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Messages - Krippler

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31
Apocalypse World / Re: Savvyhead+Quarantine
« on: July 18, 2013, 07:16:12 AM »
My favourite thing about the Quarentine is that it has no established job yet and thanks to the well rounded stats/moves/bunker it can become anything. I've had Quarentines become full on doctors or warriors without changing playbook.

32
Apocalypse World / Re: Rules question - monsters
« on: July 03, 2013, 09:12:22 PM »
Yeah when the savvyhead tries to do something cool make sure other people sit on the material or some of the knowledge required. Maybe they're excited to see a helicopter too but in that case they want a piece of the action.

33
Apocalypse World / Re: Rules question - monsters
« on: July 03, 2013, 12:12:08 PM »
One of the rules is make everyone human which I always took to include monsters. So monsters can communicate and have goals you can comprehend (even though they might be horrible). You can manipulate or seduce monsters although it might be a great deal more dangerous than with most people.

Tbh I have not used many monsters outside of maelstrom experiences because making a fucked up person with peculiar needs and powers is more interesting. A few true monsters I've used:

The wolf with human eyes: a big scary wolf that literally has human eyes. It's very intelligent and gathers a pack of regular wolves (3-harm hand, no armor, 2 hp like humans) around itself for which it acts like a strong leader. From time to time the pack grows to a maximum size of 40 individuals. If the wolf with human eyes is killed it is reborn from the flesh of another wolf within a month but it will have to start from scratch gathering its pack. To stop it from coming back you need to erase it from the maelstrom, in that game it would have meant capturing it and keeping it alive since the maelstrom was the underworld created by a deadly virus. Its threat type was Alpha wolf (duh).

The thing in the mist: the players never saw it. They were in a (apocalypse: the ground has been swallowed by sinister mist) bunker and something was banging on the door. It would have been an animated corpse stretched out thin by the gravity event that collapsed the ground so it would have long limbs and a freaking neck. I'm not sure how I would have handled it mechanically, probably it would have been hard to kill with each attack maybe severing a limb but not really stopping it.

Murder of poison crows: controlled by an evil shaman. They had poisonous beaks and liked hanging out in trees outside marked peoples' homes. If you went out at night they would attack and swarm you and inflict a poison that dealt 4-harm(ap). Being nice to the shaman helped deal with this problem but so would probably a surprise explosion.

Skeleton on motorcycle: encountered in the underworld. Blinds you with the headlight and runs you over with its motorcycle.

Remember that the PCs start out powerful and quickly grow very powerful in terms of everything. Don't count on numbers to provide any sort of satisfying challenge but make monsters serve to highlight a scarcity or be connected to another threat. Or monsters can simply be a punishment for fucking up when dealing with another threat. I had some PCs exploring an underwater ruin in scuba gear and one PC had a strong fear of octopi (water apocalypse, octopuses would crawl into people's homes and steal their stuff including pets and babies) so when they opened a cupboard one obviously attacked her face and started strangling the air tube on top of being scary as hell. A failed act under fire to remove it with a sword lead to cutting off the air tube in the process of removing it which made the logistics of the trip much harder.

That was the first session at a con but a second session would probably have included two threats linked with the octopi thieves (the maelstrom was a literal maelstroms occuring in the ocean, the brainer would go freediving when opening her brain, the hocus would simply meditate floating in a flooded house).

  • The depths: Breeding pit (impulse: to generate badness)
  • Octopi burglars: Sacrifice (impulse: to leave people bereft) (seeing as they are not very dangerous or even very common but the people would react strongly to them, the faction that was the hocus water cult worshipped them as messengers of their watery god)

34
the nerve core / Re: Describe Wear
« on: June 25, 2013, 02:30:40 PM »
  • casual wear plus utility: a tank top and cut off jeans plus kneepads, a fanny pack, scissors sticking out of the leg of a boot
  • showy armor: a lime green cuirass made from a car, the metal shaped like bulging abs and a codpiece sprouting a two pronged dick painted red
  • high formal wear: a blue and gold sating robe with a very high and tight collar with vulture feather frill
  • scrounged mismatched armor: football helmet, riot vest padded with life jacket, rollerblading shin guards reinforced with metal plates
  • junta wear: Fidel Castro with the cap and cigar, beard is not optional

35
the nerve core / Re: Mad Max + The Road Warrior
« on: June 25, 2013, 02:18:43 PM »
I figured the Warrior Woman to be an NPC as she dies with no fuss.

36
Apocalypse World / 4-harm gangs
« on: June 03, 2013, 03:05:10 AM »
Hey! I'm interested to hear how you interpret the 4-harm gang a hardholder can have in terms of weaponry. Also the other harm-levels as a comparisson and if you've had a gang with more than 4-harm!

