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Messages - E_FD

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brainstorming & development / Re: Noir World
« on: January 16, 2016, 08:38:44 PM »
Thank you for the input! Very helpful to have fresh pairs of eyes look over these rules, definitely some things I ought to adjust/clarify.

Go Unnoticed: I'm happy with this one, because I like putting the player on the spot to make a choice even with the worst possible outcome, where they have to weigh the situation/consequences and decide for themselves whether getting what they were after is worth more than trying to mitigate the damage of been seen/identified.

Read Their Hand: Rubberduck's reordering reads much cleaner than mine, thanks! Still may fiddle with this one a bit; the intent is that you need to roll because you're putting yourself out there by engaging with the other person to the extent that you're able to pick up informantion about their goals/state of mind, which runs the risk of tipping your own hand and letting them learn more about you than you necessarily wanted to reveal.

Push/Tough It Out: Push is roughly equivalent to Act Under Fire from Apocalypse World, Tough It Out is intended to be more of a replacement for AW's roll after you've suffered harm. Or to put it another way, Push is active, Tough It Out is reactive. Push is when you're taking the initiative to attempt something risky (and, like Act Under Fire, is a catchall move for actions that don't clearly fall under another, more specific moves), Tough It Out is when somebody else is doing something to you and you're trying to endure it.

Tough It Out options: This I definitely need to modify or phrase better; the first option is intended to affect long term consequences of the beating you took, while the second option affects the immediate consequences. Taking the first and not the second still means you're effectively disabled in the current scene, and potentially out of action for hours/days depending on the nature of the injuries you've received, but you'll make a complete recovery, and faster than you would otherwise. Taking the second and not the first means you can keep going in the current scene (with a slight penalty, since being able to completely negate an injury is boring), but after the immediate situation's passed and your burst of adrenaline's spent, you'll be out of action longer, and if the way you were hurt is the sort of thing that'd potentially leave you with permanent injuries (scarring, disfigurement, etc.), it does. The two options aren't supposed to overlap, so taking both gives you both benefits: You're still active in the current scene, albeit with a penalty, and your recovery will be shorter than normal and leave no lasting effects.

(Choices between immediate danger and long term repercussions is something I hope stands out as a recurring element in these rules. Like Go Unnoticed; getting caught in the act is an immediate danger, but if you can make it out of this situation without any more slip-ups, you're in the clear. Leaving evidence that points back to you doesn't cause an immediate threat, but can be much more damaging to you as whoever you've ticked off can potentially trace exactly who you are, where you live, who your friends are, etc.)

Send a Message: Not choosing the second option means an excess of violence; perhaps there'll be bystanders caught in the crossfire, or if you rolled the move against someone you only intended to rough up and threaten, they'll end up maimed or dead. This is different from the treatment of violence/combat in action-centric RPGs or even a more narrative experience like Apocalypse World, and it'll require buy-in from the players and the MC, but I want to avoid framing violence primarily as a competition where effectiveness is tied to being able to inflict more violence (which is also the main reason there's no health bar/weapon stats). For the genre/tone I'm trying to emulate, I want violence to be more of a nuclear option: It's an incredibly effective tool, and very difficult to defend against, but carries severe repercussions that mainly serve to push you onto a downward spiral where you have fewer and fewer options for interacting with the rest of society other than more violence. Being good at violence is less about being able to cause more violence than it is about being able to control your violence enough that you can direct it efficiently and mitigate the consequences to yourself. That's why you can essentially kill anyone on a 7-9 roll, and most of the options from high rolls are tied to minimizing the repercussions.

brainstorming & development / Noir World
« on: January 13, 2016, 05:46:22 AM »
Minimalist/abstracted take on film noir using the Powered by the Apocalypse rules. All comments and suggestions are welcome.

AW:Dark Age / Re: PbP Playtest
« on: September 04, 2014, 04:05:57 AM »
I meant permitted within the scope of the AW:DA playtest, actually. I don't want to assume running a game of it on a public online forum is okay without confirmation.

But if it is, count me in! (As a player or as MC, if you're still looking for one.)

AW:Dark Age / Re: PbP Playtest
« on: September 03, 2014, 09:40:20 PM »
If it's permitted, I'd definitely be interested in joining a PBP playtest.

Will register on GotEXP, though I also do a fair bit of PBP gaming on already, in case that site's interface works better for anyone.

