Chaos Earth

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Chaos Earth
« on: October 11, 2011, 02:27:49 PM »
I'm MCing Apocalypse World for our group starting this sunday, and im running a Chaos Earth hack (more like an aesthetic than a true hack). I'll be posting some of my material here to get the opinions of other Apocalypse World fans. I've been running other various games for years, but this is my first go with Apocalypse World. I'm really looking forward to it.

First, here's some custom moves:

Requisition   
NEMA characters do not receive Barter, but they do get a move that allows them to try to get some equipment from NEMA. Whether or not you can get something depends greatly on how well you can convince the command structure to give you what you need. There's not any red tape anymore. It's all about your respect, importance of your mission to the command structure, and how well you can schmooze the guy at the storage vault.
   When you go to a NEMA storeroom to requisition gear, roll+sharp. On a 10+, yes you can get it, but only for as long as you need it. 7-9, but there are complications. The MC picks one of the following:
it's going to take some barter to get the ball rolling...
there was one on its way, but the delivery never arrived. Here's the last known location...
nope, don't have it, but here's what I do have...
sorry, it's been checked out by someone else and they never returned it...
I've got it, but its not in great condition...


If you need to push, you can drop some credits, name-drop or make it worth their while, They all have the same effect, and you can only choose one. To drop credits, roll+barter (max roll+3) spent. To name-drop, roll+Hx of any NEMA character on your list. Making it worth their while is to use the seduction or manipulate move. On a hit, the item comes to you, no strings attached. On a 7-9, you get it, or something pretty close. On a miss, it comes to you, with strings very much attached.

Salvage
   Salvage allows you to recover important or valuable materials from the ruins. This includes things like vehicle parts, scrap metal, comm gear, velvet pictures of Elvis, and so on. It also allows you to get your way into a vault, safe, untouched storeroom and warehouse, or abandoned bunker. By default, you find 1-barter worth of useful scratch, you are seen, you need a crew, and it takes you all day. Roll+sharp. 10+, hold 3. 7-9, hold 1. Trade hold one-for-one to get the following:
instead of scratch, you find high-tech goods worth 2-barter
instead of scratch, you find one valuable item worth 2-barter
instead of scratch, you find scrap materials worth 2-barter
you find more scratch, worth 1-barter
no one sees you while you work
you don't need a crew
it takes you only half the day
On a miss, the M.C. can choose from any of the following:
you come up empty-handed
something dangerous sees you
your crew is useless (or dead, or run off, or mutinous)
it takes all day and most of next day too
you uncover something weird or chaotic

Conduct Rescue
   Digging people out of ruins, applying aid to large groups, escorting survivors, performing an extraction from a live combat zone, etc. Roll+sharp. On a 10+, the operation is a success and the survivors are stable. However...you're not out of the woods yet. The MC get to pick from one of the options below.
First you'll have to get/build/fix/figure out_
you're going to need _ to help you with it
the best you can do is a fiasco of a rescue. Infections and injuries abound
it's going to mean exposing yourself and your colleagues to danger
you're going to have to take _ apart to do it

On a 7-9, the MC picks 1, 2, or 3 from above.
On a miss, the M.C. can choose from any of the following:
all or most of the survivors suffer 2-harm during the rescue.
something collapses or explodes
if there's a fire going, it spreads. If there's not, one starts.
something dangerous witnesses the operation
you uncover something harmful or evil
the only exit has been cut off


next, I will post some new playbooks.
Opinions and criticism are welcome, but please no bashing of Chaos Earth, RIfts, or Palladium Books.
Check out my new book of apocalyptic fiction!
http://www.lulu.com/spotlight/taylorwhiteshowPreview=true

Re: Chaos Earth
« Reply #1 on: October 11, 2011, 02:37:27 PM »
First playbook, the iconic Chromium Guardsman

Introducing
The Chromium Guardsman

One day they will tell tales of the Neemans and their bravery and selflessness during the Great Cataclysm. The Chromium Guardsmen will live beyond those tales and beyond their own legend. They will forever been seen as stalwart, invincible defenders. Their gleaming armor is a beacon of hope against a cruel, dark, cold landscape.
For you, Guardsman, there are some things to remember. First, you are not invincible. Your armor is tough, but it can be breached. Your Boom Gun is the strongest weapon on earth next to a nuclear missile, but your ammo is rare and running out. When your armor goes, you go with it. They will love you, they will fear you, and many will try to destroy you, or worse take your armor and declare themselves overlord of the wastes. Unfortunately, you have to come out sometime.

Not to put any pressure on you, but you are mankind's best chance at survival.

Creating a Chromium Guardsman
   To create your Chromium Guardsman, choose your status with NEMA, looks, stats, moves, gear, and Hx.

NEMA
   The Chromium Guardsman is a NEMA operative through and through. They don't always stay that way, however. You begin play with NEMA, though you don't have to be with them forever. You can go AWOL any time it makes sense within the fiction, but remember that the Chromium Guardsman is a cornerstone of the organization and they won't take kindly to your desertion. Expect repercussions if you leave.
   Your position within NEMA holds a lot of sway, even when your rank may not necessarily allow the kind of fuckery you can get away with. Your superiors give you some breathing room because, well, they fucking need you. Most of your roles involve the defense of safe zones, patrols of the nearby ruins, escort missions into the wasteland, and the hunting down and obliteration of dangerous monsters and demons.