I'm pretty consistent with it:
1-sticks and stones
2-tools as weapons, knives, pistols and low calibre rifles (weapon type determines their range capabilities)
3-assault rifles, high caliber rifles, swords, power tools as weapons
4- it's come up two times
- almost mint condition assault rifles with red dot sights, scopes, underslung grenade launchers (quiet desperation as more and more of them broke down and the hardhold depended on raiding and dominating its neighbours)
- lots of grenades and staff slings in addition to 2-harm weapons and some real grenade launchers too (explosives were locked up in the armory and psychic agents they had failed to root out blew the armory up)

37
Apocalypse World / Re: Hardholder loses a holding.
« on: May 29, 2013, 07:07:11 PM »
I think the ability to fail is important in this game. Just as you can run out of hitpoint by catching too many bullets you can run out of a town by fucking up.

38
Apocalypse World / Re: Interesting Place Names
« on: May 23, 2013, 09:34:47 PM »
In a recent game we had a trainpocalypse and the players had to stop their train for some minor repairs but pressing on would mean one of the cars would break down. As usual I flip to two random pages in a dictionary to see what comes up. Obviously another train would show up behind them.

Unstoppable Emperor

The Unstoppable Emperor is a 50+ car train headed by a huge black locomotive decorated by a two story tall bronze statue of a naked man holding a whip and a sword. The cars are three stories tall with the topmost floor just being huts and sheds built on top of the cars. It is a city in its own right with half a thousand permanent passengers and a feudal aristocracy that see to the running of the train.

39
Apocalypse World / Re: Failed Open Your Brain
« on: May 06, 2013, 05:35:32 PM »
Remember when you ask questions: other characters can access that information too now! My favourite example of this was the Obamapocalypse were the Maelstrom was Alex Jones radio show and opening your brain meant tuning it in and sometimes calling in. A player was having a tense shootout inside some house he tried to burgle and opened his brain to try see where exactly his foes had taken cover.

Alex Jones: Seems we have a caller on the line.
Caller: Hey Alex! I have listened to your show for 40 years and I'm a huge fan but now there is some asshole burglarizing at [address] just wanted to let you know.
Alex Jones: See! This is the truth today. People try to break and enter anothers home violating his property and right to privacy! IM SO GOD DAMN SICK OF IT! I urge any freedom lovers left in this county to go out and deal with this evil-doer at once!

40
Apocalypse World / Re: Interesting Place Names
« on: April 25, 2013, 04:30:23 AM »
The Valley of the Dead - A closed off valley with strange people living in it. Some of them are known to have died before but they have no memories of that. They drink a pink goo that bubbles from the ground in the valley and waste away within a month without it.

The valley houses an automatic cloning machine that operate according to a mysterious program. The clones use slightly different amino acids for their metabolism which are supplied by the pink goo.

41
Apocalypse World / Re: {AP} - Neo-Mania, an Urban Nightmare
« on: April 20, 2013, 05:51:48 AM »
I'm digging the Branded hard as hell.

42
Apocalypse World / Re: a fish that swims into your brain
« on: April 17, 2013, 09:25:43 AM »
As most brain parasites it changes your behaviour in a way to make it more likely you're eaten by the primary host.

A whisper in the maelstrom and wonderful dreams of a paradise somewhere in the jungle. The paradise exists but it's only a paradise to the jungle mutants who dwell there and feed on those infected by the silver fish. The brains are eaten raw. The silver fish mature and reproduce inside the mutants and awful boils burst to release thousands of young silver fish.

The mutants might be welcoming and are possible naive as to their part in the parasites life-cycle. The urge to feed the infected to their own children becomes overwhelming and could be a mysterious tragedy even to themselves.

43
Apocalypse World / Re: Interesting Place Names
« on: April 09, 2013, 10:46:49 AM »
Temple of a Thousand Sins: hocus temple in an old water tower. Not very sinful to be honest.

The Mirror Waste: glass desert with many calm pools of reflecting water. Beautiful but still radioactive.

Welcome to: a hardhold in the swamps runs like a giant BBQ-party that just keeps going. My favourite part was the Wheel of Justice which the hardholder rolled when someone was caught doing a severe crime. We simulated it with a D6:

1: legs cut off and thrown to alligators
2: outlawed in 10 minutes
3-4: hard labour and some lashes
5: lose a limb and roll again
6: free dinner and a night of hard partying!

The hardholder rolled so many 6's he actually went bankrupt and started rigging the wheel.

44
Apocalypse World / The Battlebabe's gang
« on: April 04, 2013, 04:20:22 PM »
The Battlebabe can take Leadership+gang as an advance. Since Battlebabes generally have shitty hard (-2 to 0 at start, +2 if you get a +hard move and a stat advance) I'm interested to hear what people have done with it in actual play.

It seems I only ever MC but if I play I feel like I want to try out having -2 hard and a gang, using it as a weapon for going aggro but shying from anything that could count as a battle.

45
"Hey Hardholder, would you like a dragon?"
New character type: Hoarder ;)

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