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Messages - Bret

Pages: 1 ... 17 18 [19]
271
the preapocalypse / Re: welcome to the preapocalypse
« on: June 24, 2010, 02:23:58 PM »
It reads just fine to me. Shit on proper grammar.

272
Apocalypse World / Re: Playbook: Faceless
« on: June 24, 2010, 11:07:24 AM »
Maybe it could be an extra to go along with the new Pitbull? Like you get both. I don't think that would be ridiculously powerful since in both cases you're taking some serious bad for the bennies.

273
the nerve core / Re: Editing
« on: June 24, 2010, 09:44:43 AM »
It's there now.

274
Knife & Candle / Re: The Basic Moves
« on: June 24, 2010, 09:40:21 AM »
Ooh! I recognize this!

275
Apocalypse World / Re: Playbook: Faceless
« on: June 24, 2010, 09:18:29 AM »
Looks like I can't edit the initial post! So here's this:



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.


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.

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

Huge body, muscular body, tall gangly body, wiry 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

Choose 3:

Pit Bull

Whenever you take a debility, name the person you hold most responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly as a target count, of course. Rolls against their family and friends, minions, or property may count, in the MC's judgment. MCs, remember your job is to make Apocalypse World seem real and keep the characters' lives interesting, not deny the PCs bonuses.)

Rasputin

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.

Juggernaut

Take -2 on all "when you suffer harm" rolls.

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 pushing 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.

As One

Attempts by other PCs to seize your mask by force, or to get you to remove or give away your mask by going aggro or seduction/manipulation, are at -2. NPCs will never succeed at unmasking you against your will unless you are completely at their mercy.


Gear

You get:
- 1 no-nonsense weapon
- 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

Unmasked, you are (choose 2):
- Vulnerable. Whenever you suffer harm, you suffer +1harm.
- Grotesque. Every PC who sees you goes immediately to Hx+3 with you.
- Afraid. You take -1 ongoing until you cover your face again.
- Irresolute. When you inflict harm, inflict -1harm.
- Ashamed. You can't make any character moves that call for a roll.
- Powerless. Lose access to all your non-basic moves.

You also get:

The Unexpected. When someone sees you unmasked for the first time, they take S-harm, in addition to any other effects.

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

Choose its look: dusty, battered, painted, stained, or cracked.


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.

276
Apocalypse World / Re: Playbook: Faceless
« on: June 24, 2010, 08:29:24 AM »
Thanks you guys. And thanks Ben for the moves. I'm definitely not in love with some of the ones I've written (I think Man Mountain is gonna go) and will swap them around.

I get that Pit Bull, as it exists, is a one-shot move. What I was trying to pack into it was moments like Darth Vader pitching the Emperor over the side of the bridge or Marv in Sin City crushing that priest guy with his bare hands before getting hauled off to the electric chair. Perhaps it'd be best, though, to leave moments like that to the rules as written.

I'll edit the initial post and swap things around when I have some time.

277
Apocalypse World / Re: Playbook: Faceless
« on: June 23, 2010, 04:25:13 PM »
That's perfect and totally obvious. I think I subconsciously needed your permission before doing things like balancing a character upwards. And I think that will do the trick. I'll tinker with this some and make some changes. With Nathan's feedback on the bonuses and mask as anti-gear I think I could tilt this playbook towards playable.

I have this game in my brain that is trying to work its way out where you play people with masks (holy shit I love masks). And you're actually playing two characters, one is the person wearing the mask and one is the mask itself. And this is some of that squirting out. But maybe that idea would be a good hack for AW.

278
Apocalypse World / Re: Playbook: Faceless
« on: June 23, 2010, 03:24:27 PM »
Jeff, I hear you. When I made this Playbook it was "what would I find interesting to play?" I see all this post-apocalyptic fiction where there's killer nutjobs in masks - Fallout, Borderlands, the Mad Max movies - and I always wish there was a story that followed those guys around for awhile. What did the Humungus do before he got run over in the most anticlimactic moment ever? What was his deal? He was this testosterone-poisoned psycho in a hockey mask. You don't end up in that get-up, with that crew, without having some crazy stories. And even though I haven't seen it in 20 years, Beyond Thunderdome was ABOUT Master Blaster. He is the only part of that movie that stuck with me after watching it when I was like 10 years old. He was not a faceless monster, he was a heartbreaking tragedy. As a side note, have you ever noticed that the secondary characters in Mad Max are always ten times more interesting than Mad Max?

