For someone who’s a newbie to this type of system, would someone suggest a place to start?

For someone who’s a newbie to this type of system, would someone suggest a place to start?

For someone who’s a newbie to this type of system, would someone suggest a place to start?

I’m reading the Worlds in Peril rules, but is there another source I should look at?

So here’s my first stab at building a character.

So here’s my first stab at building a character.

So here’s my first stab at building a character. Not sure I have the system right, and the name is terribad. (I got it from a random Chinese name generator.) Comments & critique are appreciated!

Meng Hui-li, the Lightning Sorceress

Ma Hui-li was one of the subjects of a Chinese experiment to create a hyper-intelligent human. The others are either dead, or even more insane than she ever was. (The infamous Doctor Chimera is also rumored to be connected to the project, most likely as one of the researchers.) Unfortunately, in her case what was created was a being without any empathy, conscience, or ethics, only hate and rage towards those who had done this to her. After freeing herself and destroying the compound, Hui-li proceeded to sell the products of her intellect to anyone with the money to buy them and the will to use them.

Then one day, someone managed to reach the person underneath all that cold, uncaring intellect, hate, rage, and pain, and make her care again. Hui-li isn’t as smart as she once was, but the joy her work now brings is worth the loss.

Verbs: Smash: 1 Influence: 0 Maneuver: 1 Protect: -1 Investigate: 2

Summary of Powers:

Hyper-intelligence and scientific skills. Think Reed Richards plus Doctor Doom plus Tony Stark plus Lex Luthor. Now cube the resultant IQ.

Powers that are advantages: Usually has a halo of multi-function drones around her. Plus an array of gadgets.

Simple: Construct or improvise a device to solve a small-scale problem.

Difficult: Prevent an alien trans-dimensional portal from imploding and destroying the earth.

Borderline: Design, construct and deploy an array of shield drones to stop Hong Kong from being wiped out by a typhoon. In under thirty minutes.

Impossible: Time travel.

Origin: Not That Girl Anymore: You used to operate in a world that any do-gooder would not care to be associated with. State what your life was like and what turned you around.

I was previously involved in: Developing hyper-technology and selling it to the highest bidder, mostly supervillains or two-bit dictators, anyone that would pay and actually put my technology to use,

I changed my ways because: My neural conditioning started breaking down, and I started caring about other human beings. I even fell in love. (Sort of, it’s complicated.)

Courage Under Fire: when you receive hostility in return for trying to genuinely do what is right, say how you mitigate the hostility and roll+Influence. On a 10+, you sway those that witness your heroism, the EiC will offer you a chance to write in or increase a Bond. On a 7-9, as a 10+, but the EiC will first offer you an ugly choice or a hard bargain.

Double Take: when you Burn a Bond with a teammate in order to gain the trust of someone else, roll+Influence. On a 10+, you gain their trust and may write a Bond in with the new person. On a 7-9, you must offer assurances that you are on their side.

Drive: Create

Book available to open when:

-You work building, researching or studying is used against you and those you care about.

Workspace: Choose which of the following your workspace includes. Choose 3: portal to another dimension, biology lab, a junkyard of raw materials, hi-tech vehicles, weird-ass electronics, machining tools, transmitters & receivers, a proving range, relics of the golden age, booby traps, hi-tech machinery and parts, cosmic artifacts, unknown relics or unknown technology.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the EiC. The EiC will tell you “sure, no problem, but…” and then 1 to 4 of the following:

• It’s going to take hours/days/weeks/months of work;

• First you’ll have to get/build/fix/figure out _;

• You’re going to need _ to help you with it;

• The best you’ll be able to do is a crap version, weak and unreliable;

• It’s going to mean exposing yourself (plus colleagues) to serious danger;

• You’re going to have to add _ to your workplace first;

• It’s going to take several/dozens/hundreds of tries;

• You’re going to have to take _ apart to do it.

The EiC might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself. Work together with the EiC to come up with what it does and how it works.

Move available to open when:

-You go for broke and sacrifice something important to you in order to get your workspace.

Deep Pockets: when you need an item or object that is not complex or too hi-tech (EiC’s call), roll+Investigate. It has to be something small enough to be on your person. On a 10+, you happen to have just the thing, or close enough. On a 7–9, you happen to have something pretty close but there’s a catch, the EiC will tell you what it is. On a 6-, you used to have just the thing, but it looks like an enemy stole it from you, you lost it somewhere, the EiC will tell you where you last saw it.

Move available to open when:

-Your desire to learn about something endangers your physical or mental health or your identity.

Kyle Simons, is there anyway to combine Freedom Fighters and Golden Age Heroes?

Kyle Simons, is there anyway to combine Freedom Fighters and Golden Age Heroes?

Kyle Simons, is there anyway to combine Freedom Fighters and Golden Age Heroes? I have two friends that want a PDF and I have already registered for my book.

i.imgur.com/hkcGWPv.jpg

i.imgur.com/hkcGWPv.jpg

BLACK WIDOW

Verbs: Smash: 0 Influence: +2 Maneuver: 1 Protect: -1 Investigate: 1 

Summary of Powers: 

-As strong, agile, fast and durable as a human can be (without being superhuman) – including immune system, senses.

-Expert Martial artist, sharpshooter and acrobat.

-KGB training – surveillance, spying, psychological manipulation, espionage – become whoever I need to be. Expert tactician

Powers that are Advantages: Widow’s Bite (electro-static energy blasts). Widow’s Line (grappling hook, tear gas, knockout gas). Belt of discs (plastic explosive). Costume equipped with micro-suction cups, resistant to extreme temperatures. Disguise kit. Range of weapons.

