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Topics - Bret

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16
Apocalypse World / How long does it take to heal from 6:00 or 3:00?
« on: July 23, 2010, 10:03:59 AM »
I can only find in the book the time it takes to heal if an Angel is speeding up the process, but not how much time it takes to heal naturally.

17
Apocalypse World / Going Aggro or Manipulating Groups
« on: July 20, 2010, 08:45:14 AM »
So how do the moves work with regards to using them on groups? I know how it works once bullets start flying, but can you go aggro on a group of people or manipulate a group of people, or can you only target a single person?

I think that targeting a group is cool, but the possible consequences of that are nasty. Like if you go aggro on a group, if they suck it up you are in big trouble.

18
Apocalypse World / AP:Longneck
« on: June 29, 2010, 08:53:29 AM »
My Monday night group gathered last night for our first session of Apocalypse World! The heat was ghastly so quickly before everyone got there I cranked up the AC and sealed the gaming area shut. I also made some salsa, because nothing says apocalypse like salsa.

We have two Matt W's in the game so if I need to specify I'll call them Matt1 and Matt2. Matt2 posts on this very board and is hacking AW, so you know him. Matt1 I've gamed with at conventions before and digs BW and various indie games. Also in the group is Carly who is my girlfriend and has a little experience roleplaying - mainly college D&D and a few games we've played together like Breaking the Ice, Maid, and The Final Girl. Joe is a friend Carly introduced me to who is a huge Doctor Who fan and whose prior experience with gaming seems to be exclusively with D&D, WoD, Call of Cthulhu, etc. I think he'll do fine.

Matt1 is playing Ozair the Savvyhead. Covered in robes and goggles and tools. He has a workshop on the edge of Longneck that's a converted mobile home.

Matt2 is Proust the Operator. He has some surveilance, infiltration, and scavenging gigs going on, and is a wheeler and dealer.

Joe is Sorrow the Hocus. His followers are a cult who believe him to be a god-prophet, and depend on him completely.

Carly is Iris the Brainer. She lives in an old train tunnel dug into the cliffs that sit at Longneck's back. She had a twin who died when she was younger, and has been in touch with the maelstrom for a decade. Maybe more.

We only got a chance to go round the table for a handful of scenes once we were done with character creation. Ozair's young assistant, Lemma, let him know that she was thirsty and that the town's water supply had gone to shit. It was a stream that burst from the wall of the cave and had it's source above the cliffs. He wanted to make a filtration system, but would need someone to climb upstream and find what the source of the pollution was, and bring back a pure sample so he could develop a method of chemical separation. He went to Proust to see if someone in his crew could help.

Proust was at White's, who is Longneck's primary poultry provider. They negotiated getting one of Proust's crew up the cliffs. Proust nominated Jesus, one of his crew.

When they weighed the dangers, Proust got reluctant to send Jesus after all. The trip would probably be a day out and a day back, and Jesus was ill-equipped. But Jesus wanted to anyway. Not having water to drink is a big deal.

On the other side of Longneck, Sorrow woke up to the supplications of Tumtum. Apparently, the followers were starting to get sick and Gnarly had started puking and shitting all over himself. Nobody knew what to do and they needed Sorrow to guide them.

Meanwhile, Iris climbed out of her cave and tried to get a read on what's going on in the town. Reading the situation, she saw that the town was already getting antsy, and she knew that White had some stores of water for his chickens and their preparation. He was sitting on either a big opportunity or a pile of dynamite.

And that was it. I wish we could have gotten further, but at the same time I was relieved to have the opportunity to take what I had and do some prep. A lot of things got hinted at that I could develop, and the players gave me a ton of material. I only wish I had gotten some more scenes with Iris - I got a bit of ribbing after the game since she only got two minutes of screen time.

I'm excited about putting fronts together and getting things motoring next game. The characters are already pretty damn cool. Oh, and Iris has metal pasties.

19
brainstorming & development / The Many Students of Master Luo Chen
« on: June 25, 2010, 09:07:07 AM »
Master Luo Chen is dead, and his school is burning. You don't know how many of the other students escaped with you, but you saw so many you recognized, dead, on your flight out. There's just a handful of you, watching the smoke and cinders fly in the distance.

After the shock of your Master's death, of your home being set aflame, of your friends and rivals being cut down in front of you, comes the shock of seeing the banner of Luo Chen's greatest student flying over the soldiers who mill about the ruins - the banner of the Emperor.