Look
   Man or woman.

   Fatigues, pilot's suit, formal uniform

   Young face, eager face, weary face, heartbroken face, unflinching face

   Thin body, gaunt body, healthy body, pale body

Stats
Choose one set:
   Cool +1, Hard +1, Hot +2, Sharp +0, Weird -2
   Cool +2, Hard +0, Hot +1, Sharp +1, Weird -2
   Cool +1, Hard +2, Hot +1, Sharp +0, Weird -2
   Cool +0, Hard +2, Hot+0, Sharp +2, Weird -2

Basic Moves
You get all the basic moves.

Chromium Guardsman Moves
Choose 2:
   Flashy: when inside your USA-G10, and you go aggro on an NPC, roll+cool instead of roll+hard. When you go aggro on another player character, roll+hard as normal.

   Fortress of solitude: when inside your USA-G10, you get +1 hard (+3 hard)
   
   Fight through the pain: While defending NPCs from deadly enemies, you get 1-armor. If you are wearing armor already, use that instead. They don't stack.

   Make yourself a target: When you are inside your USA-G10 and enter into a charged situation, roll+hot. On a 10+, all NPCs will recognize you as their most immediate threat. They are unable to attack anyone else, and will be too afraid to attack you, unless you attack first. On a 7-9, only the toughest and well-armed NPCs around will attack you, the rest run for cover or hide behind someone else. On a miss, the NPCs panic. Some flee, but most will attack you, and a few start taking hostages.

Gear
You get:
   1 energy pistol (3-harm close reload hi-tech energy)
   Fatigues, NEMA uniform, or pilot's suit (1-armor hi-tech)
   A USA-G10 powered armor suit with fully-stocked Boom Gun.

USA G10
   The USA-G10 is a suit of powered armor that the Chromium Guardsman pilot steps into. It is essentially a piece of armor (3-armor) that takes damage as a vehicle. It is a seriously fucking impressive piece of machinery that will carry mankind into a new age one day. Hopefully a good age and not one of slavery and oppression.
   Resistant Chrome Armor: All energy attacks directed at the USA-G10 are at -1harm.
   Boom Gun: 5-harm far reload extra loud slow. The USA-G10 must remain stationary when the Boom Gun is fired.
   Standard Features: the USA-G10 has all of the features below. Naturally, you can only take advantage of them while inside the suit.
Environmental protection (protects from wasteland badness)
Long-range radio (so NEMA can talk to each other)
Targeting assistance for the Boom Gun only (-1 ongoing without it)
Food sludge and water supply (you need these to live)
Nuclear engine (May be a disconnect or a leak)
Searchlight (can't see in the dark without it)
Loudspeaker (can't speak to anyone outside the suit without it)
Powered Frame (you're immobile if it doesn't work)

Whenever the USA-G10 suffers harm, roll+sharp. On a 10+, you luck out. Nothing else happens. On a 7-9, one or more systems are knocked out for a while, but will come back on with some minor repairs that you can do yourself. On a miss, one or more systems are completely off-line and will need serious repairs to get going again.

HX
   Everyone introduces their characters by name, look, and outlook. Take your turn.
   List the other characters' names.

Go around again for Hx. On your turn choose one or both:
   One of them has actually gotten to know the man inside the armor. Tell that player Hx+2.
   One of them witnessed first-hand your incredible destructive power and it scared the shit out of them. Tell that player Hx-2.

Tell everyone else Hx +0.

On the others' turns:
   Choose which one of them you think is the most courageous. Whatever number that player tells you, add 1 to it and write it next to the character's name.
   Choose which one of them you think is going to get a lot of innocent people killed. Forget whatever number they tell you, you have Hx-1 with them instead.
   Everyone else, whatever number they tell you, subtract 1 from it. You have a hard time connecting with people you think will die before you do.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is the most interesting, and highlight it. The MC will have you highlight a second stat too.

Chromium Guardsman Special
   If you and another character or NPC have sex, roll+hard. On a 10+, you can just walk away. On a 7-9, they want you to help them. Mark experience if you do. On a miss, you don't have to help, but you're acting under fire if you choose not to.

Chromium Guardsman Improvement
   Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.

Each time you improve, choose one of the following. Check it off; you can't choose it again.
   +1 cool (+3 cool)
   +1 hard (+3 hard)
   +1 sharp (+2 sharp)
   +1 hot (+2 hot)
   One of your standard features will never break down
   One of your standard features will never break down
   get a gang (detail) for backup, and leadership
   get 2 gigs (detail) and moonlighting
   get a move from another playbook
   get a move from another playbook
Barter
   If you work for NEMA, you have 0-barter, but all of your basics (food, water, sleep) are provided.

   If you roll solo, you can charge someone wealthy for your services, 1-barter is the going rate for one week's defense of a safe zone or holding, one large threat or gang of smaller threats dispatched, or one day's excursion into the wasteland.

   1-barter will keep you fed and your armor in working condition. You don't really have time for anything else.
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Re: Chaos Earth
« Reply #2 on: October 11, 2011, 02:47:41 PM »
This character doesn't appear in Chaos Earth. I made it specially for the game i'm running.