AW:Dark Age / A few initial thoughts
« on: September 03, 2014, 12:09:25 AM »
-On the list of things your stronghold's armory can contain, the formatting on the "For 10/For 20/For 60" at the bottom confused me for a minute; I wasn't certain whether it was referring to every possible option in the armory, or if it was a part of the "Horses, lances, kite shields" option above. Similarly, I didn't immediately read the "For 10" as indicating that by default the armory options were sufficient for 10 people; at first glance it looked like this was another option I had to select. Not a gameplay issue, but I think different formatting could make everything clearer at a glance.

-I notice some of the moves in the playbooks are mechanically-identical to but differently-phrased than moves on the rights lists. For instance, the Peasant Beauty gets to be Radiant and Stunning, while everyone else can be Tall and Stunning. Is this a deliberate choice to add flavor to the playbooks, or an artifact of previous drafts/revisions? My only real objection is that it makes it more difficult trying to look up which Rights lists each playbook is tied to, but that's not a huge issue.

-The basic moves Size Someone Up and Win Someone Over feel very similar, and it seems like there's not much one couldn't learn through one of them that the other move wouldn't cover just as effectively. Since Win Someone Over is the only basic move tied to Good, and none of the playbooks use Good as their primary stat, I wonder if this is an intentional bit of flavor about how comparatively little can be achieved through Goodness in the harsh setting. But that's just speculation.

Thanks for your feedback! I know this is a niche that might not pique as much interest since plenty of other games already cover it, so it's nice to get whatever input I can.

Believe me, I'm definitely aware of the lack of backgrounds/bonds; that's something I wouldn't consider the hack complete without. It's coming if I put together a revision. (Though on that front, I'm waiting with bated breath to see the next iteration of AW: Dark Ages, since it seems to be covering some similar ground to this hack and doing a phenomenal job at it. In particular, the rules for working out monsters' stats/abilities without an extensive bestiary are almost exactly along the lines of what I'd been thinking about for Adventurers' World.)

The Potions/Poisons point is a good one that I hadn't considered; I actually first came up with the system solely for the Witch's Alchemical Brewery signature move, and it seemed big and sprawling enough that I moved it into the general rules, but that may not have been the right decision. I definitely want some form of poisons available to PCs, and this felt like a way to do it without having to get fiddly with too many different item types, but the system certainly has its limitations. Something else to look into.

AW:Dark Age / Re: The New Stats
« on: March 25, 2014, 09:59:22 PM »
Very nice! Interested to see how these will play out, particularly Offer Someone Counsel, which sounds like another tool for persuasion/social manipulation.

AW:Dark Age / Take Stock/Take Your Bearings
« on: March 06, 2014, 10:00:34 PM »
This might've already been addressed in another thread, but I noticed these two basic moves seem extremely similar, arguably even interchangeable. Is this intentional? (As a way to encourage players to assess things more often by giving them an extra XP-earning opportunity, for instance.) It seems to me the pair could be streamlined into a single move, but I could be overlooking something here.

Besides that, very little I can say about the system that hasn't already been said. Love the Fates system in place of health, the XP gaining mechanic looks very intrguing, I really appreciate the more detailed Go Into Battle move description that explains how it works between multiple PCs and 3+ sides (was going to ask for clarification on how ranged attacks against opponents that can't return fire should be handled, but I see that was addressed in another topic). Slightly concerned about plot hook overload (I pity a MC with multiple high-rank PCs who all roll misses on their Fortunes at the same season change), though I see that's already been brought up on here.

Obviously, pseudo-medieval D&D-esque fantasy is a popular RPing genre that more than a few people have already done justice to using variations on the Apocalypse World rules, but I felt like giving it my own spin. All comments and suggestions are welcome.

brainstorming & development / Re: How few stats is too few?
« on: December 04, 2013, 06:33:11 AM »
I was thinking of giving out XP as incentives on certain moves and/or on a 6 or lower, Dungeon World style, so no stat highlighting to worry about. Also not actually planning on calling them Body/Mind/Soul, just thought that would be a comparison that'd be easy to pick up on for this thread; my first, four-stat concept was Might/Finesse/Wits/Spirit, and it's Finesse I'm thinking of dropping and merging into the others.

Basic moves are fairly conventional for an AW variant: Might gets slightly modified versions of Seize by Force and the Protect move from Monster of the Week (exact names still to be finalized, of course; just working out the framework), Wits gets Read a Sitch, Read a Person, and possibly one more (considering two Read a Sitch variants, one more for investigation, and the other for tactical awareness and the like in combat), Spirit gets Manipulate and maybe a rally ability that gives another player a bonus to their next roll (take +Bond forward, maybe, depending on how I decide to handle Hx/Bonds; still up in the air, though that's not what I'm wondering about right here). Like Dungeon World, instead of an Act Under Fire with a specific stat, I was planning on using a Defy Danger-esque move, using whichever stat is most appropriate for the action the player takes.

