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Messages - benhimself

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brainstorming & development / Re: Dungeon World
« on: June 26, 2010, 07:32:58 PM »

Another small tweak: For the Hero move "Reputation", add "Except roll +hot instead of +cool."

Another race idea I had:

* Mixed Ancestry: Choose a move from your father's race.
* Mixed Ancestry: Choose a move from your mother's race.
* Stranger To Both Worlds: Take -2 to any attempt to seduce or manipulate a member of either of your parent's races. Mark experience if you fail the roll.

Fortune's Favor: If your roll, before modifiers, is a 10+, take +2 forward.

Maybe? "10+ before modifiers" is still exactly a 1 in 6 chance of triggering.

Champion's Wager: You may invoke this move instead of rolling +cool. Roll 2d6+1 instead, and reroll any 7-9 results, until you get a 10+ or a miss.

(The +1 is so it's as close at it can be to 50-50 odds, but still slightly biased in favor of the MC)

brainstorming & development / Re: Dungeon World
« on: June 26, 2010, 03:10:56 AM »
Replace War Magics with:

When you gather destructive energies to wield as a weapon in battle, roll +weird. By default, they are (2-harm close loud reload magic). On a 10+, choose 3, on a 7-9, choose one:

* +1 harm
* +1 harm, +messy
* +far
* +area
* -loud
* -reload
* Roll +weird instead of +hard to go aggro or seize by force with said energies.

On a miss, you take 1-harm channeling the energies, choose none, and get +messy.

Apocalypse World / Re: Introducing: the Scrapper
« on: June 25, 2010, 11:11:28 PM »
I mean, I stole John Harper's scavenge in the ruins move wholesale.

Yeah, I wouldn't worry about that too much.

brainstorming & development / Dungeon World
« on: June 25, 2010, 10:26:36 PM »
With loving thanks to Tony Dowler's Apocalypse D&D hack, and Vincent Baker for the whole game in general. I had a long day at work in a post where I just get to sit down and not do much, and these thoughts were what resulted.

Character Creation:

Distribute points between the stats (cool, hard, hot, sharp, weird) such that they total to +3. The first +2 just costs you +2 points, each other +2 costs +3. Keep stats between +2 to -2 at character creation, and don't have more than one stat at -2.

Next, pick a race and a class. You've got 3 special moves to choose: unless you're a human, pick at least one from your race. Unless you're a hero, pick at least one from your class. ("Hero" is sort of intended to replicate the option in old books of your entire character concept just being 'elf' or 'dwarf' or such.)

Basic moves are what they are in Apocalypse World. There's no psychic maelstrom though: weird is pretty much only used in special or custom moves, but almost all moves that resist magical effects will invoke it, so put it at -2 at your own risk.

(Note: "Training" means to take +1 to any going aggro or seizing by force rolls when you're wielding the weapon in question. You can be trained in unarmed combat, of course.)

* Dwarven Weapons Training: You're trained in all axes and hammers.
* Pack Horse: Dwarves laugh at puny encumberance issues! Take +1 to all provisions-spent rolls. Also take +1 to all barter moves that involve a roll, you've always got a little something extra you can throw in to sweeten the deal.
* Hardiness: You've got +1 armor on top of whatever you're wearing, take -1 to rolls when you suffer harm, and +2 to any rolls reflecting resisting the effects of poison.

* Keen Senses: When you enter a place where there's something hidden, the DM will tell you to roll +sharp. If you get a 10+, you notice it, clear as day. If you get a 7-9, your suspicions are raised. You don't know what or where, but your gut's telling you there's something there. On a miss, if it's a monster or a trap, you're taken by surprise.
* Elven Weapon Training: You're specialized in long-swords and bows.
* Nature Magic: As Divine Magic, except you commune with nature, rather than a god (or gods).

* Perseverance: Whenever you fail a roll, take +1 ongoing until you roll a 7+. This stacks with itself, so if you fail three rolls in a row, for example, take a +3 to your next roll.
* Jack of All Trades: Pick a special move from a class other than your own.
* Specialist: Choose a special move from your class moves that requires a roll: take +1 ongoing to that roll. Alternatively, increase the bonus a special move gives you by +1.

(More races to come, probably?)

