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Messages - djmalloc

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16
Apocalypse World / Re: Road wars
« on: March 04, 2012, 09:21:03 PM »
I was also thinking that if you use your car as the weapon against another car you take +1 harm on any other damage due to the collision impact. Otherwise, there was no mechanical difference between a car with mounted machine guns and one without.

So if you attempt to Sieze (the road) By Force using your car and the road gang does +2 harm they would do an additional +1 harm to your car due to collision.

17
Apocalypse World / Road wars
« on: March 04, 2012, 03:35:18 AM »
How do you all handle harm in vehicular combat?

I have a driver who is using his vehicle as a weapon in a chase/fight. Reading through the book I see that a glancing hit with a car is 3-harm AP. I was thinking that when using his car to ram another car he would still do 3-harm but not AP with regards to the other car's armor.

Of course if he hits someone who is not in a car then its AP.

How have you handled this situation?

18
Apocalypse World / Re: Using gang independently from weapon?
« on: February 29, 2012, 09:31:37 AM »
We are playing by post on rpol.net and so each player is making a move (or doing something else) and then I am collating results, making any of my own moves and then its their turn again.

So in this case, one "round" would be the player making a move and then waiting for me to collate and make my own moves back.

But I was also wondering about what would happen if two PC's fought. If the Hardholder attacks the Gunlugger, can the Hardholder hit with the gang and her gun each time the Gunlugger hits with just his gun?

Or does he Hardholder need to choose either the gang or the gun?

Thanks for the response!

19
Apocalypse World / Using gang independently from weapon?
« on: February 29, 2012, 12:14:38 AM »
Hi all, can a hardholder use her gang and her gun as a weapon in one round? In other words, can she make two attacks in one round: one with her gang and one with her gun?

Or does having the gang attack assume she is attacking as part of it?

20
Apocalypse World / Re: Not to be fucked with and AP ammo
« on: February 28, 2012, 04:46:18 AM »
Thats where I am a bit confused. If he is using his weapons then shouldn't I use the harm value of his weapons rather than 3-harm?

21
Apocalypse World / Not to be fucked with and AP ammo
« on: February 28, 2012, 03:49:26 AM »
Hey all, quick question.

We have a Gunlugger who has AP ammo and Bloodcrazed.

When he uses Not To Be Fucked With and does damage as a 3 harm small gang, is the damage AP? And does he also get the +1 from Bloodcrazed?

22
Apocalypse World / Sniper
« on: February 21, 2012, 09:30:53 PM »
Hey all, wanted to get some opinions on how I handled an action by a player. He is a Gunlugger with a silenced sniper rifle (AP ammo).

He's walking the road to a town called Riches when he hears a (medium) chopper gang coming. His pastime is murdering people so he decides to have a little sport. He finds a good hiding place on the side of the road (wearing his Ghillie suit) and starts sniping them.

He wants to try to stay hidden which seems to make sense to me.

So I had him Go Aggro to deal the first damage. Then, Act Under Fire to stay hidden as the gang tries to find where the shots are coming from. If he can stay hidden, he can Go Aggro again without them being able to find him and harm him. Rinse and repeat.

How would you have handled this?

23
Apocalypse World / Re: 2-armor
« on: February 17, 2012, 03:08:22 AM »
Quote
I think that is part of what had me concerned about a character that was always wearing full on invulnerable armor, it lacked realism. The shit is hot and uncomfortable. Who spends their entire day in full body armor on the off chance someone might decide to start a fight? To me, wearing full body armor at all times feels "gamey".
But he isn´t walking all day in full body armor. Remember, 1-armor might be just motorcycle jackets, that isn´t so hard to wear all day. The extra +1 armor comes from a character move, and you can´t take that away from him. So I´d just look for other ways to put him into danger.

The specific case I was raising was someone with 2-armor and 1-armor from Rasputin for a total of 3-armor. The question I should have put forth was "do you all let people walk around in 2-armor all the time or do you put some restrictions on it?"

24
Minions, Inc / Re: The Minions, Inc. PDF
« on: February 12, 2012, 04:32:42 AM »
PDF link seems to be down. Anyone know where I can find the PDF?

25
Apocalypse World / Re: 2-armor
« on: February 08, 2012, 06:29:34 AM »
I think that is part of what had me concerned about a character that was always wearing full on invulnerable armor, it lacked realism. The shit is hot and uncomfortable. Who spends their entire day in full body armor on the off chance someone might decide to start a fight? To me, wearing full body armor at all times feels "gamey".

26
Apocalypse World / 2-armor
« on: February 08, 2012, 04:19:43 AM »
How do you all handle 2-armor? We have a faceless who also has the +1 armor from Rasputin. If they are wearing their 2-armor most of the time they are essentially unstoppable. I was leaning towards making the 2-armor something you would not casually walk around in. As in, you'd need to specifically say "already I am putting that armor on to go cause some trouble". How have you handled it?

27
Apocalypse World / Re: To drive or not to drive.
« on: February 08, 2012, 04:10:21 AM »
I added this custom move to my game to give people a bit more reason to rely on the Driver to cross the burnlands. Since its +sharp he's got a natural advantage. Plus, you probably want a no shit driver behind the wheel if you do run into trouble!

When you hit the road, roll+sharp. On a 10+ you get where you are going. On a 7-9 you get there but the MC offers you a worse outcome, a hard bargain or an ugly choice. On a miss, pick 2:
      - you make it there
      - you dont find someone looking to harm you
      - you dont lose something
      - you dont pick something up

28
Apocalypse World / "Shut out" gig catastrophe?
« on: February 07, 2012, 12:45:45 AM »
Hi all, I am having trouble coming up with ideas for what the "shut out" catastrophe for a gig would be. The rest of them seem pretty easy to imagine...but what so bad about being "stuck with the labor or the goods, and no buyer who’ll make good"? I mean, other than not getting your 1 or 2 barter, what are some interesting moves you have made against the player in this case?

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