Hey all! This is my shot at an unusual view in Apocalypse World: hope. In the form of a gods-honest knight-in-shining-armor. Check it out, please!
{Yeah, hope is Weird in a time like this. This dude over here doesn't despair in every minute? Fuck, what an oddball.}
{Also, yeah, I see this guy with potentially, like, glowing swords and shining eyes and spirits swirling around him and shit, but it's variable. It's a dial, oh, like supernatural stuff in Dogs.}
The Shining Boy
They say this fucking apocalypse breaks everyone. They say it steals people's hopes and dreams.
Well, fuck that. We lot made it through the fucking dark ages, and, fuck, maybe it's a bit darker now.
Well, let's cut the fucking darkness and despair right where it hurts - let's give it a medievil ass-kicking.
Names
{Needs names}
Look
Man, Woman, Scarred beyond recognition
Buff, wiry, crippled
Cloak, robes, armor
Piercing eyes, searching eyes, bright eyes
Stats (Choose one)
Cool +1 Hard -2 Hot +1 Sharp +2 Weird +2
Cool +1 Hard -2 Hot +2 Sharp +1 Weird +2
Cool +2 Hard -2 Hot +1 Sharp +1 Weird +2
Cool +2 Hard -2 Hot +1 Sharp +1 Weird +2
Moves (Choose either 'A Vision of Power' or 'Living Tank' and one other)
Archaic: You've got some shit-old weapon and armor, shouldn't work, but maybe the maelstrom likes it, maybe you're just lucky. Your weapon does weird-harm at hand range, messy, and your armor is 2-armor but you take -1 to all rolls made wearing it outside of battle. (See [stat]-harm, below)
A Vision of Power: When you go aggro, roll+weird. If they suck it up and what they're taking is harm, you do 0-harm, but, hey, they still roll the harm move.
Hope Floats: When you act under fire, roll+weird. When you take harm and roll the harm move, roll+harm-weird.
Judgement: When you read a person, roll+weird. Add the following questions:
- Who have they hurt?
- How do they view my beliefs?
- How can I bring them in line with my views?
- What do they hope for?
Living Tank: When you seize by force, roll +armor +harm of your weapon.
Messiah: When you show true kindness to someone, or else offer them hope in some way they believe, or else show mercy when you don't have to, roll+weird to manipulate them and include the 12+ result.
Not The End: You can talk to, manipulate, and use the dead as though they were alive.
Gear
Fashion appropriate to your looks, mostly old-fashioned
One old old-fashioned weapon
- A rusty knife
- A silver revolver
- A nasty, brutal axe
- A heavy, brutal hammer
- A big-ass sword
One bit of armor, appropriate to your look
One relic of the before-times
- A painting of some long-forgotten hero
- A book of strategy or history or fairy-tales
- A watch, still working
- Someone's skull, haunted or not
- Beautiful designer clothing from New York, Paris, or Milan - perfect condition
- A first-aid kit
One helper, sidekick, or pet
- A horse, suitable for riding
- An advisor, sage and wise
- A childhood friend, loyal to death
- A lover, mysterious and tempting
- A brainer, hocus, saavyhead or other mindfuck-wizard
- The ghost of someone from before or after the apocalypse, real or in-your-head
Hx
{Needs Hx}
Advancement
- Get a new Shining Boy move.
- Get a new Shining Boy move.
- Get a new Shining Boy move.
- Get a move from another playbook.
- Change your hard to +2 but lose two or three Shining Boy moves.
- Add +1 to any stat, not hard (max +2).
- Add +1 weird (max +4).
- If you have "Messiah", change your playbook to Hocus.
- If you have "A Vision of Power", change your playbook to Hardholder.
- If you have "Living Tank", change your playbook to Chopper.
- Get one of the moves "Shining Symbol of Hope", "Crusader", or "Hope Everlasting".
Advancement Moves
Crusader: The MC will ask you about your hopes, beliefs, cause. When you see your hopes challenged and attacked, take +1-forward. When you put yourself at risk or in danger for them, or else sacrifice in their name, mark XP. If you ever give them up, drop your weird to +0, add +1-hard (max +3), lose all Shining Boy moves and change to another playbook.
Hope Everlasting: You never take debilities and never roll the harm move. When your harm would move above 9, roll+weird.
On a 12+: Die immediately, sorry, but someone with you when you die takes up your cause and assumes this playbook.
On a 10+: Ignore the harm and keep going, fine and dandy. In fact, heal 1-harm.
On a 7-9: Ignore the harm and keep going, but roll the harm move after all.
On a miss: Take the harm and -1-forward.
Shining Symbol of Hope: When someone sees you for the first time, or else sees you in action supporting your beliefs, roll+hot+weird.
On a 12+: They come to your cause, loyal followers.
On a 10+: Roll right now to manipulate them. No need to talk to them, even, they just feel it, and your leverage is your approval of them, shown freely.
On a 7-9: Take +1-ongoing to manipulate them, but take -1-ongoing to do anything else until you turn them to your cause or else they aren't around any more.
On a miss: They turn on you.
Other Stuff
Weapon Tag - Infectious: When you harm someone with this weapon, make them roll the harm move. On a hit, they're infected and the MC will write up a countdown for them.
Weapons
- A rusty knife (1-harm hand infectious)
- A silver revolver (3-harm close reload ap)
- A nasty, brutal axe (2-harm hand messy area)
- A heavy, brutal hammer (2-harm hand messy)
- A big-ass sword (2-harm hand)
[stat]-harm: If [stat] is positive, you deal damage equal to your stat or the weapon's base harm plus one, whichever's higher. If 0, just deal the weapon's harm. If negative, deal the weapon's harm minus [stat]; if this drops your harm to 0 or less, deal no harm, but they still roll the harm move.
I don't know how good this is! Is it at all?
- Alex D.