Introducing
The Holdout

NEMA? Who fucking needs them? Demons? Aliens? Looters? Who's afraid of that shit? Not you. Civilization is gone, and mankind could be going through its last days. Doesn't matter to you though. You'll be safe. You were prepared, see? While everyone else was getting fat on reality TV, trendy technology, and snack cakes, you were looking to the future. And you were just lucky enough that your investment counted for something. Maybe you'll open your doors to others, maybe you'll shut out the world.

Let them squabble over a few moldy tomatoes, fucking savages. You've got everything you need, hidden.

Creating a Holdout
   To create your Holdout, choose your name, looks, stats, moves, gear, and Hx.

Nema
   If you work for NEMA, your bunker is a safe room for NEMA troops moving through the area. They will know your location and stop by. It's your responsibility to keep your shit clean and well-stocked because they need you. Every once in a while, NEMA will send you a shipment of shit only they can get, which is always helpful.
   If not, you probably don't particularly like or trust NEMA. Your bunker has been on your land since before all this bullshit and you're not giving it up to any government tools. Whether you invite anyone else in is your choice.

Look
   Man, woman, transgressing, or shrouded

   Scrounge wear, surplus fatigues, survival gear, stealth gear

   Distrusting face, paranoid face, hard face, elderly face, easy face

   Thin body, gaunt body, healthy body, pale body

Stats
Choose one set:
   Cool +2, Hard +2, Hot -2, Sharp +0, Weird +0
   Cool -1, Hard +0, Hot -1, Sharp +2, Weird +2
   Cool +1, Hard +1, Hot +0, Sharp +2, Weird -1
   Cool -2, Hard +2, Hot +0, Sharp +2, Weird +0

Basic Moves
You get all the basic moves.

Holdout Moves
You get this one:
   Mister Fix-It: Your bunker is old or crumbling or both. When shit starts to break down, it gets less comfortable, and then starts to become a liability. At the start of the session, roll+sharp. On a 10+, all of your fixtures are working solid. 7-9, one of them is not functioning due to a maintenance issue. The MC will tell you which one. On a miss, that, and the MC gets to choose three from below:
another maintenance issue has come up and it's taken down another fixture.
fixing one of the maintenance issues is going to cost a fuckton of credits
the maintenance issue is compromising the entire bunker
something bad has gotten inside
something bad is being released outside
you're going to need help

   Resolving the maintenance issue will bring the fixture back into play.
   
And then choose 2:
   Lay low: when moving through the ruins, you act under fire as if you rolled a 10+ as long as you keep moving away from the danger.
   Get the hell off my property!: you deal +1harm when defending your bunker. In addition, when trying to manipulate anyone trying to get inside your bunker, you roll+hard instead of +hot.
   Preserve civilization: you get +1 forward when salvaging, trading for, or fighting over important (to you) historical scratch.
   Remember it like yesterday: you recall something from before the apocalypse that pertains to some immediately pressing matter. Roll+weird. On a hit, the MC will tell you what you did the last time this happened. 7-9, you're pretty sure you know, but you might be missing something. On a miss, you only have a vague recollection, and you might be totally off-base. Take +1 forward if you listen to the MC, mark experience if you try what you remember and fall short of meeting your objective.
   Paranoid hillbilly: you get +1weird (+3weird)

Gear
You get:
   a hunting rifle (2-harm far loud) or an energy pistol (3-harm close reload hi-tech energy) if you work for NEMA
   a 9mm sidearm (2-harm close loud)
   big knife (2-harm hand) or a neural mace (2 s-harm hand hi-tech energy) if you work for NEMA
   1 secret weapon
   oddments worth 1-barter if you don't work for NEMA
   fashion suitable to your look, including at your option a piece of armor worth 1-armor or 2-armor (you detail)

Choose one secret weapon that stays in your bunker until you really need it:
   a high-powered silenced sniper rifle (3-harm far hi-tech)
   an energy rifle (4-harm far reload hi-tech energy)
   a mounted machinegun (3-harm close/far area messy)
   a historical sword (3-harm hand valuable)
   a proximity mine (4-harm hi-tech messy remote)

Bunker
Describe your bunker. Is it (choose 1)
   A hole in the ground?
   Like a bank vault?
   In a tower?
   A ruined vehicle or buried robot?
   A cabin hidden among the rocks/trees/winds?
   In a secret room in the old tunnels?
   In a natural cave?


You have electrical power here. How did you manage that? (choose 1)
   Solar panels
   nuclear reactor
   geothermal
   hydroelectric
   fuel-burning
   experimental particle collider
   a far-off power grid
   some kind of advanced space shit
   you're not sure, but it comes from somewhere


How do you keep intruders out? (choose 1, 2, or 3)
   retina scan
   electronic key
   heavy blast door
   disguise/camouflage
   high fences and razor wire
   guard animals
   hidden cameras
   alarm system
   automated security drone

