It’s weird how Hocus’s are either hard and sharp or hot and cool.
It’s weird how Hocus’s are either hard and sharp or hot and cool.
It’s weird how Hocus’s are either hard and sharp or hot and cool.
It’s weird how Hocus’s are either hard and sharp or hot and cool.
It’s weird how Hocus’s are either hard and sharp or hot and cool.
Would you say it’s worth it to take Merciless and another +1 harm move with a Brainer to get a 3 harm mind Go-Aggro…
Would you say it’s worth it to take Merciless and another +1 harm move with a Brainer to get a 3 harm mind Go-Aggro with Brain-Whisper-Projection?
It’s the closest thing you can get to remote “mind control” i have found.
Let’s say you’ve got a Hardholder who rolls their Wealth move and gets a 10+ and then proceeds to completely avoid…
Let’s say you’ve got a Hardholder who rolls their Wealth move and gets a 10+ and then proceeds to completely avoid getting involved in any conflict for the session. Or maybe a Savvyhead who hides away into their workshop, not building anything but not doing anything either. Or any character really, who might have secured a place to sleep and just stays in their shelter for their session. Are you obligated to force conflict onto them? Would letting them waste the session do nothing (and focus on other PCs) be preferable? How would you handle it?
The following post is classified ALPHA DUCK ULTRAVIOLET!
The following post is classified ALPHA DUCK ULTRAVIOLET! If you are reading this post and are not cleared for ALPHA DUCK ULTRAVIOLET, please report immediately to your nearest confession booth for termination. Remember: obedience is mandatory, citizen!
I ran a Paranoia hack for a group of friends just before Christmas. I ran it essentially seat-of-the-pants, relying on the various cross-purposes that I had set up in the Mandatory Bonus Duty and Secret Society sheets to cause chaos. Which ensued in the form of teleporting mutants, robotic rhino rampages, multi-directional treason triels, and Commie mutant sabotuers – all in all, a highly successful game of Paranoia. The Mandatory Dance Parties were also a highlight, helping to keep energy levels high throughout the game!
No real rules beyond 2d6+stat and some vague hit-point esque mechanics; given that it’s treasonous to know the rules anyway, I figured that I didn’t need any more than that. The Computer is your Friend, citizens!
https://docs.google.com/folder/d/0B3c8gGVv-YzVYVo1LXhReWlwTVU/edit
In which I talk about Murderous Ghosts!
In which I talk about Murderous Ghosts!
Tim Franzke started a thread about AW games, and Declan Feeney had this to say:
“Of those Murderous Ghosts is unusual in that its a two player game (one GM and one Player)”
This is true! Also, this is not the whole truth!
When Vincent and I designed MG it was absolutely as described above, and that way works beautifully. Then we went to PAX East 2012, where Jared Sorensen had no voice (which was a thing in and of itself). And he ran a game of Action Castle in which he did not talk at all. And apparently it was legendary levels of awesome. Which got me thinking about large group games, and how that happens. Which lead me to look squinty at MG, and see how it could be something beyond what we had designed.
So I proposed to run it as a game event at Connecticon 2012. They gave us a room with 75+ people for a two-hour slot. Vincent Baker had no idea what I was thinking, but he went along with it because we’re like that.
Here’s how it works:
Select a member of the audience to manage the cards. One person familiar with the game runs the ghosts and one other person holds the Player book. Treat the Player as a shared character, and when there is any choice to make, poll the populace to come up with the decision. Whenever there is a question like “Who will miss you if you don’t come back?”, the Player chooses a different member of the audience to answer. Enjoy,
The first time we did this, Vincent was the Ghosts and I was the Player. I died in 28 minutes. It was super-fun.
Then we had a new volunteer take on the Ghosts and another take on the Player, and a third handle the cards. Vincent and I shadowed the players for the first half-hour or so in case they got stuck, then it just ran. The Player managed to crawl out alive in just under 90 minutes.
Since then, I ran it for 12 people with John Harper as the Ghosts, facilitated six other people playing it after PAX Prime, and played in another 5-person game. So officially, it works great as a two-player game, but also as a small-group game and as a large group game. Try it, it’s fun!
Hopefully, Vincent and I will be running it at PAX East in a few months.
So, Vincent Baker, what are the plans for the Macaluso?
So, Vincent Baker, what are the plans for the Macaluso? I was considering trying to translate it, but I didn’t want to blow up your spot, as it were.
New Playbook (just Text, Tri-Fold will come)
New Playbook (just Text, Tri-Fold will come)
It isn’t something completly unique or so, more of a combination of AW Driver and DW Ranger but hey, you have something to play with.
I will give the tri-fold out when it is ready. It would be cool if someone could shoot me the Hollow and Selkie (Monsterhearts Skins) for it.
Introducing
The Master of Hounds
We contain ruthless predators within, call them wolf or ambition or rage but it is there. Only with full control of this wolf can we survive. That’s why we have laws to not be on each others throats at all time. Alphas make these laws and the other packmembers follow. Law is all that seperates us from the howling within.
But law, to far removed from the beast makes us weak. We loose our claws and our fur falls out so we are cold and without weapons.
