Gamma World style mutant

Gamma World style mutant

Gamma World style mutant

The more things stay the same (Start of session Move):

Roll + Weird.

10+ Pick a mutant power that isn’t the one you currently have.

7-9 Pick a mutant power that you have never had.

6- The MC picks a mutant power (not your current one) and makes a hard move the first time you use it. She might make two hard moves if you flub your roll when you do use it.

Mutant powers are mostly just a mish-mosh of all the other character moves maybe? I dunno. I’m sure we could come up w/ some excellent individual ones, though they should be designed with the ephemeral nature of the Mutant in mind.

Oh, man, I forgot I made this a while ago in SomethingAwful’s AWorld thread. I still need a special move for it.

Oh, man, I forgot I made this a while ago in SomethingAwful’s AWorld thread. I still need a special move for it.

Oh, man, I forgot I made this a while ago in SomethingAwful’s AWorld thread. I still need a special move for it.

THE REVENANT v0.6

Apocalypse World is a dangerous place; we all know that. Violence is a way of life. Towns get attacked by gangs, warlords make examples, people take payment out of your hide and the hides of your loved ones. Monsters walk the ravaged earth, leaving a trail of bodies in their wake.

You were supposed to be one of those bodies.

Maybe you weren’t home when the attack happened. Maybe you weren’t as dead as they thought. Maybe they just didn’t give a shit about you and left you there standing in the ruins of your life.

It doesn’t matter anymore. Your old life was burned to the ground, the ashes scattered to the wind.

Only one thing matters now. Revenge. You’re going to find the fucker responsible, and you’re gonna put him down once and for all.

There is no one more dangerous than someone with nothing left to lose.

LOOK

Man, woman, ambiguous

Tattered wear, bloody wear, symbolic wear

Dead eyes, rage-filled eyes, tired eyes, focused eyes

Slim body, ravaged body, muscular body

STATS (very much not done)

Choose one set:

• Cool+1 Hard+2 Hot-1 Sharp+1 Weird=0

• Cool-1 Hard+2 Hot+1 Sharp+1 Weird-1

• Cool+2 Hard+2 Hot=0 Sharp-1 Weird=0

• Cool-1 Hard+2 Hot-1 Sharp+2 Weird+1

THE FUCKER

When you create your character, determine what terrible thing (The Incident) you survived and how you survived it. Did they raze your town and leave you for dead? Did their goons ride in, destroy and/or violate your family and leave everything in flames? Did they kill a loved one while you were away and now you’re back?

The MC will then create a special Front for the guy responsible, hereafter known as “The Fucker”. This Front is just like a normal Front, but with two exceptions.

1) The Fucker will have a few Lieutenants. There are guys who enforce the Target’s agendas and do some of his dirty work. They’ll all be tricky to get to, and probably have a gang or something you’ll have to kill your way through. Lieutenants might be small Fronts on their own, too, but generally they’ll be the threats of the Front. They also don’t need to be actual threats; the guy who runs The Fucker’s drug production facility is a lieutenant, and the cowardly guy who’s the main pusher is also a lieutenant even though he doesn’t even know which end of the gun he’s supposed to hold.

2) The Fucker doesn’t have a countdown clock. Instead, he has a Lead on you. Lead starts at 6. Every time you defeat a Lieutenant or learn an important bit of information about The Fucker, you reduce the Lead by one. When you confront The Fucker (violently or not), you take -Lead ongoing until one of you is defeated or withdraws from the scene in some fashion. If the Lead ever reaches 10, then he’s gotten away from you; you now take -1 ongoing to all rolls, lose access to all Revenant moves, and must immediately pick a new playbook.

Ultimately, when you kill or otherwise defeat the Fucker and have enough time to contemplate your victory, you immediately gain one advance that must be spent on taking one of either the change your character to a new type or retire your character (to safety) advances. If you change to a new type, you don’t use the normal rules for this. Instead, the following happens:

• reduce Lead to 0

• you lose access to one step closer and best served cold, but gain the following two moves instead, which carry over to your new playbook

The Legend: When you manipulate or go aggro on someone and tell them who you are (and who you took out), take +1 to the roll.

GEAR

You get:

• a memento of your old life

• a clue to the identity of The Fucker; part of his outfit, a blurry memory, whatever.

• 1 businesslike weapon

• fashion suitable to your look (you pick)

• oddments worth 1-barter.

