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Messages - Philomorph

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16
Apocalypse World / Re: Playbook: The Coot
« on: July 28, 2011, 07:53:49 PM »
I've updated the LOOK line to replace wrinkled and dusty with "withered" and "indistinct".

Is the file printing out ok for everyone? PDFs can be a little touchy and there were some oddities initially, but I think I got them all worked out.

The link is still the same, but you can CLICK HERE also so you don't have to go searching for it.



17
Apocalypse World / Re: Random NPC generator
« on: July 28, 2011, 03:22:37 PM »
However, i have problem with the kids. "Balls is a plain kid female..." just sounds kind of strange to me, but i couldn't make it better. Maybe someone who is a natural speaker of English could figure out a way to fix this.

Well, there are a number of ways to make the scripting more robust, but it would require an increase in the level of complexity. probably the easiest way to fix this would be to change the word "kid" to "young".

I sort of have a problem with kids being included though, because many of the adjectives in the lists aren't ones you'd normally apply to children.

18
Apocalypse World / Re: Playbook: The Coot
« on: July 28, 2011, 12:29:34 PM »

Well, you've got "wrinkled face", and, yes, wrinkles could conceal gender, but it doesn't seem like enough... if you want a more evocative word, how about "withered".

Ooh I like that! Thanks, I'll update it. :)

19
Apocalypse World / Re: Random NPC generator
« on: July 28, 2011, 09:16:06 AM »
Nice idea Roland!

I was thinking that it might save space in my printout if, instead of having the description be two sentences with the name twice, it could be in this format:

Code: [Select]
Foster is a plain mid-forties male with a face tattoo who has bald patches and whistles loudly.
The grammar isn't perfect, but it's certainly good enough for my MC notes.

20
Apocalypse World / Re: Playbook: The Coot
« on: July 27, 2011, 11:37:10 PM »
LOOK

Man, woman, wrinkled, dusty

What do you mean by them?

I think of those as equivalents to ambiguous or indeterminent, but in a wrinkled or dusty way. Like imagine a person so wrinkled that you can't really tell by looking what sex they are.

21
Apocalypse World / Re: Random NPC generator
« on: July 27, 2011, 10:48:14 PM »
Based on the code it looks like just under 1/4 of the characters should be missing a body part.

The easiest way to reduce that number without having to come up with more options would be to simply copy all the other options into the same list again. That'll cut the amputee occurrence by about half.

I thought of some additional entries for the lists and fixed a few entries, then added them to the code. Here a new copy of it that you can post if you like the additions.

http://www.mediafire.com/file/5x2g5f7kj53jqed/AW_NPC_v2.htm

22
Good advice! Thanks.

23
Apocalypse World / Re: Playbook: The Coot
« on: July 27, 2011, 10:29:21 PM »
I've created a tri-fold version of my playbook for anyone that wants to try it out. It includes the latest updates and tweaks, and has additional details like HX info.

Please let me know if you see any problems with it, or if you like it, etc :)


http://www.mediafire.com/file/7rzq6gsk7n9qntm/AW-Playbook-Coot.pdf

24
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: July 26, 2011, 01:52:05 PM »
That makes sense! Thanks :)

25
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: July 26, 2011, 10:22:34 AM »
Thanks for the reply, that totally makes sense. But I thought the situation had to be charged in either case, even to read a person.

Of course depending on the state of affairs when Hooch woke up, it may very well be considered a charged situation where his attention was heightened, even if he was alone.

I ask because the whole "charged situation" is something I'm trying to get a good handle on for my own MCing.

26
Apocalypse World / Re: AP: Appalachia, Windmills, Treehouses
« on: July 25, 2011, 03:57:17 PM »
Thanks! I'm enjoying reading these. I do have a question from one of the posts way back on page one (I just found this thread).

You wrote:

Quote
Hooch wakes up in Barbecue's home and snoops around in his stuff.  He discovers (read a person: partial) that Barbecue most treasures his cookware

Don't you have to actually be interacting with the person to read them? That was the feel I got from the rules.

I totally get where you're coming from, and you could say they were reading the sitch, but I couldn't tell from your text if it qualified as a charged situation.

Anyway, not complaining... I'm enjoying the story so far. I'm just new to AW still and want to make sure I understand how it goes, ya know?

27
Apocalypse World / Re: Problem: gunlugger that's not a gunlugger
« on: July 25, 2011, 11:21:31 AM »
Sounds like a good excuse to make a custom playbook. :)
Is there a character in film, TV or literature that you can accurately compare her too? Maybe we could come up with one.

I had a similar problem with a new player who went concept first and wanted to have someone like John McClane from Die hard. But you didn't see him running around all the time in body armor toting a machine gun.

I suggested he could try being an operator, but he didn't like the gigs idea, so he's going to just have to drop some of his preconceptions and find his own voice instead.

28
Apocalypse World / Re: Playbook: The Coot
« on: July 22, 2011, 12:46:34 PM »
Ok, this is version 2. I've implemented a number of the changes that have been suggested. Thanks to Gerald C, Shreyas, and Nuclear Bob for the input!

Changes in this version:
Adjusted stat lines so they all add up to +2 total
Swapped "Harmless" and "Remembering..." as required and optional moves
Simplified gear selection significantly
Changed "unreliable" and "rare-ammo" to gear tags
Added new move "Spot an Out"
Fixed a couple stats on things
Modified advancement options. Seems like there should be more, but I'm not sure where I want to take those. Being able to choose from other playbooks at will seems out of place for this character, being sort of old and set in his ways.


