1   0   +1   -1   +2
0   -1   +1   +1   +2

Moves - Pick 2:
Warp and Weft - When you roll to read a situation, roll +weird instead of +sharp

One Foot in the Other World - Weird +3

Sending a Conjure - Roll to help or interfere with someone, regardless of range. If you can't see the person or otherwise don't know what they're up to, the modifier applies to their next roll.

Dust in the Wind - at the beginning of the session, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there OR to escape your current scene (or both if your timing is really good). You just step behind a rock or into a dust storm and step out the other side. On a miss, the MC holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped. Note that this does not assume that you're prepared or know what's going on where you're headed. That's your problem.
 
Voice of the Spirits - You can seek the advice of the spirits of the maelstrom. Roll +weird to see what they want you to do. On a 10+ mark experience and take a +1 if you do as your
they wish. On a 7–9, take a +1 if you do what they want and act under fire
if you don’t. On a miss, they have their own agenda and act under fire if you don’t
follow it.

Guidance of the Spirits - You can seek the advice of the spirits on behalf of others. Tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle.

Advancement
New Rust Shaman move (x2)
New Other Move (x2)
Get followers and fortunes
+1 Cool
+1 Hard
+1 Hot
+1 Sharp
Add an oralce (tarot cards, bones etc) and gain +augury when using it

Good other playbook powers
Just Give Me a Motive
Visions of Death
Healing Touch
Inspiring
Visionary


Honestly, I wouldn't mind swapping out one of the moves above for something similar to Visions of Death or Indomitable, I just didn't want to copy either of those wholesale.

162
Apocalypse World / Re: How can I make more realism more fun?
« on: April 07, 2011, 02:47:27 PM »
I was focusing on the fun part. I suppose my point was more: make more realism more fun by only using more realism when it'll be more fun.

163
Apocalypse World / Re: The Touchstone
« on: April 07, 2011, 08:28:08 AM »
Short form: the Touchstone is the visionary of a better world. One the one hand its a BIG contrast to the rest of the playbooks in its idealism, even innocence. On the other hand, the Touchstone is based on Hard so its not necessarily nicey-nice about spreading its vision (which is what most of the Touchstone's specials revolve around). Lastly, its got a tickint time bomb of burnout built in that will eventually force a class change to something less idealistic.

164
Apocalypse World / Re: How can I make more realism more fun?
« on: April 07, 2011, 04:49:55 AM »

How can I make potentially punishing realism more fun for my players?  This could go for any number of things, but I've been thinking about all of the ammo that people have been shooting for the past n-years since the world went to shit.


In general terms, look at the genre and see how they do it. Specifically, use it to heighten the excitement.

When Mad Max's shotgun fires on a dead shell its either followed by a fist fight or it causes everyone to gasp and hope he's got a good round in the other barrel when he cocks the hammer back. Alternately it suddenly deflates the tension when you realize he's just fucking with someone and wasn't really going to shoot them (although that's more PC side).

When Mal Reynolds is in a standoff with someone, pulls the trigger and is out of ammo there's always a pause for that oh crap moment then he dives for cover.

In more game-style terms, when the PC fails a roll and you think a jam is a good idea, make sure its an oh crap moment rather than just a you're wasted moment.

165
the nerve core / Re: Apocalypse World game...online?
« on: April 04, 2011, 06:32:33 PM »
I'm keeping an eye on Snail's Pace now but if anyone knows of another game opening up online, let me know. Otherwise I might just run one myself.

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