   
Fixtures (choose 3)
   armored walls (+1 armor when defending the bunker)
   armory (there are 3 shotguns, 6 pistols, and 2 vests worth 1-armor)
   machine shop (lets you work on tech like a savvyhead)
   communications array (you can contact anyone within earshot)
   medlab (lets you work on people like a savvyhead on tech)
   water filtration (you have clean water)
   hi-tech kitchen (you can make tasty meals like a savvyhead on tech)
   comfortable sleeping area (for guests, gang, or whoever)
   comfortable atmosphere (art, rugs, beads, lighting, incense, hookah, etc)
   environmental controls (because it's fucking cold outside)
   back-up generator (in case your main power source fails)
   hi-tech entertainment (massive HD TV with surround sound and an extensive library of music and movies)
   freight elevator (so you can get big shit inside easily)
   massive storage unit (a place to keep your big shit)
   emergency exit (just in case it's time to bug out)
   

maintenance issues (choose 2)
   water damage
   infestation
   mold/mildew/plant growth
   rusting/corroding metal
   environmental hazard
   power failure
   fuel consumption
   aesthetic deterioration
   bad components
   electrical short

HX
   Everyone introduces their characters by name, look, and outlook. Take your turn.
   List the other characters' names.

Go around again for Hx. On your turn:
   One of them has spent some time in your bunker. Tell that player Hx+2
   You like to brag to someone in particular. Tell that player Hx+2
   Tell everyone else Hx+0

On the others' turns:
   Your isolation precludes you from getting to know your neighbors. Whatever number they tell you, give it -1 and write it next to the character's name.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is the most interesting, and highlight it. The MC will have you highlight a second stat too.

Holdout Special
   If you and another character have sex in your bunker, roll+cool. On a hit, you can make them leave if you want. They appear back in their own place or wherever you picked them up, whichever is currently safer. On a miss, they can stay long enough to take advantage of some of your fixtures.

Holdout Improvement
   Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.

Each time you improve, choose one of the following. Check it off; you can't choose it again.
   
   +1 hard (+3 hard)
   +1 weird (+3 weird)
   you permanantly take care of one of your maintenance issues
   you permanantly take care of one of your maintenance issues
   you install two new fixtures and get a maintenance issue
   you install two new fixtures and get a maintenance issue
   get a gang (detail) for security, and pack alpha
   get an establishment (detail), and cast and crew
   get a move from another playbook
   get a move from another playbook
Barter
   If you work for NEMA, you have 0-barter, but all of your basics (food, water, sleep) are provided.

   If you roll solo, you can charge someone wealthy for your services, 1-barter is the going rate for one consultation on historical salvage, one month's stay in the bunker, one week's companionship, 1 escort trip through the ruins

   1-barter will buy parts needed for a maintenance issue, 1 week's worth of fuel unless it's real high-tech stuff, or the aid of an NPC repair crew.
Check out my new book of apocalyptic fiction!
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Re: Chaos Earth
« Reply #3 on: October 11, 2011, 02:53:48 PM »
This guy is my favorite new playbook

Introducing
The Volunteer

Most survivors can't take care of themselves very well. NEMA guys are running themselves ragged trying to save everyone and maintain civility inside the safe zones. There's not enough supplies to go around. Things need fixing and cleaning. There's work to be done all over. On top of that, there's real bad things running around the ruins, and sometimes they try to get into the safe zones. While everyone else runs and hides and NEMA forces are whittled down, you stand up and say “I might not be much, but goddammit i'm going to do something about it!” Your motives are pure, your heart is strong, and your determination is inexhaustible.

Volunteer, you're the great unsung hero of the apocalypse.

Creating a Volunteer
   To create your Volunteer, choose your status with NEMA, looks, stats, moves, gear, and Hx.

NEMA
   You work for NEMA. They need your help, and they admire your courage.
   It's entirely possible that you don't work for NEMA, but instead for a hardholder or other person of prominence. But they must be dedicated to protecting survivors. That's what you're all about.

Look
   Man or woman.

   Fatigues, scrounge wear, jumpsuit

   Young face, eager face, weary face, heartbroken face, unflinching face

   Thin body, athletic body, healthy body, pale body

Stats
Choose one set:
   Cool +1, Hard +2, Hot +0, Sharp +0, Weird +0
   Cool +2, Hard +1, Hot -1, Sharp +0, Weird +1
   Cool +2, Hard +1, Hot +0, Sharp +1, Weird -1
   Cool +0, Hard +0, Hot -1, Sharp +2, Weird +2

Basic Moves
You get all the basic moves.

Volunteer Moves
Choose 2:
   Civic duty: NEMA has you doing all kinds of menial tasks. Fixing, cleaning, painting, sewing, cooking, guarding, etc. Treat these tasks like using a workspace. NEMA-affiliated characters or NPCs can get you to do one of these tasks for them. If you do it, hold 1. At any time, you may spend hold 1-for-1 on any of the following:
mark experience
get +1forward when manipulating or seducing a NEMA character or NPC
appear in person to alert the highest-ranking NEMA operative of a threat
get +1 forward when fighting an enemy of NEMA
provide compassion or sympathy for the purpose of curtailing violence
gain +1Hx with the character who gave you the task
   
   Eager to help: when helping someone not currently in a battle, you do so as if you rolled a 10+.
   Curse of the underdog: whenever you take over 2 harm, take an additional point of harm and mark experience.
   Can't get me down: +1cool (+3 cool)
   A little bit of everything: when you think you know how to plausibly solve a charged situation using a small or innocuous item that you have on your person or very close to you, roll+cool. 10+, it's just what you needed. 7-9, you do it, but something breaks.