Anyway, I think the thing that prevents the Faceless from being a faceless monster instead of a human who wants/needs to be a faceless monster is the players doing their job and playing real people, as the rulebook commands!

John - thanks! The Humungus would probably fit better under Chopper than this Playbook, but this Playbook is how I WANTED the Humungus to be in that movie.

Nathan - For my first campaign ever, I'm gonna stick with rules-as-written. No inflicting weirdo, unbalanced, GM-written custom materials on them for the first go-round. Maybe some other time. And yeah, using the Car rules as a template isn't working I think. I mean, I think the style could be used for non-car things, but unlike the car there's not going to be points where you just can't have the mask. So like you said, it'll always be there.

Sen is not a Faceless. She wore that mask for, like, ten minutes of the movie. I'm talking about people where that mask is who they are. I get what you're saying though. Separating out the masked weirdo from the superstrong meathead would make this a bit easier. And I think I could do that while keeping what I want this character to embody - creepiness, power, and relentlessness.

279
Apocalypse World / Re: Playbook: Faceless
« on: June 23, 2010, 02:37:32 PM »
Nathan, I'm running a game starting this week but I'm not playing for the foreseeable future. So I'm posting it here to talk it over.

Vincent, so far that's my favorite part of him too. I was originally thinking of going brainer/battlebabe gear for the mask but really struggled. Battlebabe custom weapons are easy, since weapons are so easy to put together in Apocalypse World. Harm, tags, boom. With a mask I had a harder time. It's not a harm-inflicting thing, and it's not something you really actively use, but I want it to have a personality and an effect. If a Faceless becomes unmasked I want it to be a BIG DEAL.

And Brainer gear extends the Brainer's weird abilities. The Faceless is a big scary meathead whose moves aren't quite comparable to the Brainer's, so using the mask as, like, steroids with a personality seemed like the way to go. I'm gonna think about this though.

280
Apocalypse World / Re: Playbook: Faceless
« on: June 23, 2010, 01:58:24 PM »
Your sticking point doesn't fly with me. Just because the inspirations were antagonists in the fiction doesn't mean they wouldn't make awesome protagonists. I watch and re-watch Road Warrior for the Humungus, not for Mad Max. Your same sticking point could be said apply to the Chopper. And I don't get your threat/PC dichotomy.  They're a PC because a player plays them. They're a threat because the MC plays them.

I haven't played with a character like this, no. I made it because I want to play it. It needs some tuning, I think, before throwing it into play. I'm not sure I like the Mask mechanics.

281
brainstorming & development / Re: Age of Sorrrows hack?
« on: June 23, 2010, 12:07:30 PM »
Just to put an idea out there, since I've thought and talked about Exalted hacks a lot.

I think the Scope rules in Ron Edwards's Trollbabe are a perfect fit for an Exalted game, growing from a small hero to one who has the fate of the world in her hand.

You could have Essence as a stat like Hx that could grow and when it hit a limit, reset and but your Scope increases. So you're back to Essence +1 or 0 but now when you go aggro, instead of going aggro on one person you can do it to a whole gang, or a whole town.

282
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.

283
Apocalypse World / Re: 1:1 AW- 'Last Man on Earth'
« on: June 22, 2010, 03:26:30 PM »
Far North is in the rulebook mediography. I just added them all to my Netflix queue this morning. :)

284
Apocalypse World / Re: Extended Mediography
« on: June 22, 2010, 11:10:20 AM »
Just to stick my own in here.

The Dawn of the Dead remake (you can watch the original if you like, but it's very 80s). Nothing says apocalypse to me like the opening credits of global catastrophe interspersed with bloody screaming faces while Johnny Cash plays The Man Comes Around. Though I think there's material to be mined from the survivors making a mall into a fortress.

Watch out for Stake Land, too. It's not out yet but it's on the way, and it's a post-apocalyptic road survival movie set in a world of Salem's Lot-esque vampires. I am very excited.

285
Apocalypse World / Re: [custom move] reasonable??
« on: June 22, 2010, 10:32:14 AM »
I love What Doesn't Kill You Makes You Hotter. The +2 to all rolls seems like a heavy bonus though.

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