Businesslike weapons (choose 1):

• sawed-off (3-harm close reload messy)

• 9mm (2-harm close loud)

• big knife (2-harm hand)

• katana (3-harm)

MOVES

You start with this one:

One step closer: When you confront The Fucker or his forces in some fashion (violent or not) and you get away alive, mark experience.

Pick 2 more:

This is between you and me: When you confront The Fucker or one of his lieutenants, roll +Hard. On a 10+ pick two, 7-9 pick one.

• You take +1 ongoing until they’re defeated or run away.

• Nobody else will interfere on either side.

• They give away an important clue about The Fucker.

• You do 1-harm more damage against your opponent’s gang or assorted forces.

I need your help: When you manipulate someone, roll +Hard instead of +Hot.

Best Served Cold: You can treat a roll you just made as a 12+, but you add one to the Lead.

Eyes on the Prize: When you arrive at a settlement you haven’t been to in a while (or have never been to before) and ask around for leads to The Fucker, roll +Sharp. On a 10+, you get some info about The Fucker or one of his Lieutenants. On a 7-9, you get the info but word gets back to The Fucker or the local Lieutenant. On a miss, you get zilch and The Fucker’s forces come looking for you. If you get info, take +1 forward when acting on it.

No One Else!: When acting under fire due to the Fucker or his Lieutenants, or Helping Out someone currently being harmed by them, roll +Hard instead of +Cool. If you let The Fucker or the Lieutenant get away, increase Lead by 1 but both you and the person you’re helping get +1Hx with each other.

SPECIAL

Not sure yet.

HX

On your turn, choose 1, 2, or all 3

• One of them found you (or what was left of you) after The Fucker’s attack. Tell that player Hx+2.

• You think one of them might be working for The Fucker. Tell that player Hx-1.

• One of them helped you track down a lead to The Fucker. Tell that player Hx+1.

Tell everyone else Hx+1. What happened to you isn’t exactly a secret, and everyone knows you’re out for revenge.

On the others’ turns, whatever number they tell you, give it -1 write it next to your character’s name. You have a little trouble getting close to people ever since The Fucker ruined your life.

ADVANCES

• get +1hard (max hard+3)

• get +1hard (max weird+2)

• get +1cool (max cool+2)

• get +1sharp (max sharp+2)

• get +1weird (max weird+2)

• get another Revenant move

• get another Revenant move

• get a move from another playbook

• get a move from another playbook

• decrease the Lead by 1

———————–

• get +1 to any stat (max stat+3)

• retire your character (to safety)

• create a second character to play

• change your character to a new type

• choose 3 basic moves and advance them.

• advance the other 4 basic moves.

Hey Guys

Hey Guys

Hey Guys,

I’m looking for feedback on this custom Angel Skin move for Monsterhearts. What do you think?

Thanks!

Steve

Ariel’s Gift: You can travel instantly between two places and carry someone with you.

If you demand to go where you want, roll with trespass. On a 10+ you all go where you wanted. On a 7-9, Choose one: You and your passenger make it to your intended location but you take 1 harm. Your passenger travels to your intended location but you end up in the wrong place. You leave your passenger behind but make it to your intended location. Something unexpected happens.

If you trust in Heaven to go where you are needed, roll with forgiveness. On a 10+ you all go where you are needed and carry 1 forward to fulfilling the need. On a 7-9, Choose One: You and your passenger end up in different places. You arrive together but you gain the condition drained. Something unexpected happens.

Custom Move

Custom Move

Custom Move 

The Playbook

When you perform a scam, con, hustle, hoodwink, gambit, flimflam, stratagem or bamboozle to get someone to have sex with you, roll+COOL. On a 10+ the trick works, on a 7-9 choose 1 

– You need expensive stuff to get your trick to work, spend 1 barter

– You get into trouble with one of your past concquest

– You totally look like a dork doing it 

When you have The Playbook change your sex move to this

When you have sex with someone roll+COOL 

On a 10+ you totally nailed them 

On a 7-9 they will come back later and put you into a uncofortable situation of your choosing 

The Wingman

When you Interfere with someones Seduce move and they get a 6-, treat it as having seduced them yourself with a 10+

Having (foolishly) missed my chance to get the Space Marine Mammal, is there any legit way to get it now, or in the…

Having (foolishly) missed my chance to get the Space Marine Mammal, is there any legit way to get it now, or in the…

Having (foolishly) missed my chance to get the Space Marine Mammal, is there any legit way to get it now, or in the near future?