I did also write an Evade basic move using Finesse (which, sure enough, is about evading attacks), but even at the time, I realized Defy Danger basically covered that type of action already, I just didn't want to leave Finesse out in the cold as the only stat without an exclusive basic move, which was the first thing that set off warning bells that the stat was looking superfluous in my model.

Anyway, while working out the playbooks and their moves, I've been trying to give each playbook a main stat that they'll tend to favor, but also sprinkling in options that are based on one or two of the other stats. This was when I started to notice that I really didn't have anything else for Finesse besides the two playbooks that were focused on it: a stealthy thief type (main inspiration being Garrett from the Thief series), and a flamboyant swashbuckler (any Errol Flynn character), and many of their moves were variations on things that could plausibly be covered by one of the other three stats.

So I'm feeling relatively confident dropping Finesse is the right thing to do, what I'm concerned about now is whether having only three stats will eliminate choices and make there only one or two "obvious" ways for players to build their characters.

brainstorming & development / How few stats is too few?
« on: December 03, 2013, 09:21:38 PM »
I've been putting together yet another fantasy hack of Apocalypse World (mainly as a theoretical exercise for my own enjoyment, since I know there are more than a few out there already), and I started out with four stats roughly corresponding to Strength/Dexterity/Intelligence/Charisma, but then I got to thinking... the two physical stats seemed to overlap in uses enough that it'd be simpler to streamline the system down to three stats, basically Body/Mind/Soul, largely akin to Hard/Sharp/Hot from AW.

Has anyone ever tried or tested an AW variant with only three stats before? My main concern is that it's too straightforward, and players will have fewer options for customizing/distinguishing their characters.

Dungeon World / New Class: The Daredevil
« on: September 10, 2012, 05:40:49 AM »
First time poster, discovered Dungeon World a few weeks ago and thought it looked great; inspired me to try to put together my own class! Basically a Dex-based fighter with a bit of the D&D monk thrown in; whole thing coalesced into Zorro-meets-Jackie Chan.

Thanks to Antisinecurist, whose great Swashbuckler class on these boards ( ) inspired me to crib the Acrobatics move. Actually, looking over it again, I think a few other moves ended up pretty similar too, but that's the only one I consciously appropriated, honest.


Choose one for each:
Fiery Eyes, Sharp Eyes, or Eager Eyes
Wild Hair, Styled Hair, or Plumed Hat
Finery, Traveling Clothes, or Poor Clothes
Fit Body, Lithe Body, or Built Body

Assign these scores to your stats:
17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
You start with 8+Constitution HP.
Your base damage is d8.

Starting Moves
Choose a race and gain the corresponding move:
When you use Acrobatics in the wilderness, no one sees where you are or how you got there, unless you allow them to.
When you Hack and Slash from a position a larger person couldn't reach, add +1 piercing to your attack.
Once per battle you may reroll a single Hack and Slash roll (yours or someone else’s).

You start with these moves:
Graceful Movements (CHA)
When someone sees you fight or perform an acrobatic feat for the first time, you receive +1 forward to Parley with them.

When you are unrestrained, describe a location that you can see and how you get there within no more than a few minutes. You do not have to make any rolls to accomplish this action.

Fighting Art
You have mastered an extraordinary combat art. Your attacks with this art are always +precise.

Choose a base description for your fighting art's weapon(s). The description is purely cosmetic; all weapon choices are 2 weight and require two hands to fight effectively. Some possibilities include:
 Duelist's Rapier
 Rapier and Dagger
 Two Short Swords
 Fists (see below)

Choose the range that best fits your art:

Your art is renowned for these key abilities (choose two):
 Pinpoint strikes. +2 piercing.
 Furious offense. +1 damage.
 Staggering blows. +forceful.
 Flexible stance. Choose an additional range.
 Expert parries. +1 armor.
 Hand-to-hand prowess. Your art's “weapon” is 0 weight, and you may deal your full damage as long as both your hands are empty.
 Deadly feints. +1 to Hack and Slash rolls. This counts as two abilities.
 Unerring precision. +Ignores Armor. This counts as two abilities.

