+Clumsy tag, roll Act Under Pressure whenever you take a physically strenuous action while wearing something with…

+Clumsy tag, roll Act Under Pressure whenever you take a physically strenuous action while wearing something with…

+Clumsy tag, roll Act Under Pressure whenever you take a physically strenuous action while wearing something with +Clumsy, or is it a -1 to a certain stat to do with moving?

Regarding the basic moves, following on from the point in the kickstarter comments as to how many there are, I would…

Regarding the basic moves, following on from the point in the kickstarter comments as to how many there are, I would…

Regarding the basic moves, following on from the point in the kickstarter comments as to how many there are, I would cluster them as follows.  In these clusters I think the only ones that stand out as being overlapping or non-essential is Observe vs Manoeuvre.

Action

Act Under Pressure: Catch-all move for doing stuff could come first.

Fast Talk: Bluff

Play Hardball: Intimidate  

Mix it Up: Fight

Harm: Result of Fight

First Aid: After getting Harm

Acquire Agricultural Property: Result of not enough First Aid

 

Preparation

Observe:  Prepare by senses

Research: Prepare by searching/mind

Hit the Streets: Prepare by social

Manoeuvre: Prepare by senses … I think it could be merged with Observe.

Help/Hinder: In the moment preparation.

World Manipulation

Declare a Contact:  Create NPC

Reveal Knowledge:  Create Fact

Produce Equipment: Create Item

Go Under the Knife: Create cyberware

One Offs

Get the Job:  Once per mission

Get Paid: Once per mission

Obligations: Once per session

To change the order of the words in the move triggers:

Observe: When you closely study a person, place or [charged] situation, …

Manoeuvre: When you [closely] study an opponent, area/security layout, or charged situation, …

The hold in Manoeuvre is a better bonus than the vanilla +1 forward from Observe.  Observe (otoh) does better world building via the answers to the questions but often times there’s only one question you really want answered.  Could the questions be options for the spending the hold, and the two moves merged into one?

One thing I might request in future updates…

One thing I might request in future updates…

One thing I might request in future updates…

Example antagonists for the Sprawl:

Antagonists that have ratings for how much Harm they can take (the full six, zero to three for mooks? Large gangs versus small gangs etc.) what kind of equipment a security team might have, versus a guard at a desk or a highly trained assassin.

Things that are a guideline for new GMs just coming to cyberpunk or Apocalypse World who may have been wary of massive stat blocks or unfamiliar to narrative gameplay and need a baseline guidepost to creating more martial focused antagonists and sorting out how combat works.

Here’s a template of how I built playbooks for my group, I don’t know what’s changed in v0.3 but it’s easy to edit…

Here’s a template of how I built playbooks for my group, I don’t know what’s changed in v0.3 but it’s easy to edit…

Here’s a template of how I built playbooks for my group, I don’t know what’s changed in v0.3 but it’s easy to edit changes.

https://drive.google.com/file/d/0B0d9TAoIzcKXWkNja0ViTmlTajA/edit?usp=sharing

https://drive.google.com/file/d/0B0d9TAoIzcKXWkNja0ViTmlTajA/edit?usp=sharing

At the moment, the Hunter playbook is mostly based on Deckard (Blade Runner), Shadowrun Detectives and other noir…

At the moment, the Hunter playbook is mostly based on Deckard (Blade Runner), Shadowrun Detectives and other noir…

At the moment, the Hunter playbook is mostly based on Deckard (Blade Runner), Shadowrun Detectives and other noir and neo-noir archetypes.

It’s a bit weak in the mission phase, so I’m thinking of beefing it up with more of a Bounty Hunter approach. What kind of moves would you expect to see with that approach? What media should I look at for inspiration?