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Messages - Antisinecurist

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286
Source Code / Re: Source Code
« on: August 17, 2010, 08:51:55 PM »
Threats to the city can be threats to the character; either make them big enough to affect the character by simple force of him living there, or make them target something or someone he relies on - everything is connected in some way, it's an eco-system.

Maybe.

287
Apocalypse World / Re: Apocalyptic Wave
« on: August 13, 2010, 12:02:50 AM »
I'm totally down for continuing. I'd like to see what happens.

288
So, there's all this talk about the Battlebabe being this thing that sticks out, as far as playbooks. Style, moves, sex move, etc...

And the name, too! "Battlebabe"'s the only playbook name I can't easily envision being used in AW-speak.

And I see "gunlugger" being used, too, since Jeff just mentioned it explicitly.

"The fuck am I mad at Doom? You wanna know why I'm mad at Doom? Fucking gun-lugger came into my hold two weeks ago with a fucking grenade launcher strapped to his back and an smg in each hand and blasted up my tradebuilding to get at some ass that'd stiffed him, than just walked out, thank-you-very-much. Damned gun-luggers think that just because they've got some ammo and know how to use it, it makes'em the law. Fuck.".

And I could probably come up with examples for every other type easily, except battlebabe. It just feels awkward to me in speech.

289
A Song of Ice and Fire Hack / Re: Playbooks
« on: July 30, 2010, 02:53:18 PM »
And you could have qualities that expand playbook moves instead of basic moves, I imagine, and so on. Qulities that affect your stuff, qualities that affect... well, near-anything. It's pretty flexible.

290
Monsterhearts / Re: Your Darkest Self
« on: July 30, 2010, 01:10:42 AM »
Yep, you mentioned the mortal's sex move before, and it's hot hotness.

291
Monsterhearts / Re: Your Darkest Self
« on: July 29, 2010, 11:11:59 PM »
Intolerance and judgement, sure, that's pretty dark. And also innately human, I think.

292
Monsterhearts / Re: Skin Deep
« on: July 27, 2010, 10:19:27 PM »
Maybe when the Ghost pulls away from the world, he can still affect it, but only in vague, violent, lashing-out type ways.

293
A Song of Ice and Fire Hack / Re: Playbooks
« on: July 27, 2010, 07:50:10 PM »
Archetype books which are collections of Qualities for characters.

Depending on how many Qualities a given archetype contains, you could "buy" some or all at start up. And you can also mix-and-match or choose only parts of an archetype.

So you still have playbooks, but with the flexibility and coolness of Qualities.

Maybe?

294
I mostly agree with Johnstone, yes.

295
I'm not too sure about the "When you try to win someone's heart...", it seems too neat and simple for something I think would be central to the game. Then again, I dunno.

Is sway hard to get? Maybe that factors in.

But, still, interesting. I'd like to see where this goes.

296
Apocalypse World / Re: Apocalyptic Wave
« on: July 13, 2010, 02:50:38 AM »
Maestro D' checking in! :)

Just wanted to pop in and say I'm really grooving on this so far - readers, even if you aren't interested in playing, check it out. It's interesting reading, but I may be biased...

297
Dungeon World / Re: Spellcasting Update
« on: July 12, 2010, 02:11:57 AM »

So that again calls into question whether there's any need to have a Saving Throw move. The GM only gets to make moves in response to player actions, so the player has already tried to do something and that attempt (successful or not) has put the player into additional trouble; a Saving Throw move would seem to be a bonus "dodge trouble" move, sidestepping the usual flow of Apocalypse World. As for a PC versus PC conflict: I'm actually not yet familiar enough with the Apocalypse World rules to know for sure, does a player get to make counter-moves to block or mitigate the effects of another player's move against them? It doesn't look like it works that way, in which case again, you wouldn't need a Saving Throw move.

That's not to say there's absolutely no place for a special move or subset of moves called Saving Throws, but it doesn't look likely such a thing would fit in and work the way they do in AD&D.

Emphasis mine. As far as I can tell, you've perfectly described "do something under fire or dig in to endure fire" and how it operates in AW. So ApocD&D's saving throws (I say this without having actually read ApocD&D, yet) seem to be a specialized form of acting under fire / enduring fire.

298
Weather? The fuck is that?
Oh, that stuff our parent's parent's had? Wind and rain and sun and shit?

Wouldn't know 'bout any of that. We've been down in all these bunkers and tunnels and undergound cities so long, and we're all too scared to go up.

299
brainstorming & development / Re: The Stormguard
« on: July 08, 2010, 02:00:35 AM »
Lightning-Dancer

Lighning-Dancers are all grace and power and potential. Their inner calmness allows them to focus themselves in the most difficult situations and maneuver themselves with might and accuracy. Their outer peace hides a storm of raw lightning waiting to explode.

Look

Man, woman, ambigious, or concealed
No clothing, flowing clothing, flashy clothing, simple clothing, or monastic clothing
Kind face, strange face, flushed face, serene face, strong face, pretty face, or puzzled face
Aloof eyes, quick eyes, bright eyes, peaceful eyes, or stormy eyes
Quick hands
Lean body, wiry body, nimble body, or lanky body


Stats
 0 Aware +2 Calm +2 Changed  0 Cunning  -2 Wild
+1 Aware +2 Calm  0 Changed +1 Cunning  -1 Wild
+1 Aware +2 Calm +1 Changed +1 Cunning  -2 Wild
 0 Aware +2 Calm  0 Changed  0 Cunning  +1 Wild


Moves
Battle Calm: You can use +calm instead of +wild when seizing by force. If you do, you cannot choose to inflict terrible harm or impress, dismay, or frighten your enemy.

