First rough pass. Moves need tuning. What turf means needs to be detailed. Also, sex moves? Not sure what to do with them. Thought about making them based on Outlook but had a total brain fart for them.
Also, general power level is way higher than Apocalypse World and the original setting. Might do something like "may use move once per session" and allow you to ratchet that number up as an advance.
To do:
weapons and crap tuning
Z'bri moves
turf
names
maybe a synthesis rating as a way of scaling things? dunno
Anyway here it is. To those not familiar with the original setting, a lot of this probably needs explaining that is not explained. Sorry.
Moves
Open your mind to the Psychic Maelstrom replaced by Open Your Mind to the Dream
Additionally, you may Enter a Trance to gain an appropriate +1 to any roll based on your eminences. Roll +weird. On a 10+ you gain the bonus. On a 7-9 you gain the bonus but expose yourself to danger, cost, or retribution.
Choose Your Former Tribe
Joanite
Select one of the following Attribute sets:
Cool+1, Hard+2, Hot=0, Sharp=0, Weird=0
Cool=0, Hard+2, Hot=0, Sharp=+1, Weird=0
Cool+1, Hard+2, Hot=-1, Sharp=+1, Weird=0
Cool+2, Hard+2, Hot=0, Sharp=-1 Weird=-1
Choose an Eminence: Fury or Devotion
Choose two Moves:
Battle - Ritually prepare for battle. Roll +hard. On a 10+ hold 3. On a 7-9 hold 1. Hold may be spent during the battle: to grant a +1 to a roll to go aggro or seize by force or to gain 1-armor when you would take harm.
Righteousness - When fighting the Z’bri, the MC may not use custom moves against you that represent the Z’bri’s special abilities and you gain +1-armor against Z’bri attacks.
Sacrifice - You may take wound’s taken by others on yourself. This must occur on the moment it is inflict. Roll your +hx with them or +hard if they are an NPC. On a 10+ take one less than the amount inflicted on the target in ap harm and everyone within. On a 7-9 take the full harm. If you take 3-harm or more, all nearby allies take +1 forward.
Magdalite
Select one of the following Attribute sets:
Cool+1, Hard-1, Hot=+2, Sharp=+1, Weird=0
Cool=0, Hard-1, Hot=+2, Sharp=+1, Weird=+1
Cool+1, Hard-2, Hot=+2, Sharp=+1, Weird=+1
Cool+1, Hard=0, Hot=+2, Sharp=0, Weird=0
Choose an Eminence: Sensuality or Conflict
Choose two Moves:
Manifestation: whenever you want to appear as someone you have seen in the past, roll +hot. +weird. On a 10+ your appearance is flawless. On a 7-9 you succeed but the MC may say that the deception fades at an inopportune time. In either case you may take +1 forward for an action where you are utilizing your deception.
Nitrous: you may enter the dreams of a target. On a 10+ you may hold 3. On a 7-9 you may hold 1. You may spend 1 hold to ask any question which will be answered by the dreamer’s mind.
Passion: you may place someone in the throes of ecstasy by rolling +hot. On a 10+ the target is incapacitated (a PC is acting under fire). On a 7-9 they take -1 forward or otherwise flinch and stumble.
Treason: if you wish to find a weakness in a target, roll +sharp. On a 10+ you find a mental and a physical weakness and may take +1 forward to go aggro, seize by force, or seduce and manipulate the target when acting on the weakness. On a 7-9 choose one or the other, mental or physical.
Dahlian
Select one of the following Attribute sets:
Cool+2, Hard=0, Hot=0, Sharp=0, Weird+1
Cool+2, Hard+1, Hot-1, Sharp=+1, Weird=0
Cool+2, Hard-1, Hot=+1, Sharp=0, Weird+1
Cool+2, Hard-1, Hot-1, Sharp=0, Weird+2
Choose an Eminence: Illusion or Motion
Choose two Moves:
Dahlia’s Doorway: to open a hole in any material, roll +cool. On a 10+, you may open a hole up to the size that a loaded wagon could drive through. On a 7-9 you open the hole but it only lasts an hour.
Dance of Masks: to become to all appearances a person that a target trusts, roll +weird. On a 10+ your appearance is flawless. On a 7-9 you succeed but the MC may say that the deception fades at an inopportune time. In either case you may take +1 forward against the target.
Metamorphosis: when you wish to transform an object, roll +weird. On a 10+ you may physically transform an object up to man-sized into something else of similar size. On a 7-9, you may only present the illusion of a transformation.
Puppet Show: you may summon up the shadows of a target’s worst fears by rolling +hard. On a 10+ they are a small gang, 2harm(ap close) 1-armor and the target must act under fire to attack them. On a 7-9 they are insubstantial, but the target must act under fire if seeking to do anything but flee them.
Agnite
Select one of the following Attribute sets:
Cool+1, Hard=0, Hot=0, Sharp=0, Weird+2
Cool+1, Hard=0, Hot=0, Sharp+1, Weird+2
Cool+2, Hard-1, Hot-1, Sharp=0, Weird+2
Cool=0, Hard-1, Hot-1, Sharp+1, Weird+2
Choose an Eminence: Capriciousness or Inspiration
Choose two Moves:
Hide and Seek: when you do not wish to be seen or found roll +sharp. On a 10+ you may travel through or escape danger without being seen or found. On a 7-9 the MC may choose 1:
- You are spotted after it’s too late.
- You may have gotten in but you cannot get out the same way.
- An opportunity or hard choice presents itself, but you must reveal yourself to pursue it.
