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61
Monster of the Week / Re: New Mystery - Honey, I Shrunk The Hunters
« Last post by Alanegr on August 15, 2020, 02:07:27 AM »
I loved the idea! I was thinking on implement something like that and looking for something else i stumbled upon this. Thanks for sharing!
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Monster of the Week / Re: New Playbook - The Traveler
« Last post by Mike Sands on August 10, 2020, 09:35:16 PM »
As a Keeper I am wary as it could be used to prevent a crime at the start of the mission, thus massively short circuiting your session.

I can't really see what you mean here. Yes, it allows the hunters to jump back in time to earlier in the monster's career, but you will still need to do everything to investigate and defeat it.

In fact, I quite like the idea of doing all the investigation in the "present" and then jumping back in time to solve the problem before it happens (and thus save more people!)
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Monster of the Week / Re: New Playbook - The Traveler
« Last post by blakeryan on August 07, 2020, 10:13:09 PM »
I like it! there's a few ways you go spin this as a character.

As a Keeper I am wary as it could be used to prevent a crime at the start of the mission, thus massively short circuiting your session.

I think it would well with a themed limitation on the travel, like it has to be in increments of 88 years or you can only visit each place/time 5 times.
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Monster of the Week / 1890 London-Cthulhu in MOTW
« Last post by blakeryan on August 07, 2020, 09:57:43 PM »
Gooday

Recently ran MOTW using 1890 London with sprinklings of Cthulhu Mythos for flavor. Worked pretty well!

Notes -
?   Start with 3 Luck.
?   No Professional or Spell Slinger playbooks.
?   Each character has Alternative magic type from More Weirdness/Tome of Mysteries (which includes Use magic if others are not suitable)

Victorian England : Sherlock Holmes/Van Helsing/Penny Dreadful = 1840-1900.
   1890 - Electric Lights in CBD, Gas Lamps elsewhere. No Cars yet. Carriages.
   Maxim guns, Derringer (2 shot). Phones - some households 1880 onwards.
   Newspaper - The London Times. Opium dens, Bowler hats.
   Scotland yard moved to new HQ in 1890.
   No mobile phones, No internet.
   Large docks, 200+ ships at a time.
   East end ? cheap houses, migrants, further east=docks.

Hermetic Order of the Golden Dawn active. (recruiters/librarians/diversions/villains for plots)
   Writers, Philosophers, Librarians, Masons, Occultists...
   Alchemy, Tarot, Geomancy, Astrology. Authors-Arthur Conan Doyle, W.B Yeats, Bram Stoker.
   2 Libraries, 3 Temples (Drinking Club/Temple/Gardens/Part of someone?s home)


One thing I discovered was with one Use magic or Cast out evil (Divine) roll you can banish cthulhu beasties, which is a big culture shock compared to regular CoC games and stories. However the banishing can be temporary, reversed or be treated as teleport so it's now in the park across from your house, whatever makes a good story (including some of the pcs being banished with it since it lashed out with its tentacles...)


1- https://www.youtube.com/watch?v=fkZ_YeOLzNk&t=139s
2- https://www.youtube.com/watch?v=8n2NyouaOdg&feature=youtu.be
3- https://www.youtube.com/watch?v=jzeGsZ1KEzg&t=7s

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Monster of the Week / Dresden Files in MOTW
« Last post by blakeryan on August 07, 2020, 09:45:54 PM »
Gooday all

Used MOTW a few times in the Dresden Files universe.

It went pretty well, developed these rules to make it sync.


6- Misses for any kind of magical use effect electric/electronic things in the area.
- If you know their True Names and use magic = +1 to rolls.
- If you break through a Thresholds = -1 to all rolls in that area/scene.

Vampire Clans
- Don?t reveal to mortals, lycans/mages are fine.  - Obey Elders.  - Respect Domains.