Now you must decide what comes next. Do you start new lives? Do you seek out Master Luo Chen's senior students to perhaps warn them or continue your studies under them? All you have are the clothes you are wearing, and the lessons that Luo Chen left you with while you studied under him.

They will be enough.

Attributes

Wisdom - Use in a challenge to outwit someone, to provoke an emotional response, or to avoid harm, to see through someone's motives or lies, or to teach someone knowledge.

Strength - Use in a challenge to defeat someone in combat, to intimidate and awe a crowd, to teach someone how to defend themselves.

Elegance - To distract someone with your beauty, to manipulate someone, to attract someone's attention, to impress someone with your dance or artistic performance, to politic or manipulate bureaucracy, or to teach someone manners.

Strategy - Use to plan a large scale attack or defense, to set traps, to engineer devices, to perform sorcery, or to teach someone the arts of war.

Dao - Communicate with ancestors, to reach out to nature spirits, to know the story of a mystical creature, to be in the right place at the right time, or to teach someone about the spiritual.

Mark experience when you roll a highlighted stat, or when fail an instructional contest.

Creating a Student

Choose a name:

Surname: Bao, Cheng, Deng, Gao, Hsia, Kwong, Liang, Mao, Pan, Shen, Tan, Wang, Xu, Zheng

Given name: An, Chao, Jiang, Le, Ming, Ning, Park, Qiao, Rong, Shan, Tai, Wei, Xi-wang, Yi min, Zhi

Look:

Man, woman, or ambiguous

Peasant wear, robes, martial arts uniform, military wear, noble wear.

Kind face, weathered face, tired face, pretty face, lively face, rugged face, sharp face, plump face.

Quick eyes, hard eyes, caring eyes, bright eyes, laughing eyes, clear eyes, calculating eyes, frosty eyes.

Short body, tall body, stocky body, skinny body, muscular body.



Notes on things I haven't written up yet: I'm thinking that what the students are like determine who Master Luo Chen was. Are they all studying kung fu? Then he was the greatest martial artist in the world. Are they studying strategy and politics? Then he was the previous emperor's right hand - advisor and general. Etc. This also effects what the emperor is like as he will be pretty much an evil version of Luo Chen and his greatest student.

Characters will start with very basic moves and then be able to study their way up trees. I originally meant for this to be a kung fu hack but as it's spooling out in my brain it could be about warfare, courtly intrigue, or spiritual journeys to talk to the gods themselves

Experience will be gained through flashbacks with Luo Chen, and finding new teachers who you have missed rolls against. Like say you fight bandits and miss your kung fu roll to fight them. Turns out one of them is one of Master Luo Chen's old students and beats your ass!

20
Apocalypse World / Playbook: Faceless
« on: June 23, 2010, 11:56:11 AM »
Tell me if this sucks. I noticed a lack of a playbook for huge monsters wearing masks like the Humungus or Blaster (of the hit duo Master Blaster), or any post-apocalyptic video game ever made.

It could use some tweaking. It doesn't speak to me yet.

The Faceless


Why does he wear a mask? Maybe it's because his fake face, the one underneath the mask, didn't do a good enough job showing how powerful, cold-hearted, and fucking monstrous he was. So he had to put on a new one. This one doesn't smile, doesn't wince. It's stone like his fists and his soul.

How did he get so goddamn big? Setting aside for a minute the fact that he's big enough to crush someone's skull in his palm, think about how he had to live so that he could get enough food to reach that size. He had to be tough, he had to be savage, or scariest of all he had to be fucking dead clever.


Creating a Faceless

To create your faceless, choose name, look, stats, moves, gear, and Hx.


Name

Hunk, Tor, Ork, Doule, Big Fucker, Blag, Mega, Dent, Crudhammer, Deg, Frog, Summint, Trench, Zuto, Kray, Momo, Gigg, Meat, Stomp, or Playboy.


Look

Man, woman, concealed, or transgressing.

Casual wear, fetish-bondage wear, showy armor, scrounged armor.

Hidden face. Reveal one of the following if the mask is ever removed: Rugged face, haggard face, deformed face, childlike face, scarred face, pretty face , or plump face.

Hard eyes, blank eyes, merciless eyes, dead eyes, or calculating eyes.