Gear
You get:
   1 NEMA-issued weapon or 1 bring your own gun
   gasmask or military-style helmet (1-armor)
   fasion suited to your look, including a tactical vest or flak jacket worth 1-armor if you choose
   some personal items in a backpack.

NEMA-issued weapon (choose 1):
   energy pistol (3-harm close reload hi-tech energy)   
   assault rifle (3-harm close autofire)
   energy rifle (4-harm far reload hi-tech energy)
   vibro-axe (3-harm ap hand hi-tech)

Bring your own gun (choose 1):
   antique service rifle (3-harm far valuable)
   shotgun (3-harm close messy)
   hunting rifle (2-harm far loud)
   homemade explosives (4-harm hand area refill messy)
   molotov cocktails (3-harm hand area refill energy)

HX
   Everyone introduces their characters by name, look, and outlook. Take your turn.
   List the other characters' names.

Go around again for Hx. On your turn:
   You helped out one of the characters when it really mattered. Tell them Hx+2
   
   Tell everyone else Hx +1. You put yourself out there just in case someone needs you.

On the others' turns:
   NEMA characters love you. Whatever they tell you, add Hx+1
   One of the characters finds your optimism obnoxious and silly. Whatever number they tell you, give it -1 and write it next to the character's name.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is the most interesting, and highlight it. The MC will have you highlight a second stat too.

Volunteer Special
   If you and another character have sex treat it as though they are a NEMA agent and your civic duty applies to them only.

Volunteer Improvement
   Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the following. Check it off; you can't choose it again.

   +1 hard (+2 hard)
   +1 weird (+3 weird)
   +1 sharp (+3 sharp)
   +1 cool (+3 cool)
   get a new volunteer move
   get a new volunteer move
   get 2 gigs (detail) and moonlighting
   get a gang (detail) as a volunteer militia, and leadership
   get a move from another playbook
   get a move from another playbook

Barter
   If you work for NEMA, you have 0-barter, but all of your basics (food, water, sleep) are provided.

   If you roll solo, you can charge someone wealthy for your services, 1-barter is the going rate for 1 month of doing menial tasks, 1 week guard duty, or 1 escort trip through the ruins.

   1-barter will keep you fed and make sure your gear is stocked.


next, i'll post some of the new Crap descriptive tags
Check out my new book of apocalyptic fiction!
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Re: Chaos Earth
« Reply #4 on: October 11, 2011, 02:59:43 PM »
New weapons and descriptive tags       

energy pistol (3-harm close reload hi-tech energy)
   energy rifle (4-harm far reload hi-tech energy)
   heavy energy weapon (5-harm close reload hi-tech energy)
   neural mace (2 s-harm hand hi-tech energy)
   vibro-knife (2-harm ap hand hi-tech)
   vibro-sword (3-harm ap hand hi-tech)
   vibro-axe (3-harm ap hand hi-tech)
   large sword or axe (4-harm hand slow)
   laser cutter (4-harm hand energy hi-tech)
   industrial chainsaw (3-harm hand messy loud)
   semi-automatic rail gun (4-harm close area reload hi-tech)
   particle beam cannon (4-harm far reload hi-tech energy)
   mini-missile launcher (4-harm far area reload hi-tech)

Weapon descriptive tags:
   +extra loud (cue): just like loud, but even more so. Anyone around when this weapon goes off is acting under fire until the ringing in their ears stops.
   +evil: evil weapons are infused with dark shit. This makes them do evil acts, like trying to control their wielder's actions, putting thoughts in his head, drinking blood, etc. Plus they usually look evil in some way, skulls and spikes and nails and chains and indecipherable inscribed runes. Demon Lords use evil weapons and sometimes give them out as gifts.
   Evil Weapons have their own move associated with them. NPCs killed with an evil weapon will die right then or at some later time, whichever is cooler, and be left in some unnatural state as result (such as being ripped apart by chains, drowning in maggots, shit like that). If an NPC is struck but not killed, the wound festers, boils, or turns necrotic, which will lead to Bad Stuff happening. For PCs who are struck with an evil weapon, roll+weird.
   10+; you feel a cold chill that runs up your spine and sits in the pit of your stomach. Something is really wrong with that sword (axe, cleaver, hammer, whatever).
   7-9; The MC gets to pick 1 from the list below:
you take on the symptoms of some kind of disease
evil creeps into your dreams and idle thoughts, scaring the bejeezus out of you for 3 days
the wound festers, boils, and rots. And the rot is spreading.
the wound will not heal naturally. Something else must happen.
after a certain amount of time, something unnatural will visit you
you no longer love someone close to you/you now hate someone you know