-Black Court (Feed-Flesh, Avoid Sunlight, Smugglers, Malformed, Sewer lairs. Secretive)
  - Destroyer (motivation: to bring about the end of the world)
     - Use an unnatural power - Appear suddenly

-Red Court (Feed-Blood, Some Bikers, Anti-Authoritarian, Rock Music. Aggressive) Rivals with Wolf Born.
  - Queen (motivation: to possess and control)
     - Escape, no matter how well contained it is - Attack with great force and fury   

-White Court (Feed-Emotion, Corporates/Aristocrats, Mansions & Brothels) Hide in plain sight.
  - Tempter (motivation: to tempt people into evil deeds)
     - Use an unnatural power - Attack with stealth and calculation


Werewolf Tribes
? Don?t reveal to mortals, vampires/mages are fine. ? Don?t eat mortals.

-Hexen Wolves (Bouncers, Mercenaries, Body Guards-Pit fights. Into Norse Mythology)
  - Torturer (motivation: to hurt and terrify)
     - Give chase ? Destroy something

-Loup Garou (Lunar cycle, Berserk)
  - Beast (motivation: to run wild, destroying and killing)
     - Display its full might - Seize someone or something

-Wolfwere / Werewolf (Couriers, Reporters, Investigators) Rivals with Red Court.
  - Sorcerer (motivation: to usurp unnatural power)
     - Hint at its presence ? Attack with stealth and calculation


Denver 2000-Before the Red Court war.
1-https://www.youtube.com/watch?v=oatM_fw_ZHI
2-https://www.youtube.com/watch?v=ibDnOzI68Wk
3-https://www.youtube.com/watch?v=pN5aNqwqfmU

Denver 2010-During the Red Court war.
4-https://www.youtube.com/watch?v=ulPH4wzZTSk&list=PLjXxFOddyHeAG6wOB6rVMLlo2qIJ8Kyup&index=6&t=0s
5-https://www.youtube.com/watch?v=WC4d2efp-qU&feature=youtu.be
6-https://www.youtube.com/watch?v=ZZe67q6cXYQ
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brainstorming & development / Re: Making a new game?
« Last post by pparnell83 on August 03, 2020, 03:26:50 PM »
This sounds awesome. I am on a similar journey and I'd be happy to hear the answers and also more about your game. How's it coming along?
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Apocalypse World / Re: Couple questions about burned over
« Last post by lumpley on August 02, 2020, 10:15:05 AM »
You got it!

-Vincent
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Apocalypse World / Re: Couple questions about burned over
« Last post by HangryHarry on July 31, 2020, 06:01:08 PM »
You're a hell of a guy.

Let's say a PC named Moshpit has rolled well and crept up overlooking a water tower just outside of town with a scoped sniper rifle (3 harm far loud). There's several guards working for a local family, so Moshpit radios to his gang to set up a distraction pull some of the guards elsewhere. One guard is left standing watch in plain clothes wielding a pistol and Moshpit wants to shoot him. He rolls a 10+ and spends all 4 of his Holds on +1 harm (Not sure if this is legal, but even if he only takes it once, 4 harm is lethal). The guard, who has no idea a battle has even started, could use his 2 Holds to:

?Fight for blood: Moshpit is out of pistol range. Even if the guard were armed with the same sniper rifle, this is a surprise attack.
? Fight defensively: If I just said the guard was standing out in the open, it would feel cheaty to say he ducks into cover just because a battle roll was made.
? Fight opportunistically: Same as Fight for Blood
? Guard someone: Nobody to guard.
? Seize initiative: This is the only one that makes sense to spend Hold on, but he's just going to die with 7 harm coming his way.

I wrote all this out thinking it wouldn't make sense narratively, but I suppose it works. It's just the 2 Holds that seem pointless now since it's not much of a choice.

Thanks for reading all this.

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Apocalypse World / Re: Couple questions about burned over
« Last post by lumpley on July 31, 2020, 04:01:11 PM »
No sweat! I can talk you through it.

Let's make up an example. Who's the sniper and what's their weapon? Who's the target? What's the situation?

-Vincent
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Apocalypse World / Re: Couple questions about burned over
« Last post by HangryHarry on July 31, 2020, 10:42:48 AM »
I guess I'm not understanding how that plays out in a way that makes narrative sense.

If a PC gets the drop in an NPC rolls a 10, it's strange to me that they get to "retaliate" by using their Holds.
The example from the core book for "sucker someone" made perfect sense to me but this one isn't lining up.

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