Dance of Blades: When you seize by force, you may also seduce / manipulate one of your allies or a neutral viewer, using +calm in place of +cunning and without explicitly stating what you want - your target knows what you want, and you know what they want.

Lightning Tango: By dancing an arcane pattern, you can create a duplicate of yourself made entirely out of electricity. Your duplicate superficially resembles you, and you can see, hear, and speak through it, but cannot interact with physical objects (except in as much as lightning does). The duplicate can travel disances far quicker than a human. The duplicate's attacks are 2-Harm ap. If you cease dancing, the duplicate is instantly dispersed and you suffer s-harm. Dancing for extended periods of time is considered acting under fire, with the fire being passing out from exhaustion.

Storm-Charged (Sells out to Storm-Cursed): Your body is charged with the raw electrical energy of the Storm. You can use +changed in place of +wild when going aggro, and your unarmed attacks deal 1-harm ap or s-harm ap and gain "tag".

Supernatural Grace: Add the following when you act under fire: "On a 12+, you transcend the danger, the pressure, the possibility of harm. You do what you set out to do, and the MC will offer you a better outcome, true beauty, or a moment of grace."

Weapons of Lightning: You can conjure one or more weapons made entirely of electricity. Choose one of the following. You can take this move twice; if you do, get all of them.

   - Daggers: 1-harm or s-harm, ap, hand/close, remote, infinite, autofire
   - Broadsword: 2-harm or s-harm, ap, hand, infinite, loud
   - Hammers: 2-harm or s-harm, ap, hand/close, infinite, remote, messy
   - Spear: 2-harm or s-harm, ap, hand/far, area, infinite, reload


Gear
You get:
   - 1 gracious weapon or 1 mighty weapon
   - 1 artifact of the Storm, suitable to a Lightning-Dancer
   - 1 fashion suitable to your look and worth 1-armor at your choice (you detail)

Gracious weapons:
   - ornate dagger (2-harm hand valuable) or (2-harm close valuable reload)
   - hidden knives (2-harm hand infinite) or (2-harm close infinite)
   - ancestral foil (2-harm +1-melee-armor hand valuable)
   - ornate spear (2-harm hand valuable) or (2-harm far reload)
   - poisoned needles (4-harm intimate ap infinite) or (2-harm hand infinite) or (1-harm close infinite autofire)

Mighty weapons:
   - fine broadsword (3-harm hand valuable)
   - aincent warhammer (4-harm hand valuable reload)
   - dual hammers (2-harm hand) or (s-harm hand tag)
   - heavy spiked gauntlets (1-harm hand ap)
   - well-crafted mace (2-harm +1-melee-armor hand valuable)

Artifacts of the Storm, suitable to a Lightning-Dancer:
   - a cursed weapon (+changed to harm, deals 1-harm to you whenever it deals harm)
   - boots that allow one to move with the grace, speed, and force of the wind (+changed to calm or wild and 2-harm or 1-corruption when used)
   - gloves that cast electricity from the fingers (2-harm close ap infinite) or (1-harm close area ap infinite) or (s-harm close ap infinite)
   - a cloak that grants great agility (+1 act under fire or +1-armor as appropriate, 1-corruption when used)

Special Moves
Lightning Words: Whenever you speak with another person, you and they alone, you can fire them up for some immediate course of action. If they pursue it immediately after speaking with you, they hold 2. If they pursue it within a day, they hold 1. They can spend one point of their hold to reroll a single die related to following the course of action.

Stylish Duelist: Your calm and grace in battle is breathtaking and awes onlookers. When you fight another person, one-on-one, roll +calm. On a hit, hold 1. On a 10+, hold 3. Spend your hold to gain a + whenever you seduce or manipulate someone who sees you fight (including your opponent), one-for-one.

300
brainstorming & development / Re: The Stormguard
« on: July 08, 2010, 01:49:35 AM »
I've skimmed Fingers on the Firmament, and there's definitely some coolness going on there. I'll need to digest it further.

On another note, I have one playbook rough-drafted, and I'll post it momentarily. But first, two or three notes.

Note on magic and artifacts: There's magic of the Storm, and magic not of the Storm. Magic not of the Storm is a finite natural resource, and it's nearly run out. Most common magical items are infused with the Storm, and, by extension, tainted.

Note on private conversations: In the culture of the Stormguard (and the world more generally), everything is communal and open - especially discussion. Speaking with another person alone shows great trust, closeness, or intimacy with that person. Or *dis*trust of everyone else present. Or both.

Note on duels: Duels are common both within and without the Stormguard. All duels are to the death, unless the victor chooses to grant mercy (and the loser accepts it). They are usually public, open events. Other than duels specifically challenged as such, everyone tends to travel and fight in groups.

So that should maybe clarify some of the stuff in the playbooks, especially the special moves.

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