* Divine Magic: Through the medium of extended prayer, you can commune with your god (or gods), and use both the 'read a person' and 'seduce or manipulate' basic moves. Breaking any promises you make your god isn't quite recommended.
* Healing Touch: As the angel move.
* Divine Blessings and Curses: You can roll +weird instead of +hx to help or interfere.

* Ritual Magic: Say what you want to accomplish with magic, then roll +weird. On a 10+, choose two, on a 7-9, choose one.
  ~Quickly: If you don't choose this, the DM will tell you how long it will take to do.
  ~Cheaply: If you don't choose this, the DM will tell you what it will cost you.
  ~Masterfully: If you don't choose this, the DM will tell you what the side effects the spell has, in addition to achieving your basic intention.
* Recall Lore: Roll +sharp to see what you know about a place or thing. On a hit, the DM will tell you something useful, and on a 10+, you can ask up to three yes/no questions as followup.
* War Magics: Choose an energy type or two (fire, cold, lightning, acid, etc). You can wield these energies as a weapon in battle, (2-harm close loud reload magic).

* No Stranger to Pain: Take -2 to all 'when you suffer harm' rolls.
* Weapons Master: Pick three types of weapons. You're trained in all of them.
* Battlefield Tactics: Take +2 instead of +1 whenever you act on a read situation.

* Traps expert. Whenever there's a trap, the DM will tell you to roll +sharp. On a 10+, choose both, on a 7-9, choose one: What does it do? What sets it off? On a miss, you're unaware, but you won't necessarily set it off, unless you're going in front and that happens to be enough.
* Stealthy: When you try to do something sneakily, roll +cool. On a 10+, both, on a 7-9, one: You pull it off. Nobody notices the attempt.
* Sly: Take +1 to all attempts to manipulate people, and all attempts to interfere with anybody trying to read you.

* Teamwork: Take +2 instead of +1 whenever somebody helps you. When you help somebody else, they take +2 instead of +1.
* Reputation: As the operator move.
* Exemplar: Choose a stat. Take +1 in that stat. (Max +3) ((If you're a human hero, you can take specialist in exemplar for a +2 to any stat, but the max is still +3.))

I have some ideas for extra moves, but I want to wait until I have a few more before I give, say, fighters and clerics bonus moves to choose from while the other classes still only have 3. Suggestions welcome!

Apocalypse World / Re: Playbook: Faceless
« on: June 24, 2010, 05:33:44 PM »
Well, the way I could see it going down would be:

"Okay, the emperor unleashes force lightning on you. That's, uh, 3-harm AP. What does that put you at?"

"Dead. Damn! I guess I'm taking broken to go along with my disfigured. And then seizing his ass by force! I lunge at him, full of hate and spite! And the need to save my son, I guess."

"You know that'll cause him to fight back, right? Even if you choose take little harm, that'll kill you. Again."

"Well, if I get definite hold, I can take him down the shaft with me, yeah?"

"Sweet, roll it, and don't forget your now +2 bonus."

Eschaton / Re: New AW Playbooks!
« on: June 24, 2010, 09:38:15 AM »

Your One, Your Only: Each of you starts with hx+3 with your lover (in direct violation of the rules that say normally characters played by the same player don't have hx with eachother). In addition, whenever you help or are helped by your lover, take +2 instead of +1.

You DARE?: Whenever your lover is harmed, take +their-harm-taken forward.

Forever Linked: If you have less experience than the other lover, fill an experience circle.

Maybe it's because of fond memories of reading The Scar, but I kind of want the Lovers to maybe have the option of starting off with a small holding, gang, or maybe 2 gigs and a crew? (Perhaps only if there's no hardholder, chopper, or operator, respectively? Definitely using the "smaller" options for holding and gangs in the book.)

I feel kind of awkward about "Like Lovers Do..." because it kind of just justifies something that the characters get automatically, by virtue of being played by the same player.

Still, awesome concept!

brainstorming & development / Re: Age of Sorrrows hack?
« on: June 24, 2010, 08:41:05 AM »
<i>The sorcery move above is pretty slick, but I wanted to avoid the "dawn, twilight, etc" as stats. Every exalted game i've played has had multiple exalt types (solar, dragon, sidereal, etc). My preference is to stick to the "being heroes", not "being solar" if that makes sense,</i>

Well, in my hypothetical Age Of Sorrows AW hack, the Dragon-blooded characters would get Earth, Air, Wood, Fire, and Water as stats, Sidereal characters would have Journeys, Battles, Secrets, Endings, and Serenity as stats, and so on.

brainstorming & development / Re: Age of Sorrrows hack?
« on: June 24, 2010, 05:34:49 AM »
That sorcery move is naice.