Choose an alignment:
Leap into danger without a plan.
Protect those weaker than you.
Get out of a tight situation with your acrobatics or charm.

Your Load is 6+Str. You carry the weapon(s) used in your fighting art (2 weight) and dungeon rations (1 weight, 5 uses). Choose two:
 Leather armor (1 armor, 1 weight)
 Adventuring Gear (1 weight)
 Healing potion (1 weight) and Halfling pipeleaf (1 weight)
 8 Gold

Fill in the name of one of your companions in at least one:
_______________ is too cautious and needs to learn how to have some fun.
_______________'s saved my hide on the battlefield, so I'll make sure they don't get conned in the city.
_______________ is probably in love with me. I can't blame them.
_______________ tells good jokes, not always intentionally.

Advanced Moves
When you gain a level from 2-5, choose from these moves.

Flurry of Blows
When you deal damage with your fighting art's weapon(s), deal +1d4 damage.

Extraordinary Dodge
When you make an incredible dodge to avoid an attack, the damage is negated but you take -1 ongoing to your DEX score until you're out of danger and have a few minutes to rest. You may use this ability multiple times without a rest (the penalties stack), but only while your effective DEX score is +1 or higher.

Improved Art
Choose one extra ability for your fighting art. You may select an ability that costs two picks if you remove one of your existing abilities.

Escape Artist
When you are restrained, you may roll+DEX to free yourself from your restraints, no matter how implausible this might appear.
On a 10+, you're free.
On a 7-9, you're only partially free or your escape attempt has attracted some unwanted attention (GM's choice).
On a 6-, you take 1d4 harm from your futile attempts to break free.

Drunken Valor
You're an even better fighter when you've had a few too many drinks in you. When you get completely plastered, you take -1 ongoing to all rolls except Hack and Slash, and you gain +1d6 to your Hack and Slash damage.

Nimble Defense
When you are unarmored and wielding your fighting art's weapon(s), you have 2 armor.

When you mercilessly taunt a hostile target, roll+CHA.
On a hit, the target will stop whatever they are doing and try to inflict their damage on you.
On a 7-9, you've made the target TOO angry, and they also inflict +1d4 damage ongoing against you.
On a 6-, the target figures out what you're trying to do, and you take -1 forward against them.

Devilish Charm
You gain the Bard's Charming and Open move.

Duelist's Feint
When you receive a 10+ on a Hack and Slash roll, you can choose to deal your damage or roll+CHA. On a hit, you may choose one of the effects from the Thief's Backstab move. On a 10+, you may choose two effects.

Swift Protector
When you Defend, you may roll+DEX instead of +CON.

People's Champion
When you refuse or give away a reward, you receive +2 forward to your next Carouse roll as long as you're among people who know about your deed.

Fast Talker
You've always got an answer ready to get you out of trouble, or at least buy you some time. When you roll+CHA to Defy Danger, you receive +1 forward against the threat, even on a miss.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Unyielding Assault
Replaces: Flurry of Blows
When you deal damage with your fighting art's weapon(s), deal +1d8 damage.

Agile Defense
Replaces: Nimble Defense
When you are unarmored and wielding your fighting art's weapon(s), you have 3 armor.

Guardian Angel
Requires: Swift Protector
When you roll+DEX to Defend any target other than yourself, you are considered to be standing in defense of this target so long as you can see it. You may continue to move and take additional actions without losing your Holds.

Freedom of Movement
Replaces: Escape Artist
You may use the Acrobatics move even when you are restrained.

When two targets are engaged in melee with you, roll+CHA.
On a hit, the target of your choice deals their damage to the other target.
On a 10+, you also receive +1 forward against both targets.
On a 6-, the target you provoked into attacking deals their damage to you instead.

Loosen Tongues
Requires: Devilish Charm
When you have a moment to exchange words with someone, even when they're actively trying to kill you, roll+CHA to trick them into an expository monologue.
On a 10+, you may ask them a question from the Charming and Open move, and they must answer truthfully.
On a 7-9, you'll have to keep talking before they'll open up. You still get to ask them a question, but their player also gets to ask you a question from the same list, which you must answer truthfully.
On a 6-, they become suspicious of you and you take -1 forward against them.

Your reputation precedes you. When you enter a civilized place for the first time since gaining this move, roll+CHA.
On a hit, you receive +1 forward to Carouse, Recruit, or buy special Supplies.
On a 9-, there's also someone here who wants to kill you, and they're skilled enough to have a good chance at succeeding.

You gain the Thief's Evasion move.

Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

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