Huge body, muscular body, tall gangly body, or obese body.


Stats

Choose one set:

Cool+1, Hard+2, Hot-1, Sharp=+1, Weird=0
Cool=0, Hard+2, Hot+1, Sharp-1, Weird+1
Cool=0, Hard+2, Hot-1, Sharp+2, Weird-1
Cool+1, Hard+2, Hot-1, Sharp=0, Weird+1


Basic Moves

You get all the basic moves.


Faceless Moves

You get this one:

A masked psycho, when wearing your mask...
... if you do something under fire, add your mask's grim to your roll.
... if you try to do something by force, add your mask's grim to your roll.
... if you go aggro, add your mask's grim to your roll.
... if you try to seduce or manipulate someone, add your mask's glitz to your roll.
... if you try to open your mind to the psychic maelstrom, add your mask's totem to your roll.
... if you help or interfere with someone, add your mask's grim to the roll.
... if someone interferes with you, add your mask's awkward to their roll.


Then choose 1:

Pit Bull

When you take enough harm to die, you live long enough to take someone with you, messily. If this is a PC, their death can be avoided by suffering a debility per the standard rules. A little something to remember you by.

Bull

Shot, stabbed, and poisoned, you just keep coming. When you are being scary as fuck and coming at someone, you get +1-armor. You still get shot and stabbed, bleeding just doesn't bother you that much anymore.

Man Mountain

Use +hard to help or hinder instead of +Hx.

Oh yeah!

Use +hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7-9 you get what you want and smash or move the scenery, but take 1-harm (ap), are disoriented and under fire in follow-up actions, leave something behind, or take something with you. Think smashing through walls or through burned out husks of cars

Scent of Blood

At the beginning of a session, roll +weird. On a 10+ hold 1+1. On a 7-9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a battle (a real battle, not intimate violence between a couple people). On a miss, the MC holds 1, and can spend it to have you there and pinned down.

Norman

You seek the advice of your mask. Roll +weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you  do as your mask wishes. On a 7-9, take a +1 if you do what it wants and act under fire if you don't. On a miss, it has its own agenda and act under fire if you don't follow it.


Gear

You get:
- 1 no-nonsense weapon
- 1 mask
- fashion suitable to your look, including at your option a piece worth 1 or 2-armor (you detail
- oddments worth 1 barter

No-nonsense weapons (choose 1):
- magnum (3-harm close reload loud)
- smg (2-harm close area loud)
- sawed off (3-harm close reload messy)
- crowbar or club or bat (2-harm hand messy)
- machete or axe (3-harm hand messy)


Mask

Choose one of these profiles:
Grim+1, Glitz+1, Totem=0, 0-armor, Awkward+1
Grim+1, Glitz=0, Totem=+1, 0-armor, Awkward+1
Grim+2, Glitz=0, Totem=0, 0-armor, Awkward+1
Grim+1, Glitz=0, Totem=0, 1-armor, Awkward+1

Choose its type: sports mask, gas mask, combat helmet, hood, balaclava, carved mask, fetish mask.


Hx

Everyone introduces their character by name, look, and outlook.

List the other character's names.

Go around again for Hx. On your turn:
- One of the characters helped you do something terrible once. Tell that player Hx+2.
Tell everyone else Hx+1.

On the others' turns, choose one or both:
- One of them was once kind and unafraid towards you. Ignore what they tell you and write Hx+3.
- You think one of them is pretty. Add +1 to whatever number they tell you.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting and highlight it. The MC will have you highlight a second stat too.


Faceless Special

If you and another character have sex, you hold 1. If they get into shit, either you or they can spend it and you are there.


Faceless Improvement

Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.

Each time you improve, choose one of the following. Check it off, you can't choose it again.
__ get +1hot (max +2)
__ get +1sharp (max +2)
__ get +1weird (max +2)
__ get a new faceless move
__ get a new faceless move
__ get 2 gigs (detail) and moonlighting
__ get a gang (detail) and pack alpha
__ get a move from another playbook
__ get a move from another playbook


Barter

If you're charging someone wealthy for your services, 1-barter is the going rate for one act of murder, extortion, or other violence; one week's employment as bodyguard or gang leader; one month's employment as thug-on-hand; one threat delivered; one convoy guarded through hostile territory; one month's physical labor requiring your strength and size.

etc. etc.

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