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Apocalypse World / Re: Custom Moves
« on: March 12, 2012, 11:57:37 AM »
Any constructive criticism on these would be appreciated.
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The Big Dry is a sandy expanse of rolling hills that continues to the southern horizon with no breaks. Periodically the constant winds will expose strange forms briefly before burying them again. When you venture onto the Big Dry, roll+hard. On a 10+, choose 3. On a 7-9, choose 1.
* you make it where you wanted to go.
* you get there fast.
* you don't take 1-harm from the harsh conditions.
* you don't become blinded by sun-glare and wind-borne grit.
* you find something strange in the sand.
The Burn Flats to the east are dry wastelands, full of sand bowls separated by small copses of tough weeds grown to enormous size. Sometimes, the copses of Burn Weed surround small ruins that date from the time before it all went to shit. When you try to cross the Burn Flats, roll+sharp. On a 10+, choose 2. On a 7-9, choose 1.
* you make it where you wanted to go.
* you get there fast.
* you don't take 1-harm from the harsh conditions.
* you don't take s-harm from hallucinations.
* you find a pre-apocalypse ruin.
To the north you'll find the Rag-Waste, a region of hills and mountains covered with debris. When storms roll in from the Burn Flats and the water runs in torrents down the mountainsides, it will sometimes deposit things from elsewhere or expose some item from the ruins that dot the peaks. The psychic maelstrom rages with particular fury in these parts. When you brave the Rag-Waste, roll+weird. On a 10+, choose 3. On a 7-9, choose 1.
* you don't get lost.
* you don't take 1-harm from the harsh conditions.
* you don't pick up a weird vibe (take -1ongoing until you successfully open your brain to the psychic maelstrom).
* you find oddments worth 1-barter.
* you find something useful.
Lost Vision is the ruins of Las Vegas. To most, it's a pit of scum and villainy overflowing with chopper gang members, strange cultists, and mutants that squabble over its ever-diminishing resources -- drugs like Bliss and Trill, relics of the old times, and fresh meat for slave-pits or cannibal feasts. When you go to Lost Vision, roll+cool. On a 10+, choose 3. On a 7-9, choose 1.
* you don't get ambushed by choppers/mutants/cultists.
* you get in without being spotted.
* you get back without getting lost.
* you don't see anything disturbing (take -1ongoing until you get clear of the place).
* you scavenge oddments worth 1-barter.
* you find something useful.
* you learn something interesting.
New Gear:
* stillsuit (worn hi-tech valuable)
This full-body suit lets you pick one extra option when you roll a success when venture onto the Big Dry or cross the Burn Flats. If you fail the roll, you might break the stillsuit.
* tourist map (valuable)
This ancient tourist map of Las Vegas is colorful, detailed, and informative - keeping in mind that its information is more than fifty years out of date. When you go to Lost Vision, you can choose an extra option on a success. If you fail the roll, you might lose the map.
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The Big Dry is a sandy expanse of rolling hills that continues to the southern horizon with no breaks. Periodically the constant winds will expose strange forms briefly before burying them again. When you venture onto the Big Dry, roll+hard. On a 10+, choose 3. On a 7-9, choose 1.
* you make it where you wanted to go.
* you get there fast.
* you don't take 1-harm from the harsh conditions.
* you don't become blinded by sun-glare and wind-borne grit.
* you find something strange in the sand.
The Burn Flats to the east are dry wastelands, full of sand bowls separated by small copses of tough weeds grown to enormous size. Sometimes, the copses of Burn Weed surround small ruins that date from the time before it all went to shit. When you try to cross the Burn Flats, roll+sharp. On a 10+, choose 2. On a 7-9, choose 1.
* you make it where you wanted to go.
* you get there fast.
* you don't take 1-harm from the harsh conditions.
* you don't take s-harm from hallucinations.
* you find a pre-apocalypse ruin.
To the north you'll find the Rag-Waste, a region of hills and mountains covered with debris. When storms roll in from the Burn Flats and the water runs in torrents down the mountainsides, it will sometimes deposit things from elsewhere or expose some item from the ruins that dot the peaks. The psychic maelstrom rages with particular fury in these parts. When you brave the Rag-Waste, roll+weird. On a 10+, choose 3. On a 7-9, choose 1.
* you don't get lost.
* you don't take 1-harm from the harsh conditions.
* you don't pick up a weird vibe (take -1ongoing until you successfully open your brain to the psychic maelstrom).
* you find oddments worth 1-barter.
* you find something useful.
Lost Vision is the ruins of Las Vegas. To most, it's a pit of scum and villainy overflowing with chopper gang members, strange cultists, and mutants that squabble over its ever-diminishing resources -- drugs like Bliss and Trill, relics of the old times, and fresh meat for slave-pits or cannibal feasts. When you go to Lost Vision, roll+cool. On a 10+, choose 3. On a 7-9, choose 1.
* you don't get ambushed by choppers/mutants/cultists.
* you get in without being spotted.
* you get back without getting lost.
* you don't see anything disturbing (take -1ongoing until you get clear of the place).
* you scavenge oddments worth 1-barter.
* you find something useful.
* you learn something interesting.
New Gear:
* stillsuit (worn hi-tech valuable)
This full-body suit lets you pick one extra option when you roll a success when venture onto the Big Dry or cross the Burn Flats. If you fail the roll, you might break the stillsuit.
* tourist map (valuable)
This ancient tourist map of Las Vegas is colorful, detailed, and informative - keeping in mind that its information is more than fifty years out of date. When you go to Lost Vision, you can choose an extra option on a success. If you fail the roll, you might lose the map.