Luck: at the beginning of a session you may roll +weird. On a 10+ hold 1. You may spend that 1 to gain an automatic 10+ on a roll (before rolling). On a 7-9, you may spend it for an automatic 7-9. On a miss the MC holds 1 and may spend it to make you automatically fail a roll.
Naivete: roll +weird to bring out a childlike naivete in the target. On a 10+ they are incapable of taking complex actions and are likely to revert to their childhood selves for the rest of the sessions. On a 7-9 this effect only lasts the scene. When used on PCs, for as long as this is in effect they may gain an experience for playing and get a -1 to +sharp rolls.
Wonder: when you wish to summon playmates out of the rubble and debris around you, roll +weird. On a 10+ they arise and will accompany you, acting as a small gang (2-harm, 1-armor) who will also give you advice, should you ask for it, giving you a +1 to actions following that advice. On a 7-9 they will only last for a scene.
Sheban
Select one of the following Attribute sets:
Cool+1, Hard=0, Hot=0, Sharp=+2, Weird=0
Cool+1, Hard+1, Hot-1, Sharp+2, Weird=0
Cool+1, Hard+1, Hot=0, Sharp+2, Weird-1
Cool=0, Hard-1, Hot+1, Sharp+2, Weird+1
Choose an Eminence: Truth or Wisdom
Choose two Moves:
Tradition: when you wish to know the truth about the past of a person or object, enter a trance and roll +sharp. On a 10+ hold 2. On a 7-9 hold 1. You may spend your hold to ask a question about the past of that person or object which must be answered truthfully.
Truthsaying: when you wish to compel someone to tell the truth, roll +hard. On a 10+ you may ask them a question. If their answer is a lie they take 2-harm (ap) and -1 forward. On a 7-9 they take 1-harm (ap) if they lie.
Habeas Corpus: When trying to find an answer to a question, roll +weird. On a 10+ the MC must frame a follow-up scene with you that contains the lost item or answer. On a 7-9 the MC will frame a follow-up a scene with a clue leading to what you are looking for. The MC is under no compulsion to not make these scenes dangerous.
Yagan
Select one of the following Attribute sets:
Cool+1, Hard=0, Hot=0, Sharp=0, Weird+2
Cool+1, Hard=0, Hot=0, Sharp+1, Weird+2
Cool=0, Hard+1, Hot-1, Sharp+1 Weird+2
Cool+1, Hard=0, Hot+1, Sharp+1, Weird+2
Choose an Eminence: Death or Fate
Choose two Moves:
Celtic Cross: when trying to divine information about someone, roll +weird. On a 10+ the MC will reveal a secret they are hiding or an event that will soon occur to them. On a 7-9 the MC will do so but in symbols or impressions.
Dream Travel: To travel as a spirit while your body sleeps, roll +weird. On a 10+ you may travel the world unseen or inhabit the body of an animal. On a 7-9 you may still do so, but your body is at risk and vulnerable.
Curse of Dream: you may curse a target, roll +weird. On a 10+ choose 2, on a 7-9 choose 1.
- Their appearance is altered in some unpleasant way for a session.
- They take -1 for a session
- They take 1-harm(ap)
Evan
Select one of the following Attribute sets:
Cool+2, Hard-1, Hot+1, Sharp+1, Weird=0
Cool+2, Hard-1, Hot=0, Sharp+1, Weird+1
Cool+2, Hard-1, Hot=0, Sharp-1, Weird+2
Cool+2, Hard-1, Hot=0, Sharp+2, Weird-1
Choose an Eminence: Life or Empathy
Choose Two Moves
Anima - To heal someone who’s wounded, roll +sharp. On a 10+ heal 1-harm and ease their suffering. On a 7-9 do one or the other.
Piggyback - You may ride into the spirit world by merging with a spirit that already inhabits it. Roll +weird. On a 10+ you join with the spirit and may travel with it. Note that you can only make moves with the spirit’s permission while you have joined it. On a 7-9 choose one: the merge was incomplete, you may make no moves while inhabiting the spirit, or the spirits is hostile to your presence..
Smother - When you wish to end life, roll +hard. You need only touch the target. On a 10+ do 2-harm (ap). On a 7-9 do 1-harm (ap) or inflict 2-harm (ap) but expose yourself to risk, retribution, or cost.
Choose Your Outlook
Herite
Choose an Eminence: Freedom or Recognition
You get the following possible advances:
- get +1 Cool (max cool+3)
- get +1 Hard (max hard+3)
- get +1 Hot (max hard+3)
- get a new move from your Tribe
- get a gang and Pack Alpha
- get turf and wealth
- get 2 gigs and juggling
Doomsayer
Choose an Eminence: Mystery or Shadow
You get the following possible advances:
- get +1 Cool (max cool+3)
- get +1 Sharp(max hard+3)
- get +1 Weird (max hard+3)
- get a new move from your Tribe
- get followers and Fortunes
- Get the move Celtic Cross
- Get the Move Shadowstepping. Shadowstepping: you may step from one shadow to another by rolling +weird. On a 10+ you make the journey without problems. On a 7-9 the shadows take something from you or give you something to take with you.
Jacker
Choose an Eminence: Vengeance or Bravery
You get the following possible advances:
- get +1 Cool (max cool+3)
- get +1 Hard(max hard+3)
- get +1 Sharp (max hard+3)
- Get the move Righteousness
- Get a gang and Pack Alpha
- Get turf and wealth
- get 2 gigs and juggling
Lightbringer
Choose an Eminence: Unity or Conviction
You get the following possible advances:
- get +1 Cool (max cool+3)
- get +1 Hot(max hard+3)
- get +1 Sharp (max hard+3)
- get a gang and Leadership
- get turf and wealth
- get followers and Fortune
- get 2 gigs and juggling