This is a very unplaytested expansion that I’m thinking about adding to my game.

This is a very unplaytested expansion that I’m thinking about adding to my game.

This is a very unplaytested expansion that I’m thinking about adding to my game. I figured I’d post it here first to see if I could get some advice. Thanks all. =)

https://docs.google.com/document/d/1BHQB3alFtnLwchYQg8YfCCxH2X6HgKXxEcmUdxIB14E/edit?usp=sharing

A brand new version of the playtest kit for my Whispering Willows game:…

A brand new version of the playtest kit for my Whispering Willows game:…

A brand new version of the playtest kit for my Whispering Willows game: http://whisperingwillowsgame.wordpress.com/2013/05/31/playtest-kit-v2/

http://whisperingwillowsgame.wordpress.com/2013/05/31/playtest-kit-v2/

Last one for today:

Last one for today:

Last one for today:

The Shining Armor seems at first to be a paladin-type, but I’d like to see how dark they can get with this character. I know it’s in him.

All the Survival Guides are in various levels of completion, but I think these 4 show what I’m aiming for with Lonely World.

I’ll post some M.C. material next.

Introducing…

THE SHINING ARMOR

Creating a Shining Armor

   To create your Shining Armor, choose your life before, looks, stats, moves, gear, and Hx.

Life Before:

   police, soldier, true believer, natural born leader, repentant badguy

Look:

   dress: uniform, fatigues, plain clothes, bold colors, 

   face: 

   meat:

   eyes:

Stats

   Heart +2, meat +1, Blood -1, Face +0, Brain +1

   Heart +2, meat +1, Blood +0, Face +0, Brain +0

   Heart +2, meat +0, Blood -1, Face +0, Brain +2

   Heart +2, meat +0, Blood -2, Face +1, Brain +2

Shining Armor Moves

Choose 2:

   Kill with regret: when you commit a violence, roll+heart instead of roll+blood. Also, if you choose to suffer 2-stress for the act, mark an experience

   Fortress of solitude: you get +1brain (+2brain) when you isolate yourself.

   

   Do it for the kids: While defending helpless NPCs from danger, you get 1-armor. If you are wearing armor already, use that instead. They don’t stack.

   Make yourself a target: When you enter into a charged situation, roll+heart. 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.

   To the Rescue: If someone you care about is about to die and you have a feasible way of getting there, roll+heart:

   10+ you get there with plenty of time. Also, if you love them, you have a +1 to any attempts to save them

   7-9 you get there, but there’s not much time left

   on a miss, you’re there, but danger is everywhere

Gear:

   You get:

   fashion according to your looks

   a pistol or shotgun

   2-supply worth of ammunition and food

   something that is Your Whole World

Your Whole World: this is a special something that you’ve carried with you since everything ended. If you lose it, you take 4-stress. 

   Whatever you choose has the +handle tag, and detail it for everyone else. You get a +1 when defending it.

•   a family held together by love

•   a universal truth that is above the horror

•   a belief in the wisdom of someone else

•   a lover who promised to never leave your side

•   your humanity, because you will never sink to those depths

•   a precious thing that has all the answers

Hx:

On your turn choose one or both:

   One of them was counting on you and you failed them. Tell them Hx-2.

   One of them wants what you have. Tell them Hx+1. 

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.

May I Introduce?: When you meet a new character, decide if you think they are a threat to what you’ve made into your whole world. Tell the MC what you think. then roll+heart:

   10+ the MC will tell you if you’re right. You get a +1 against them when protecting your whole world from them, just once. Also, they can tell you’re serious about it.

   7-9 the MC will give you a vague idea on how threatening they are. Also, they can tell you have something valuable.

   on a miss, assume whatever you want, but you can’t tell anything on them. 

   

Shining Armor Improvement

   __+1 heart (+3 heart)

   __+1 meat (+2 meat)

   __+1 brain (+3 brain)

   __+1 face (+2 face)

   __choose another Shining Armor move

   __choose another Shining Armor move   

   __replace Your Whole World with something similar or better

   __replace Your Whole World with something similar or better

   __get a move from another survival guide

   __get a move from another survival guide