Here’s a few playbooks for Lonely World:

Here’s a few playbooks for Lonely World:

Here’s a few playbooks for Lonely World:

First,

Introducing

THE BLANKET

You take care of others, and they will take care of you. It’s a simple idea, and something you’re good at. Make it work for you.

Creating a Blanket

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

Life Before:

   young child, student, invalid, retiree, stay-at-home parent, desirable young adult

Look:

   dress: rags, cartoon characters, casual clothes, flower-print, a blanket 

   face: sweet, matronly, adorable, handsome, cherubic

   meat: goddess, warm, sexy, undeveloped, aging, lean, tiny, waifish

   eyes: soulful, captivating, teary, youthful, joyous, innocent

Choose one set:

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

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

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

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

Blanket Moves

You get this one:

   Give by taking: People like to spend time with you because you make them feel special, cared for, or relaxed. roll+face:

   10+ you melt away their stress. you get +1Hx with them for every bit of stress melted, up to 3.

   7-9 you can melt away the stress if you want, but you don’t get any Hx bonus. They may take it the wrong way or feel smothered.

And then choose 1:

   I don’t need you!: In battle or during some drama, you can ignore all attempts to help or interfere with you. You can also choose people by name to allow to help or interfere.

   Kids these days: if you are the youngest person around, you get +1face (+3face)

   No one can find me here: If you need to escape from a bad situation, roll+meat and you find an exit that the badguys can’t fit through. 10+ you get in and escape with no problem. 7-9, you get in, but you’re stuck for a while.  

   Everybody stop!: When people are fighting or staring each other down, or when violence is imminent, you can break the tension. roll+face:

   10+ no one can initiate violence until you’ve said your piece. NPCs will back off, for now.

   7-9 NPCs may back off, or they may laugh at you and go back to fighting. PCs can start fighting only if they seize the moment.

Gear

You get:

   fashion according to your looks

   a backpack, lunchbox, or messenger bag with toys, books, and other personal items.

   a small luxury like soap, candy, tea, cigarettes

   Either a very special toy (+handle when played with), or a pet (+handle when healthy). Whatever it is, it is special to you. Describe it for everyone. Tell them what it looks like, where you got it, and what its name is.

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

   Tell everyone else Hx+1. You 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.

   

May I Introduce?: When you meet a new character, roll+face: 10+ ask three; 7-9 ask one.

o   Does this person have any pressing issues?

o   Is this person being less than genuine?

o   Are they a probable threat to the group?

o   What do they need the most in the world right now?

o   How do they feel about me?

o   Will they take attention away from me?

   On a miss, tell the MC if you think they need you or if you need them more. 

Blanket Improvement

   __+1 heart (+2 heart)

   __+1 heart (+2 heart)

   __+1 meat (+2 meat)

   __+2 face (+3 face)

   __+1 brain (+3 brain)

   __get another blanket move

   __get another blanket move

   __become part of a family

   __get a move from another playbook

   __get a move from another playbook

Another Survival Guide for Lonely World

Another Survival Guide for Lonely World

Another Survival Guide for Lonely World

I like the Nobody because i’m a huge fan of the underdog, and a lot of horror RPG fans i’ve met are the same way. His horizon is open on a thousand different roads.

He was originally called “The Volunteer” for my Chaos Earth hack, and has representation in some other shit i’ve done.

Introducing…

THE NOBODY

you never thought you’d ever get this far. The Invader came and you ran. You ran, and you hid, and somehow you survived. The world now demands more of you than you ever thought it would. But for the first time you have a real opportunity to make your life worth living. 

Creating a Nobody

   To create your nobody, choose your life before, looks, stats, moves, gear, and Hx.

Life Before

   factory cog, cubicle drone, chronic loser, just some guy

Look

   dress: business casual, ultra casual, hip fashion, survival

   face: easy, average, sorta attractive

   meat: average, slumped, overweight, underfed

   eyes: fearful, dead, eager, bright

Stats

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

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

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

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

Nobody Moves:

Choose 2:

   Shows initiative: when helping someone not currently in a battle, you do so as if you rolled a 10+

   Yes man: when helping someone out, if you follow their orders to the letter, you get +1Hx with them. If you go above and beyond their expectations, mark experience.

   Guilty of giving too much: whenever you take 3-harm or more, take an additional point of harm and mark experience.

   Works well under stress: +1heart (+3 heart)

   A little bit of everything: when you think you know how to plausibly solve a situation using a small or innocuous item that you just happen to have on your person or very close to you, roll+brain. 10+, it’s just what you needed. 7-9, you do it, but something breaks.

   Hidden talent: You start play with a Survivor move of your choice.

Gear:

   You get:

      fashion according to your looks

      a pistol, rifle, or shotgun

      food and oddments worth 2-supply

Hx: 

On your turn:

   Pick who you think is the best leader. Tell them Hx+2

   Pick who you think is the biggest slacker. Tell them Hx-1

   Tell everyone else Hx+0.

On the others’ turns:

   One of them sees you as a brown-noser. Take whatever they tell you and give it -1Hx.

May I Introduce?: When you meet a new character, roll+brain: On a 10+, ask two from the list below. 7-9, ask 1.

•   What kind of work did they used to do?

•   What’s their socio-economic background?

•   What’s a good way to start a conversation with them?

On a miss, ask 1 anyway.

