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Apocalypse World / Re: [Playbook] The Maelstrom Ghost Mk2
« on: November 19, 2011, 08:27:00 PM »
So, after all that criticism, figured I'd be more constructive and rewrite it.
And so:
THE HEARTDRIFT
STATS
Cool+2 Hard-2 Hot=0 Sharp=0 Weird+2
Cool+1 Hard=0 Hot-1 Sharp+2 Weird+1
Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2
Cool-1 Hard=0 Hot+2 Sharp-1 Weird+2
MOVES
X Spooked:
You’ve awoken in a body that isn’t the one you remember and as such, you’re tenuous and loosely bound.
With time, intimacy and an empty or willing vessel, you can change bodies, roll+cool.
On a 10+, pick 3. On a 7-9, pick 1.
+ Your soul’s not exposed to the world’s psychic maelstrom.
+ It doesn’t deal 2-harm ap area messy.
+ No one walks in on you.
0 Oracular:
When you scry, roll+weird.
On a hit, pick 1: speak of the forgotten past, of the secret present, of the ungiven future, or of the world’s psychic maelstrom.
On a 10+, anyone who listens to these revelations takes +1forward.
The MC may ask you: how is that so? If you don’t have a good answer, talk about something different instead.
If it involves a PC, they may either contradict or modify your answer, in part or in full.
0 Just a Loaner:
When you make the harm move, take -3.
0 Half-in, Half-out:
+1weird.
0 Casper:
You may help or interfere despite distances.
0 You wanna see the real me?:
To you, the world’s psychic maelstrom counts as both as a person and a situation.
0 Drift:
When you drift through the world’s psychic maelstrom, roll+weird.
On a hit, you may reemerge anywhere connected to it.
On a 7-9, the MC’ll pick one:
+ The maelstrom opens you right up, it’ll ask you a question or two.
+ When you exit, any witnesses take psi-harm.
+ You forget a major or important detail about yourself.
As for the Aspects, some like a Haunt would work: a thing, person or place that they’re obsessed with. It shouldn’t give them any +’s or any benefits really. Being a ghost is already a big perk mechanically.
And so:
THE HEARTDRIFT
STATS
Cool+2 Hard-2 Hot=0 Sharp=0 Weird+2
Cool+1 Hard=0 Hot-1 Sharp+2 Weird+1
Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2
Cool-1 Hard=0 Hot+2 Sharp-1 Weird+2
MOVES
X Spooked:
You’ve awoken in a body that isn’t the one you remember and as such, you’re tenuous and loosely bound.
With time, intimacy and an empty or willing vessel, you can change bodies, roll+cool.
On a 10+, pick 3. On a 7-9, pick 1.
+ Your soul’s not exposed to the world’s psychic maelstrom.
+ It doesn’t deal 2-harm ap area messy.
+ No one walks in on you.
0 Oracular:
When you scry, roll+weird.
On a hit, pick 1: speak of the forgotten past, of the secret present, of the ungiven future, or of the world’s psychic maelstrom.
On a 10+, anyone who listens to these revelations takes +1forward.
The MC may ask you: how is that so? If you don’t have a good answer, talk about something different instead.
If it involves a PC, they may either contradict or modify your answer, in part or in full.
0 Just a Loaner:
When you make the harm move, take -3.
0 Half-in, Half-out:
+1weird.
0 Casper:
You may help or interfere despite distances.
0 You wanna see the real me?:
To you, the world’s psychic maelstrom counts as both as a person and a situation.
0 Drift:
When you drift through the world’s psychic maelstrom, roll+weird.
On a hit, you may reemerge anywhere connected to it.
On a 7-9, the MC’ll pick one:
+ The maelstrom opens you right up, it’ll ask you a question or two.
+ When you exit, any witnesses take psi-harm.
+ You forget a major or important detail about yourself.
As for the Aspects, some like a Haunt would work: a thing, person or place that they’re obsessed with. It shouldn’t give them any +’s or any benefits really. Being a ghost is already a big perk mechanically.