The only law that makes us strong it the one close to the beast. Pack law.
I am this law
Homo homini lupus.
NAME
Argos, Fang, Ace, Toto, Lockjaw, Beethoven, Hooch, Marley, Rex, Bolt, Lassie
Sonya, Beau, Concorde, Flash, Hidalgo, Spirit, Artax, Cisco, Rigel, Pokey
Nala, Marlin, Sarafina, Kenai, Naveen, Sadie, Flik, Remy
Lams, Sheba, Friskies, Felix, Milk-Bone, Winalot, Kibbles, Avoderm,
STATS
Cool +1 Hard +2 Hot+1 Sharp-1 Weird=0
Cool +1 Hard +2 Hot+2 Sharp=-1 Weird=-2
Cool +0 Hard +2 Hot=+1 Sharp+1 Weird=-1
Cool +2 Hard +2 Hot=0 Sharp=-2 Weird=-1
MOVES
You get all the basic moves. You get Command and then choose a second Master of Hounds Move
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
Tell everyone else Hx -1, you don‘t really get people individually.
On the others‘ turns:
Everyone, if they belong to a gang, have followers or something similar, whatever number they tell you, give it +1 and write it next to the character‘s name
*Choose one of them who was with you, when you tamed your first beast whatever number this player tells you, give it +1 and write it next to the character‘s name
*Choose one player who attacked one of your animals recently, whatever number this player tells you, give it +1 and write it next to the character‘s name
LOOK
man, woman, ambiguous, transgressing
fur clothes, shredded clothes, leather clothes,
circus animal trainer clothes, showy clothes
Scarred face, animalistic face, tattooed face,
rugged face, busted face
hawklike eyes, squinting eyes, weary eyes, mad eyes
hounded eyes
hard body, overbuilt body, scarred body, crooked body
GEAR
In addition to your pack of animals you get
* oddments worth 2 barter
* one animal control weapon
* one people control weapon
animal control weapon, choose 1
Tranquilizer Gun (s-harm far reload)
A whip (1 harm hand close)
A heavy chain (2 harm hand area)
human control weapon, choose 1
.38 Revolver (2 harm close reload loud)
Machete (3 harm hand messy)
Sawed-off (3 harm close reload messy)
PACK OF ANIMALS
You have a pack of 3-12 violent animals
Choose the kind of animal
Lupine
Feline
Bovine
Avian
Reptilian
Insectoid
Mutant
Choose of these profiles:
Ferocity +2, health +1, 1-Armor Instinct+1
Ferocity +2, health +2, 0-Armor Instinct+1
Ferocity +1, health +2, 1-Armor Instinct+1
Ferocity +2, health +1, 2-Armor Instinct+2
Choose as many strengths for the animals in your pack as their ferocity:
fast, huge, strong, quick reflexes, tireless, camouflage, intimidating, keen senses, stealty, omnivore
Your pack is trained to attack and kill people, choose as many other trainings as their health
search, hunt, scout, guard, perform, labor, travel, steal,
Choose as many weaknesses as their Instinct
flighty, savage, slow, broken, frightening, forgetful, stubborn, lame, mad, sickly
Moves
*Command
When you work with your pack of animals in something they are trained in
and you do something under fire, add their ferocity to your roll
and you go aggro add their ferocity to your roll
and you seize by force, add their ferocity to your roll
and you read a situation or pack, add their ferocity to your roll
and you seduce someone, add their help to your roll
and you take harm, you can add their armor to your armor but they take the harm you know…
If you work with your animals and someone interferes with you, they add their instinct to their roll
O Well trained
Chose another training for your pack of animals
O _Pack orde _
When you read a group of people roll+hard
* Who is the pack alpha
* Who is the pack omega
* How can I damage this pack
* Who in this pack is easiest to manipulate
Who is fighting with the pack alpha for power
O Security in numbers
When you open your brain to the psychic maelstorm and are in the protection of your pack of animals you can roll+hard instead of +weird
O Primal Howl
When you howl like a beast that stalks the night you get the effects of going aggro on all enemies within earshot with the demand being “flee in terror”. If they suck it up they take s-harm.
O Animal Speak
You can talk to animals and can use moves on them like on humans and they get +insight
Special
When you have sex with someone they smell a bit like you (and you will smell a bit like them). They can use the Command move once
Advancement
get +1 hard (+3)
get +1 sharp (+2)
get +1 cool (+2)
take another Master of Hounds move
take another Master of Hounds move
take a move from another playbook
take a move from another playbook
get a breeding pit and training ground where you can work on animals like on tech
get a real gang(detail) and pack alpha
you get a herd of livestock(alive, valuable), 2 gigs and moonlighting. One gig must be “tending your herd(2 barter/they are gone) “
Art and cover for the Spanish edition.
Art and cover for the Spanish edition.
Originally shared by conBarba
Apocalypse World: Los Personajes
would anyone trade The Solace with me?
would anyone trade The Solace with me? I have all the other official LE playbooks, including The Macaluso (Limited to the Lucca Games convention in Italy)
Is there a AW playset for Fiasco?
Is there a AW playset for Fiasco?