Yeah, if I ever do decide to bite Tony Dowler's style and do my own "Dungeon World" hack I may steal it from myself for arcane magic. (Divine magic will, hypothetically, just be the ability to use 'read a person' and 'seduce or manipulate' on your god. "What does my god wish I'd do?" "Your god will do what you want in exchange for your promise, but it need concrete assurances, now." Etc.)

Eschaton / Re: New AW Playbooks!
« on: June 24, 2010, 05:29:29 AM »
The Lovers (two starting characters! omfg!)


the preapocalypse / Re: Angel kits
« on: June 23, 2010, 11:41:41 PM »
Well, if I was going to do it, as a first stab:

Roll +stock spent. On a 10+, they're fixed, fine and dandy. On a 7-9, choose one:

* The angel is exposed to the disease. (Don't choose for noncontagious stuff, or if the angel's fixing themselves.)
* The cure's got some unpleasant side effects. The MC will tell you what, something equivalent of -1 ongoing to certain types of rolls for a day or two.
* You've got a temporary remission of symptoms (for a day or two), but it'll take one more stock by then to fully fix the problem.

Apocalypse World / Re: Playbook: Faceless
« on: June 23, 2010, 10:39:31 PM »
Thanks! I was considering calling "The Unexpected" something like "Especially Horrifying", but then I thought that you could shock people by how ordinary you were behind the mask, too, after everyone was expecting something shocking and monstrous, so renamed it to as is. And S-harm is a mechanic that doesn't get enough love. (One of these days I have to play an Angel just for that stun gun. Although I guess an Operator, Savvyhead, or Hardholder could have one too? Hmm.)

And yeah, Juggernaut came to me the moment I say the "when you suffer harm" move. It'd work well as an optional Gunlugger move, or a Battlebabe one if you retweaked the color to "Roll With It" or "Flowing Defense" or something.

Apocalypse World / Re: Playbook: Faceless
« on: June 23, 2010, 10:20:57 PM »
Another idea that just came to me trying to "fix" Pit Bull in my head:

Pit Bull: Whenever you take a debility, name the person you hold most responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly as a target count, of course. Rolls against their family and friends, minions, or property may count, in the MC's judgment. MCs, remember your job is to make Apocalypse World seem real and keep the characters' lives interesting, not deny the PCs bonuses.)

brainstorming & development / Re: Age of Sorrrows hack?
« on: June 23, 2010, 09:58:33 PM »
I'd be kind of tempted, if doing this myself, of stealing a page from the exalted quickstart, and having your stats be Dawn, Zenith, Twilight, Night, and Eclipse. The Virtues might make interesting countdown clocks leading to the triggering of your Great Curse, maybe? And maybe you can "spend" the virtue for relevant activities, but it gets you closer to that whole thing going down? Actually, Essence as a pool you could spend would be interesting (maybe +1 to any roll, +2 if it's your caste attribute?)

Quick idea:

Sorcery: Say what you want to accomplish, then roll +twilight. On a 10+, choose 2, on a 7-9, choose 1:

* Cheaply. If this isn't chosen, the GM will tell you what costs you need to pay to cast the spell.
* Quickly. If this isn't chosen, the GM will tell you how long it will take to cast the spell.
* Masterfully. If this isn't chosen, the GM will tell you what unintended side-effects will result from casting the spell, in addition to achieving your basic objective.

Any use of Sorcery instantly sets your Anima to +3.

(Sample costs: Essence/willpower/virtue channels, expensive material components, exotic material components requiring a quest to obtain, a deed of symbolic significance, the permission of a god with a relevant portfolio.)

the preapocalypse / Re: Angel kits
« on: June 23, 2010, 07:51:17 PM »
Without biostabs and chemostabs, how do Angels attempt to cure diseases and other "ongoing non-wounds", now? Or is it just "get an infirmary and work it out"?

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