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Messages - silva

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31
Apocalypse World / Re: Shadowrun Hack ?
« on: April 04, 2012, 08:09:19 AM »
Thanks Mike, I didnt know that sub forum existed.

If someone could relocate this topic there, I appreciate.


Returning to the hack.. conitining the line of giving interesting crap to the mage (the hermetic library), I was thinking about giving a "Totem" to the Shaman, and maybe add some stats and behaviour requisites for the character according to the Totem animal.

For the decker and samurai though, I cant think in any interesting crap. Maybe a virtual community for the decker and a Street Doc for the sammy ? Hmmm.. im not convinced of it yet.

32
Apocalypse World / Re: Shadowrun Hack ?
« on: April 03, 2012, 07:55:29 PM »
Waqas103, are you a bot ?

For the Mage, I would think about whether they should be kind of like the Brainer, with a bunch of specialized moves, or more like the Hocus, where its got its own weird little sub-system with a broad range of effects. Both are pretty cool, I think the Brainer models how magic works in more traditional systems and the Hocus models how I wish more traditional systems worked.
Yeah, I had this same doubt with all 3 playbooks - do I made their main stuff (spells, implants and programs) as moves, or do I made it as crap ? I opted for moves cause it seems the simpler solution, but if I would be interesting the other way.

Back on the playbooks, I was considering making the Mage´s "hermetic library" an important crap, similar to the savvyhead workshop or the chopper gang (maybe even with some customized stats). Aditionally he could have fetishes and foci as secondary (and simpler) crap.

What do you think ?

33
Apocalypse World / Re: New Playbook: The Turncoat
« on: April 03, 2012, 07:25:50 PM »
Awesome.

(mind if I rob it for my Shadowrun hack ? It would be the perfect Convert Ops Agent :D )

34
Apocalypse World / Re: Shadowrun Hack ?
« on: April 02, 2012, 08:47:40 PM »
Finally had the time to sit down and try to do the hack. Please, if you guys can give me a hand, I appreciate.

1. The first thing I set out to do was finding each archetype main "niche". After some thought, I came to the following setup:

The Street Samurai: the agressor
The Mage: the manipulator
The Decker: the enabler (as in: one who help others to achieve goals)

2. With that set, I reached a question: how to translate SR archetypes´ strenghts into "moves" ? Well, right now Im thinking in making its more emblematic abilities as moves, and secondary crap as.. well, crap.

So..

The Mage´s moves would consist of some spells (Mind Probe, Manabolt, Thought Control, Heal, etc), and some skills (Initiation [+1 to weird, max +3], Astral Perception, etc). While its "crap" would consist of things like Fetishes, Foci, an Hermetic Library, etc.

The Street Samurai moves would consist of some implants (Wired Reflexes, Dermal Plating, Smartgun Link, Retractable Razors, etc) and some skills (Bushido Code, Etiquette: Street, etc). While its crap would be customized weapons, Explosives, etc.

The Decker moves would consist of some programs (Sleaze, Spoof, Browse, Sledgehammer, etc) and some skills (Electronics, Etiquette: Matrix, etc). While its crap would be a Cyberdeck and datajack.  


So, what do you guys think ? Am I following a good "hack logic" here ? Thanks!

35
Apocalypse World / Planescape Hack ?
« on: February 02, 2012, 07:07:27 AM »
Just speculating here.

Maybe using Factions as playbooks? (the Sensate, the Athar, the Mercykiller ? )

Or then creating archetypes around the concept of a plane-hopping setting ?

Coud it work ?

36
Apocalypse World / Shadowrun Hack ?
« on: January 25, 2012, 06:23:32 PM »
I see there is a lot of similarities between shadowrun archetypes and AW playbooks. And the more low-life side of SR setting (the Barrens ) could give a great harsh and scarcity-based environment.

Do this hack exist? If not, what advice you would give?

Thanks!

37
Apocalypse World / Re: No thief/sneaker Playbook ?
« on: January 24, 2012, 05:13:36 AM »
Not yet. Will play it this week, if all goes as planned.

38
Apocalypse World / Re: No thief/sneaker Playbook ?
« on: January 23, 2012, 08:00:12 PM »
Quote from: DannyK
EDIT: As usual, forgot to address the heart of the question.  You'd want to really sharpen the concept of the playbook first.  Is this someone who thrives by stealing from other survivors, like a sneak thief?  Or a sort of quasi-professional burglar who steals for themselves and hires themselves out to others for jingle?  Or just a sneaky, stealthy person who approaches everything from the ninja angle, whether or not it involves stealing?  I think you really have to decide this kind of thing early on before you start making moves.  For one thing, it might help you decide things like "This guy is like a Gunlugger, but with stealth instead of guns".
Dont really know, Danny. As Im new to the game, I dont have the least idea of what would work better with the game thamatically and mechanically. But all 3 ideas looks to me, really "fuseable" on a single rogue/sneaker archetype.

Quote from: DannyK
That said, potential moves might include an improved, stealthy version of Act Under Fire, a move for Casing the Joint that allows the character on a successful roll to accumulate holds to be used later during an operation, and a version of Go Aggro specialized for ambushes where the target is unaware of the attacker.  
That sounds awesome!

Quote from: nomadzophiel
Edit: I think its a bit harder to play a straight-up thief in AW, archetypes aside, because its simply not much of a "stuff" game. Characters' crap is so ephemeral it strikes me as a bit silly to have someone who acquires more than he needs by guile. I can see a big heist type thing but not so much picking pockets.
Agree. At the same time though, the Brainer relies on a lot of tools for increasing his psych mojo. A thief/sneaker/infiltrator playbook could rely on similar tools. On the other hand, the missing of such tools could prove an important impact on such playbooks. (maybe a move for limiting temporarily other playbooks from using crap-based moves? )

Also, what about abstracting picking pockets as simply a way to increasing barter ? (dont know if it makes sense, though)

Quote
An Operator is an obvious fit as well, with a 'thieving' gig or a more involved setup with a whole Crew that pulls off crazy jobs.
I like this idea. Giving the thief a whole crew or at least connections in the trade.

39
Apocalypse World / No thief/sneaker Playbook ?
« on: January 19, 2012, 05:51:16 PM »
Hit there! First post here. Ive acquired AW last year but only now got a chance to read it all and convince my groupe to try it.

Now, we are missing a very basic (in our views) character concept: the "thief", or the "stealth-based" archetype. Is this right? Or is this somehow built-in another playbook and we didnt noticed ?

If its purposeful, what tips do you guys can give for a nicely balanced stealth-based playbook?

thanks!


Oh, and by the way, is there any template or something for creating our own custom playbooks ?

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