Introducing

The Coot

Nowadays it’s pretty rare you see someone walking around that was alive before it happened. Sure, plenty of folks you meet look to be about a hundred, but it ain’t time that wore them down.

Once in a great while, you may come across an old codger that came by his gray hair the old fashioned way – by living a long time. Most of ‘em are obviously crazy, driven mad by who knows what part of the psychic feedback that rushes in at unguarded moments.  Most of the rest have been crippled by mistakes (made by them or others) when they weren’t spry enough anymore to get out of the way.

But there are a few old-timers that remain nimble and seem to have held onto most of their wits. Along the way they’ve picked up some tricks that keep them breathing in the newly harsh world. It’s likely that they have some memory of the before times, but they aren’t necessarily willing to talk about it. No, they’re just trying to make their way, same as everyone else, relying on what they have and what they can get.

CREATING A COOT

To create your coot, choose name, look, stats, moves, gear, and Hx.

NAME

Jeb, Bent, Dag, Coon, Skiff, Walnut, H.D., Jersey, Fish, Wash, Duke, Dust
Mia, Font, Gin, Anista, Mae, Fox, Amalga, Albany, Carmel, Lake, Noely, Vita

LOOK

Man, woman, wrinkled, dusty

Casual wear, utility wear, worn-out wear, vintage wear, or scrounge wear.

Wrinkled face, wise face, rough face, open face, tired face.

Clear eyes, penetrating eyes, suspicious eyes, sharp eyes, weary eyes, laughing eyes.

Bent body, wiry body, chunky body, slight body, lanky body.

STATS

Choose one set:

  • Cool+2 Hard-1 Hot-1 Sharp+2 Weird=0
  • Cool+1 Hard=0 Hot=0 Sharp+2 Weird-1
  • Cool+1 Hard=0 Hot-1 Sharp+2 Weird=0
  • Cool+1 Hard-1 Hot-1 Sharp+2 Weird+1


BASIC MOVES

You get all the basic moves (see additional rules)

COOT MOVES

You get this 1:

Remembering the Time Before:  when you try to identify, ken, or determine the value of some artifact from the time before (something that most nowadays wouldn’t know from their ass), roll+Sharp.
On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 2:
  • Who or what made this?
  • What is its purpose?
  • How do I work it?
  • What’s wrong with this, and might it be fixed?
  • What’s it likely to be worth to someone who can use it?
  • What part or piece of it is most valuable to sell if it can’t be used as intended?

And choose 2:

Looks Harmless Enough:  when you try to manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+Sharp instead of roll+hot.

Crazy like a Fox: You get +1 Sharp (Sharp +3).

Play it Like You've Cracked: When you go aggro on a PC, roll+Hx instead of roll+hard. An NPC, roll+Sharp instead of roll+Hard.

Seen it Before: At the beginning of the session, roll+sharp. On a 10+, hold 2. On a 7–9, hold 1. At any time, you may spend a hold to take +1 forward on one roll+cool.

Spot an Out: Name your escape route and roll+sharp. On a 10+ you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.

ADDITIONAL RULES

For some reason or another, whether it’s age, an injury, or something else (you detail), you are either uninterested in sex or simply not able to do it.  If you try and seduce someone, take -1, and figure out what you’re going to do when you can’t follow through on their expectations.
A hidden weapon is just that – a small, easily concealed weapon that will not be found in a quick pat-down, but will in a semi-thorough search.

GEAR

You get:

  • 1 Old gun that Suits You
  • 1 Skinning Knife in a sheath (2-harm hand valuable)
  • 1 hidden weapon
  • Oddments worth 1-barter
  • Fashion suitable to your look, including at your option a piece worth 1-armor (you detail)

An Old Gun that Suits You (choose 1):

Engraved Smith & Wesson Schofield (3-harm close reload loud valuable)
Chrome Desert Eagle (3-harm close loud valuable rare-ammo)
Sig Sauer P226 with Silencer (2-harm close unreliable)
Sawed-off 870 Super Mag (3-harm close messy valuable)

Additional Firearm Tags
  • unreliable (mechanical, constraint): at the beginning of each session, roll+sharp. On a 10+, you’re lucky, no penalty this time. On a 7-9, hold +1, on a miss, hold +2. The MC can spend one of these hold at any time to have the weapon malfunction instead of fire, requiring a reload.
  • rare-ammo (mechanical, constraint): at the beginning of each session, roll+sharp. On a 10+, you’ve got plenty of ammo for now. On a 7-9, you have enough ammo for one firefight/battle. On a miss, you’ve got jack for ammo this time around.

Hidden Weapon (choose 1):

  • snubnose revolver (2-harm close loud reload)
  • scalpel (3-harm intimate hi-tech)
  • hidden dagger (2-harm hand)

COOT 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.
Each time you improve, choose one of the following. Check it off; you can’t choose it again.

__ get +1cool (max cool+2)
__ get +1hard (max hard+2)
__ get +1hard (max hard+2)
__ get +1weird (max weird+2)
__ get a new coot move
__ get a new coot move
__ get 2 gigs (detail) and moonlighting

29
Apocalypse World / Re: Playbook: The Coot
« on: July 21, 2011, 09:43:48 PM »
Great ideas! Thanks, I'm going to switch the moves as suggested and play a bit with the weapons idea to see how it comes out.

30
Apocalypse World / Re: Playbook: The Coot
« on: July 21, 2011, 05:39:07 PM »
It's weird that 'nerdy old dude' gets this intricate custom weaponry thing.

I wasn't sure about that either. I kind of figured if you've been around long enough, you have had time to find just the weapon to suite you, as well as having an old piece that you hang onto out of nostalgia, even if it doesn't always work great.

What would you replace it with?

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