MAELSTROM GHOST MK2.
by Kevin “Chroma” Petker, built on the bones created by Simon C and Co.
Introducing the Maelstrom Ghost
Apocalypse World is littered with shattered dreams, broken promises, dashed hopes, and unfinished plans. Them guys with the guns, the jackals at the door don’t care about your plans and desires and put many in an early grave… dead is dead, right? Well, there ain’t no status quos…
Sometimes… sometimes someone comes back…
To create your maelstrom ghost, choose name, look, stats, moves, aspect, manifestation, and Hx.
NAME
Cholera, Typhoid, Tetanus, Ebola, Pox, Pertussis, or Rubella.
Rosebud, Draven, Crowe, Psyche, Weir, Grady, or Krueger
LOOK
Naked form, rag-draped form, billowing robed form, form wreathed in flames, form wrapped in chains, or shapeless form.
Vaporous, shadowy, tattered, luminous, or flickering.
Piercing eyes, burning eyes, haunting eyes, veiled eyes, or no eyes.
Numbing presence, chilling presence, disturbing presence, maddening presence, or whispering presence.
STATS
Cool+0, Hard —, Hot+1, Sharp+1, Weird+3
Cool-1, Hard —, Hot+1, Sharp+2, Weird+3
Cool-1, Hard —, Hot+2, Sharp+0, Weird+3
Cool+1, Hard —, Hot-1, Sharp+1, Weird+3
You have no Hard stat and cannot use moves that require Hard. You may not improve Hard.
MOVES
You get all the basic moves, but cannot Go Aggro or Seize By Force without additional moves. You get incorporeal and choose 2 maelstrom ghost moves:
HX
On your turn:
Choose 1, 2 or 3:
-One of them knew you before you became what you are now, tell them Hx+2
-One of them has been possessed by you before, tell them Hx+3
-One of them doesn’t believe in ghosts, tell them Hx-2
You’re a mystery to everyone else, tell them Hx-1
On the others’ turn: choose 1 or 2
- One of the characters, willingly or un-, had a hand in you becoming the way you are, ignore what number they give you and write Hx+3 instead..
- You’ve had a strange obsession over one of them. Add +1 to whatever they tell you.
MAELSTROM GHOST MOVES:
x Incorporeal: you have no physical body. You cannot use or gain the benefits of normal gear. You suffer no harm from weapons or effects that are not specifically designed to harm incorporeal targets. Brainer moves and gear that cause harm, or other psychic effects, can harm you. ?-harm causes 1-harm (ap) to you in addition to any other effects.
0 Spirit Travel: You can travel through the psychic maelstrom to appear anywhere it touches, roll+weird: On a 10+, choose 3. On a 7-9 choose 2:
- you arrive where you want
- your travel takes little time
- you suffer no ill effects
On a miss, you suffer 1-harm (ap) and arrive somewhere else, the MC will let you know where.
0 “Let me show you the things I see”: When you open your brain you may select another character to share your experience, opening their brain with the same results as your roll. On a hit, you may ask them a question or two and they may ask the same number of questions of you, answers must be truthful.
On a miss, you both suffer ?-harm.
0 Possession: With intimacy, you may force yourself into someone's brain, roll+weird. On a 10+ you control their body, like a fleshy puppet, for up to 24 hours. When you make them do something against their nature, you must act under fire or take s-harm and be forced out and may not possess them again for 24 hours.
On a 7-9: You control their body for one concrete action and are then forced out and may not possess them again for 24 hours.
If the body you're controlling takes harm, you must act under fire or take s-harm and be forced out and may not possess them again for 24 hours. On a miss, their mind fights you off: you take s-harm and may not attempt to possess them again for 24 hours. Additionally; they may ask you one question, as you leave part of yourself behind, answer truthfully.
0 Terrifying: when Going Aggro, roll+weird instead of roll+hard.
0 Rejuvenation: After you have suffered harm, with time, you may attempt to reknit yourself with the stuff of the psychic maelstrom, roll+weird. On a hit, heal 1-harm.
On a 10+ pick 2, on a 7-9 pick 1:
- you’re stabilized
- you heal an additional 1-harm
- you don’t reveal any of your secrets to the psychic maelstrom
On a miss, you begin to unravel.
0 Signs and Portents: [something to do with oracles or augury or some kind of talking-to-spirits stuff.]
MANIFESTATIONS
You get one manifestation, pick one:
Keening Wail, (s-harm, loud, area, close, implanted)
Balefire (1-harm, hand, area, ap, implanted)
Spectral claws (2-harm, hand, ap, implanted)
Psychokinetic Strike (2-harm, close, implanted)
Abyssal Stare (?-harm, hand, loud, implanted)
Poltergeist (move small physical objects if unseen)
ASPECT
Something keeps you anchored to the material world, something you have left undone, some facet of your previous existence that forms the kernel of your current incarnation. When you act in a manner that goes with your aspect, take +1forward, when you act against your aspect, take -1forward. Choose one aspect from the following:
Revenge Love Hatred Jealousy Curiosity
Greed Anger (trying to think of a few more)
[Still working on this… might try to take some inspiration from the Hoarder’s hoard effects… I believe a ghost should be obsessed about something.]
SPECIAL
When you and another character have sex, if the other character is a PC, they mark experience. Additionally, hold 1. Either character may spend this hold; if you spend it, you may take possession of the other character as if you had rolled a 10+, regardless of distance. If they spend it, you immediately spirit travel to their location as if you’d rolled a 10+. These effects occur even if you don’t have these moves.
IMPROVEMENT
__ get +1 cool.
__ get +1 sharp
__ get +1 hot.
__ get a new maelstrom ghost move
__ get a new maelstrom ghost move
__ gain another aspect
__ gain another manifestation
__ gain followers (detail) and fortunes
__ get a move from another playbook
__ get a move from another playbook
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HARM
__ 3:00
__ 6:00
__ 9:00
__ 10:00
__ 11:00
__ 12:00
__shattered (-1cool)
__disfigured (-1hot)
__broken (-1sharp)
__fragmented (-1weird)