   On a miss, the MC picks 3 from the list above

   +energy: energy weapons shoot lasers, beams of charged particles, damaging heat rays, explosive radioactive isotopes, and all kinds of fantastical science crap. Some things are reactive to energy weapons, and suffer more or less because of it. They also are a bit more quiet than ballistic weapons, about as loud as a screaming adult. They are also accompanied by bright flashes of colorful light. They burn, scorch, melt, and disintegrate anything hit by them.
   +energy resistant: anything that's energy resistant gets +1armor against energy damage only. This counts for energy weapons, but also environmental effects like fires and electricity.
   +hover: (vehicles) vehicles can float above the ground. Generally, the lighter the vehicle, the higher it can go and the longer it can stay aloft. Heavy vehicles like tanks are limited to being closer above the ground. These vehicles have the distinct advantage of being able to float right above road obstacles and monsters on the ground.
   +slow: slow weapons require either a charge-up time or cool-down time after being used. This includes powerful energy weapons, artillery, satellite weapons, and oversized melee weapons. Doing anything during this time is acting under fire.

next, i'll post some robot vehicles!! it's all craziness from here.
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Re: Chaos Earth
« Reply #5 on: October 11, 2011, 03:05:30 PM »
choose your status with NEMA
...
NEMA
   The Chromium Guardsman is a NEMA operative through and through. They don't always stay that way, however. You begin play with NEMA, though you don't have to be with them forever. You can go AWOL any time it makes sense within the fiction, but remember that the Chromium Guardsman is a cornerstone of the organization and they won't take kindly to your desertion. Expect repercussions if you leave.
   Your position within NEMA holds a lot of sway, even when your rank may not necessarily allow the kind of fuckery you can get away with. Your superiors give you some breathing room because, well, they fucking need you. Most of your roles involve the defense of safe zones, patrols of the nearby ruins, escort missions into the wasteland, and the hunting down and obliteration of dangerous monsters and demons.

It says you "choose your status", but I don't see any choice or variance here. Maybe a list of rank options (not very familiar with the source), each with increasing rights but also responsibilities?

Chromium Guardsman Moves
Choose 2:
   Flashy: when inside your USA-G10, and you go aggro on an NPC, roll+cool instead of roll+hard. When you go aggro on another player character, roll+hard as normal.

   Fortress of solitude: when inside your USA-G10, you get +1 hard (+3 hard)
   
   Fight through the pain: While defending NPCs from deadly enemies, you get 1-armor. If you are wearing armor already, use that instead. They don't stack.

   Make yourself a target: When you are inside your USA-G10 and enter into a charged situation, roll+hot. On a 10+, all NPCs will recognize you as their most immediate threat. They are unable to attack anyone else, and will be too afraid to attack you, unless you attack first. On a 7-9, only the toughest and well-armed NPCs around will attack you, the rest run for cover or hide behind someone else. On a miss, the NPCs panic. Some flee, but most will attack you, and a few start taking hostages.

Flashy seems unusual when 3/4 of your stat lines have the same or better hard as cold, and when one of your move choices gives +hard.

Fortress of Solitude says (+3 hard). I assume that's max? Since some stat lines have +0 or +1 hard, it won't necessarily be +3.

Fight through the pain seems weird... armor that doesn't stack with armor... for a character focused on a suit of power armor?

Make yourself a target is wicked cool!

Whenever the USA-G10 suffers harm, roll+sharp. On a 10+, you luck out. Nothing else happens. On a 7-9, one or more systems are knocked out for a while, but will come back on with some minor repairs that you can do yourself. On a miss, one or more systems are completely off-line and will need serious repairs to get going again.

Why is it roll+sharp, may I ask? It seems more like roll+cool or invert the results and roll+harm taken.

I hope I don't come off as over-critical! I really like the ideas over-all, there's just a few head-scratchers for me.

Re: Chaos Earth
« Reply #6 on: October 12, 2011, 06:24:52 PM »
It says you "choose your status", but I don't see any choice or variance here. Maybe a list of rank options (not very familiar with the source), each with increasing rights but also responsibilities?

Not all of the playbooks really have that option unless the player prods me. Thanks for pointing it out. I did a lot of copy/pasting and havent really edited everything for that kind of mechanical consistency.


Flashy seems unusual when 3/4 of your stat lines have the same or better hard as cold, and when one of your move choices gives +hard.
the idea is that the Guardsman is more impressive in combat against NPCs than PCs. Because he's big and shiny and imposing. As play progresses, the Guardsman player may focus more on improving his cool than his hard, or vice versa. Super good at taking down NPCs and monsters and not so much against other PCs.

Fortress of Solitude says (+3 hard). I assume that's max? Since some stat lines have +0 or +1 hard, it won't necessarily be +3.
yes, that's max.

Fight through the pain seems weird... armor that doesn't stack with armor... for a character focused on a suit of power armor?
For one thing, the Guardsman doesn't need to "fight through the pain" when inside his armor. Secondly, the condition that he needs to be "protecting NPCs from deadly enemies" should read more like "protecting innocent helpless NPCs from deadly enemies". This move extols the heroic nature of the Guardsman. It shows that he's not just a one-trick pony who is useless without his armor. Third, giving a heavily-armored character even more armor just for doing his job seems a little unbalancing to me. make sense?

Make yourself a target is wicked cool!
thank you. im looking forward to seeing how it plays out in the fiction. especially if a non-Guardsman character takes the move. Imagine it with a Battlebabe, or Touchstone.

