The Chopper doesn’t have an expansion playbook and I thought that was unfair.

The Chopper doesn’t have an expansion playbook and I thought that was unfair.

The Chopper doesn’t have an expansion playbook and I thought that was unfair. So I wrote one myself! Please share your thoughts.

the Pale Horseman

When you send your gang to their total destruction, or kill them all yourself, you lose Pack Alpha and get Wraiths of Wrath.

Wraiths of Wrath: when you call upon the spirits of your fallen gang, roll+hard and choose options. On a hit, the ghosts of your old gang appear from the shadows/fog/whatever and remain for the scene (MC’s call). On a 10+, pick 2. On a 7-9, pick 1:

– they fight for you (1-harm small gang savage ap 2-armor)

– they bring you food or gifts from the psychic maelstrom (worth 1-barter or appropriate gear)

– they stay by your side, frightening or awing any who see them

– they provide transport for up to 15 passengers upon ghostly-but solid bikes

On a miss, they still show up but the MC picks 2 and they are pissed at you.

Then, you can take these in place of new options for your gang or moves from another playbook:

Ghost Riding: whatever hold or group you’re in gets the want: anxiety. If they already have +anxiety then it’s activated whenever you’re around. Whenever you ride your motorcycle, choose 1:

– nobody can touch or hurt you, but you cannot hurt them either

– nothing can stop you, you ride through treacherous landscapes and through blocked passages as if they weren’t there

– you leave a fiery trail, take +1forward if you go aggro while you’re on your bike

– your ride is nearly instantaneous, regardless of distance

The Other Side: whenever you kill somebody, you can immediately open your brain to the psychic maelstrom using +hard instead of +weird.

5 thoughts on “The Chopper doesn’t have an expansion playbook and I thought that was unfair.”

  1. The “your ride is nearly instantaneous” is a bit overpowered, there’s too much plot coupon right there for one move. Then again, my “ride” moves don’t work yet, so I’m not the final judge on this.

  2. Oliver Granger Yikes! That seems like a cruel thing to do to somebody. Kind of seems like it goes against the grain of the move too.

    Unless you’re suggesting that the ride ends by putting the player into a dangerous or compromised position at their chosen destination. I’m all for that!

  3. Whether you end up in a compromised position at your chosen destination or at a way point or three along the way, it don’t much matter. The way I see it, they’re both variations on the ride having no safety guarantee. Besides, its not like the detour should delay you much; your ride is nearly instantaneous. The problem with the detour is that getting back on route, much like arriving at your chosen destination, puts you in danger. Once you’ve cleared that, whether at the waypoint or at the endpoint, well you’re clean and clear and there.

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