Nobody Improvement:

   __+1 blood (+2 blood)

   __+1 meat (+2 meat)

   __+1 face (+2 face)

   __+1 brain (+3 brain)

   __you get buddies or a lover

   __get another nobody move

   __get another nobody move

   __get another nobody move

   __get a move from another playbook

   __get a move from another playbook

Does anyone have fillable PDFs or Google Doc versions of playbooks?

Does anyone have fillable PDFs or Google Doc versions of playbooks?

Does anyone have fillable PDFs or Google Doc versions of playbooks?  Specifically for Apocalypse World, Dungeon World, and/or Monster of the Week.  These are the games I am interested in running over Hangouts.  I’ve played in a DW one before, but I didn’t save those (dammit!) but I know they are floating around.  Thanks!

People that like to GM/MC generally like playing the Hardholder

People that like to GM/MC generally like playing the Hardholder

People that like to GM/MC generally like playing the Hardholder

Discuss!

The Hardholder is one of the playbooks with the most input on the (starting) fiction and control over it. GMs like control (MCs not so much) and so they like the HH.

Our thread on writing new playbooks over at Story Games is pretty good.

Our thread on writing new playbooks over at Story Games is pretty good.

Our thread on writing new playbooks over at Story Games is pretty good. You should check it out. Later on I will probably post some more things in it that I don’t see being talked about already.

http://www.story-games.com/forums/discussion/18311/apocalypse-world-writing-playbooks#Item_0

http://www.story-games.com/forums/discussion/18311/apocalypse-world-writing-playbooks#Item_0

Can someone point me to a good detective playbook? AW or any hack – doesn’t matter. Thanks everyone.

Can someone point me to a good detective playbook? AW or any hack – doesn’t matter. Thanks everyone.

Can someone point me to a good detective playbook? AW or any hack – doesn’t matter. Thanks everyone.

Frankensteinian Savvyhead supplement: The Reanimator

Frankensteinian Savvyhead supplement: The Reanimator

Frankensteinian Savvyhead supplement: The Reanimator

For a while now, I’ve been tinkering with this one. Still needs a name more related to creation rather than reanimation – The Homunculer sounds to iffy. Perhaps The Victor – they are victorious over death, and it is an allusion to Frankenstein.

When you use your life-support workspace to meddle with that which man was not meant to meddle, you can take the following moves as new  savvyhead moves or as moves from another playbook.

It’s Alive!: Whenever you use your workspace to animate that which should rightly be dead, roll +weird.

On a hit, it awakens. On 10+, choose 3. On 7-9,choose 2.

• It has memories from the time before, but not neccesarily its own.

• It does not suffer Y-harm in the process.

• It does not hate you for what you have done.

• It will not be feared by others

On a miss, it awakens anyway; choose 1 and the MC will tell you what you had to sacrifice to make it happen.

Grave impression: When you go aggro, roll +weird instead of +hot.

Speak with the dead: When you handle or examine something recently living, roll +weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:

• how did they die?

• who is the cause of their death?

• what did they feel when they died?

• what words have been said most recently nearby them?

• what were their last words??

• what’s wrong with them, and how might I fix it?

Treat a miss as though you’ve opened your brain to the world’s psychic 

maelstrom and missed the roll.

The Shieldbearer v1.1.

The Shieldbearer v1.1.

The Shieldbearer v1.1.

When Patrick Henry Downs posted his picture of the fifty AW playbooks, it came to my attention that the formatting of the Shieldbearer was way off. I have therefore edited the playbook – here is version 1.1. To make the playbook more compatible with the others, I used the generic playbook from the blog as a template for sizes. Some parts still look bad, though. Whatevs.

Changes!:

* formatting – size, fonts, box placements

* some sorely needed proof reading

* Rephrased the move Keeper of the old ways to make it less focused on how lawful the Golden Age was, and focus more on the authoritarian possibilities.

Enjoy.

P.S. I can’t art for shit. Anyone who wishes has both my permission and my gratitude to make another artwork for it.

https://www.dropbox.com/s/m3by422p5az9adz/AW-Shieldbearer%20v1.1.pdf

Weird Driver expanded Playbook

Weird Driver expanded Playbook

Weird Driver expanded Playbook

The Partner

When your car has been possessed by the Spirits/Wolves of the Psychic Maelstorm… 

Choose the spirit 

The Lovebug; Want; want: sexual Energy 

Christine; want: Murder

Kitt; want: secrets

Bumblebee; want: Chaos

Cars Hunger 

Your car begins with hunger=0. 

Every time you use No Shit Driver, it hunger increases by 1.

If it hunger reaches 4+ you can’t use any of your moves relating to it anymore until you 

If you fullfill one of it’s wants give it -1 hunger. 

Driven by Ghosts: When you tell your car to do something or get something for you, roll +Weird 

On a 10+ choose both 

On a 7-9 choose 1 

– You get exactly what you asked for

– It doesn’t increase it’s hunger by 1 

 On a miss, your car goes immediately to hunger+4. 

Additional Moves

Reconfiguration 

Tell the spirit in your car what it needs to become, give it enough material, wait a night and give it +2 hunger. 

You can then recreate the Car , give it a new profile, frame, strenghts, weaknesses and looks. 

Spirit in the Machine: you seek the advice of your car. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your car wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it. 

 

Parasitic Partnership: When you have fullfiled your cars hunger, take +1 forward.