Why is it roll+sharp, may I ask? It seems more like roll+cool or invert the results and roll+harm taken.
I made it +sharp because i got a visual image in my head of the Guardsman pilot hitting switches and buttons to try to keep the systems under control. "Oh no, the main coupling was damaged, better divert power from the capacitor" and other shit.
I like the idea of using a modified harm roll, but i want to leave the option there to also make a harm roll as normal. Oh no, the air filter has gone out and he's flat on his back!
I hope I don't come off as over-critical! I really like the ideas over-all, there's just a few head-scratchers for me.
Not at all, thanks for the response!!
« Last Edit: October 12, 2011, 06:40:30 PM by niles kane »
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Re: Chaos Earth
« Reply #7 on: October 13, 2011, 09:50:19 AM »
Okay, cool. I'm still going to say that if I were playing this (which I would, it's totally awesome!) I would never, ever see myself taking Flashy or Fight Through The Pain. On the other hand, I totally get and see the flavor reasons for those moves. I also see a few different ways you could achieve the same or similar flavor with different mechanics, maybe (not sure if you're looking for suggestions or not)!

Like I said, though, as someone not very familiar with the source material, I rather like this so far. Keep up the good work!

- AD

Re: Chaos Earth
« Reply #8 on: October 19, 2011, 04:22:54 PM »
Here's some really basic shit concerning robot vehicles. I'm keeping the rules for robot vehicles ultra-simple. Basically like driving a car with most of the action being directed by the fiction and the basic moves. There are some notable differences...

Robot Vehicles
   like regular vehicles but better because they have custom moves. Anyone can fictionally pilot a robot vehicle if they say they can, but only NEMA guys can get them easily. Characters with the No-Shit Driver move can use it while driving a robot vehicle.
   Here are some examples:

Name: Bull Dog
Power +2 Looks +2 1-Armor Weakness +1
Weapons: laser turrets (4-harm far reload hi-tech energy), forearm plasma ejectors (4-harm far reload hi-tech energy), mini-missile launchers (4-harm far area reload hi-tech)
Strengths: rugged
Looks: sleek, vintage
Weaknesses: cramped

Name: Mastiff
Power +2 Looks +1 2-Armor Weakness+1
Weapons: laser turrets (4-harm far reload hi-tech energy), mini-missile launchers (4-harm far area reload hi-tech)
Strengths: aggressive
Looks: muscular
Weaknesses: slow

Name: Super-Mastiff
Power +3 Looks +1 2-Armor Weakness +2
Weapons: laser turret (4-harm far reload hi-tech energy), missile launchers (4-harm far area reload hi-tech)
Strengths: huge, uncomplaining
Looks: powerful
Weaknesses: unreliable, slow

Name: Gunbuster
Power +2 Looks +1 0-Armor Weakness +1
Weapons: railguns (4-harm close reload hi-tech) or heavy machineguns (3-harm close/far area messy) or heavy energy weapons (5-harm close reload hi-tech energy)
Strengths: workhorse
Looks: quirky
Weaknesses: fragile

Name: Invader Tripod
Power +2 Looks +1 1-Armor Weakness +1
Weapons: Disintegration Ray (5-harm close hi-tech energy slow), Stun Ray (3 s-harm close hi-tech)
Strengths: off-road, huge
Looks: quirky
Weaknesses: guzzler

Robot Vehicle Custom Moves
   These moves are available to anyone familiar with piloting a robot vehicle. Typically, only NEMA guys drive these things, but sometimes they fall into the hands of others.

Demolish
   Using your weapon systems and robot fighting skills, you are able to completely annihilate a target. Roll+power. On a 10+, pick 3. On a 7-9, pick 1. On a miss, either you're left in an compromising position or a sacrifice has to be made.
do harm from one robot weapon
do harm from one more robot weapon
charge or tackle, knocking the target to the ground
crush or squeeze, with your robot hands
trample or stomp, with your robot feet
pry or tear, to get at the stuff on the inside
pin or wrestle, to keep something from fighting back
controlled demolition, prevents collateral damage

Massive Strength
   Robot Vehicles are built for strength, able to lift rubble, debris, and vehicles out of the way. This allows them to clear an area of obstructions and aid in rescues. Roll+power. On a 10+, you can pick up something heavy and hold it above the robot's head. 7-9, one of your weaknesses is affecting the procedure. On a miss, a mishap occurs. The M.C. picks one or two from the list below.
whatever you are lifting crumbles
something in the robot gives out
one or more survivors are hurt pretty bad
the robot falls or crashes
the destruction is excessive
something valuable is lost, broken, or damaged
something bad shows up during the ruckus
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Re: Chaos Earth
« Reply #9 on: February 27, 2012, 05:09:35 PM »
So i've been trying to come up with a playbook for a child who has recently discovered that he has magic abilities.
I don't want to write a magic system for AW. I don't want a list of spells. I don't want any kind of Harry Potter thing going on either.
What I want is a playbook who can manipulate reality on some fundamental levels. The more drastic, powerful, and obvious the manipulation, the greater chance there is for chaos to occur. The kid isn't really in control of his abilities; it's way too early in his 'awakening' for that. He's wielding dangerous forces that he doesn't really understand and isn't mature enough to handle.

I'd like to get some opinions and thoughts on this, please.
Introducing
The Kid Wizard
[/b]

You don't remember the Great Cataclysm; the apocalypse that left the world broken and ruined You can't fathom the sense of loss the adults feel. You haven't lost anything; you never had anything. But you've got something they don't: weird powers than are connected to the bright lines of blue energy that stream from the fabric of reality. The world you know is made of imagination and dreams. You don't even see the bleakness of the landscape. How could you?
 All of the grown-ups are scared: scared of the weather, scared of the monsters, scared of each other, and some are scared of you. But you're not scared of anything. Especially not any stupid old people.



Creating a Kid Wizard
   To create your Kid Wizard, choose your status with NEMA, looks, stats, moves, gear, and Hx.

NEMA
   NEMA will not recruit a child directly, but the kid wizard will be a source of curiosity, consternation, and possibly fear among its members. You are connected to the Blue Zones in a way no adult can be, and you have a primal, intuitive understanding of the unholy creatures running around the wasteland. Some will ask you for deliverance, some will want to study you, and others will want to end you, even if you are just a kid.

Look
   Boy or girl

   Scrounge wear, children's wear, stuffy winter clothes

   Young face

   Undeveloped body, barely pubescent body, awkward body

Stats
Choose one set:
   Cool +1, Hard -1, Hot -1, Sharp +1, Weird +2
   Cool +0, Hard -1, Hot, +2 Sharp +1, Weird +2
   Cool +1, Hard -2, Hot +0, Sharp +2, Weird +2
   Cool +2, Hard -1, Hot +1, Sharp -1, Weird +2

Basic Moves
You get all the basic moves.

Kid Wizard Moves
You get this one:
   Chaos Magic: You can use the psychic maelstrom to alter reality to suit your liking. Choose however many from the list below that you want and roll+weird. 10+,  3 of your choices happen the way you intended. 7-9, 2 happen the way you intended, but 2 more don't. On a miss, the MC determines which choices happen in what way.
the effect is subtle +quiet
the effect is loud and attention-getting +loud +messy
the effect does 2-harm
the effect does 2 s-harm
the effect is energy-based +energy
the effect calls upon dark forces +evil
the effect does ap harm
the effect remains indefinitely
the effect produces a physical object
the effect heals 1 harm
the effect gives someone a +1forward for a specific task


And then choose 1:
   I don't need you!: In battle, you can ignore all attempts to help or interfere with you. You can ignore all of them or just whichever ones you want.
   Kids these days: You get +1 weird (+3 weird)
   No one can find me here: If you need to escape from a bad situation, roll+cool and you find an exit that no adult could fit through. 10+ you get through and escape with no problem. 7-9, you get in, but you're stuck for a while.  
   Why do they tell kids there's no monsters?: When you spend a few minutes observing a paranormal or supernatural event, creature, or phenomenon, you can understand what it is and what it's all about. Roll+sharp. 10+, you get to ask three of the questions below and the MC has to answer you truthfully. 7-9, ask 1.
has this ever been recorded before in history?
what does it want right now?
is it injured, mutated, or different somehow?
is it aware of me/us?
what are its specific vulnerabilities?
what does it mean that it is here?
   
They're so cute at that age: If you go aggro on an NPC or character and are younger than them by a substantial amount, roll+hot instead of +hard.
   Grandmaster Kid Wizard: When you use Chaos Magic and roll a 10+, 1 more of your choices happen the way you intended. When you roll a 7-9, only 1 choice happens the way you didn't intend.

Gear
You get:
   A backpack, lunchbox, or messenger bag with toys, books, and other personal items.

HX
   Everyone introduces their characters by name, look, and outlook. Take your turn.
   List the other characters' names.

Go around again for Hx. On your turn:
   One of them has been taking care of you, at least more than anyone else ever has. Tell that player Hx+2
   One of them thinks you might be in with the demons or something. Tell that player Hx-1
   Tell everyone else Hx+1. Your abilities are wonderful, and you make sure everyone knows it. Plus, you know, you're a kid, and kids love attention.

On the others' turns:
   You make snap decisions on whether or not you like a person. Whatever number another player gives you, either add or subtract 1. This can be for any reason at all.
   
Kid Wizard Special
   You shouldn't be having sex with anyone. You're a child. You can, however, still share an intimate moment where you share your fears and the other character sings you a lullaby or something nice like that. Roll+Hx. On a 10+, you get 3 hold over that character. On a 7-9, you get 1 hold. You can spend 1 hold to have that character appear from nowhere to rescue you, but only when you are completely helpless. On a miss, they mess it up and you think grown-ups don't understand you, which means Hx-1.

Kid Wizard Improvement
   Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.

Each time you improve, choose one of the following. Check it off; you can't choose it again.
   +1 cool (+2 cool)
   +1 hard (+2 hard)
   +1 sharp (+3 sharp)
   add another choice on a 10+ when you use Chaos Magic
   add another choice on a 10+ when you use Chaos Magic
   get another kid wizard move
   get another kid wizard move
   get followers (detail) and fortunes
   get a move from another playbook
   get a move from another playbook
Barter
   If you can find someone willing to trust a small child, 1-barter is the going rate for one session of talking in detail about your powers, serving as an adviser when dealing with monsters, one interaction with the maelstrom at a Blue Zone, or one use of Chaos Magic.

   1-barter will buy you food, clothes, a warm bed, or some toys that aren't broken.
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