2 Simple – Lie extremely convincingly. Pass unnoticed by all but the highest level of security. 

1 Difficult – Incapacitate someone with combat prowess.

1 Borderline – Hide in plain sight in front of someone with a high level of training.

1 Possible – Take down a building with a well-placed explosive disc. 

1 Impossible – Use brute force to punch through metal. 

Origin Book: The Wake-Up Call 

Not That Person Anymore: You used to operate in a world that any do-gooder would not care to be associated with. State what your life was like and what turned you around. 

I was previously involved in: spying for the KGB

I changed my ways because: I fell in love

Courage Under Fire: when you receive hostility in return for trying to genuinely do what is right, say how you mitigate the hostility and roll+Influence. On a 10+, you sway those that witness your heroism, the EiC will offer you a chance to write in or increase a Bond. On a 7-9, as a 10+, but the EiC will first offer you an ugly choice or a hard bargain. 

Double Take: when you Burn a Bond with a teammate in order to gain the trust of someone else, roll+Influence. On a 10+, you gain their trust and may write a Bond in with the new person. On a 7-9, you must offer assurances that you are on their side. 

Suggested Foes: 

The Owed: Is there a person or organization from your criminal past that feels you owe them something? Who are they? What do you owe them? How powerful are they? What do they know about you? 

The Betrayed: Did you have a partner in your criminal days? Do they feel you betrayed them? Do you feel you betrayed them? Who are they? What are their abilities? Are they still at large?

Drive Book: Redeem Myself 

Book available to open when: 

-Your actions, or an outside force destroys a Bond you hold dear. 

What happened to your reputation? What do people think of you and what do you think of yourself? If you do not have a negative Bond associated with your reputation, be sure to write one in to have it represented on your sheet. 

-I took it upon myself to go rogue and pull a triple agent play. It worked out ok in terms of results but now no one really trusts me. Now I’m stuck with a new team of rookies.

Rookie Mistake: when your desire to prove yourself puts you at odds with someone you care about, do what you gotta do and roll+Bond. On a 10+, strengthen your Bond with them by 1 if you can justify your actions or their results. On a 7-9, justify yourself, the EiC or PC will let you know if you how the Bond is affected. 

Move available to open when: 

-Your desire to prove yourself leads to taking a Critical Condition. 

Against the Current: when contradicting the popular opinion about you makes things more difficult for you (your call), say how you try to change that opinion and roll+Influence. On a 10+, you win them over and may increase the Bond by 1, say how you do it. On a 7-9, in order to do so, it’s going to cost you. The EiC will offer you an ugly choice, hard bargain or worse outcome.

 

Move available to open when:

-You stumble, hesitate or flinch in the face of hatred or fierce opposition to a course of action that would be welcomed by any other hero.

http://i.imgur.com/hkcGWPv.jpg

Change log:

Change log:

Change log:

-Clarification for rolling added – if there’s no plus, don’t add anything (just roll 2d6).

-Tweak to enemy location format

-Bit more guidance for character generation for characters that don’t have inherent super powers.

-Tweak to Negotiate.

https://www.dropbox.com/s/b9iijmjbjcaeqh5/WorldsInPerilalpha%200.4.pdf

Title

Title

Im new to Apocalypse world but love what i’m seeing.

Although I do have a couple of hopefully not too silly questions.

1. Advantages for PC’s.

From what i’m reading this is how you intend to handle the Batmen, Black Widows & Hawkeyes of comicness. Normal people with gadgets, but I can’t find anything that actually explains “mechanically” how a starting character would start with them or how / if they differ (I’m thinking since they come with a built in “easy to remove from player” they automatically bestow a “bond” point?)

2. Powers & Bond Points

I’m slightly confused about how these build up in character generation, and the chart on page 19.

Assuming I have 2 PC’s (say Black Widow & Quicksilver to use 2 known quantities)

Both begin with 3 bonds

(For brevity’s sake I’m not doing a full run down and ignoring advantages for now)

– BLACK WIDOW –

The idea is to create a very normal human but exceptionally resourceful (using Bond points)

POWER: Even Bond didn’t have these toys

POWER: Tactical, acrobatic martial artist

:simple: The Widows multipurpose Spy Bracelets

(Equipment thats difficult to remove)

(may not inflict critical conditions)

:difficult: The Queen of Manipulation

(Must be able to either speak or be seen)

(can not inflict critical conditions unless she can both be seen & heard)

:borderline: I can keep up with anyone, even aliens

(Still only a well trained Olympic athlete)

(gains minor condition ‘tired, need a moment ‘ after trying to keep up with a super powered being)

– QUICKSILVER –

The idea is to create a very simple to play character

POWER: Super fast movement

POWER: Mutant Physique

:simple: Accelerated movement

(loses speed and control if he has no surface to run on)

:difficult: I run fast enough to cause Cyclones

:borderline: I can fly like a helicopter if I spin at super speeds

——————————–

So does this mean that

Black Widow has 3+6 = 9 Bonds & a bond threshold of 9

Quicksilver has 3+1 = 4 bonds & a bond threshold of 4

Using the chart on page 18, Quicksilver using his one extra bond to gain

:simple: rapid fire fist barrage

Then MUST spend the remaining bonds and can not have any more bonds added until he spends experience.

Black Widow 1

Mutant community 1

Wanda Maximoff(NPC) 1

Meanwhile the Black Widow decides a big part of her character is knowing people so..

She takes the required

Quicksilver 1

Russian spy networks 2

New York 1

Then takes:

Lawyer Matt Murdock 2

SHIELD agency 2

‘Insert Superhero team’ 1

Hope that makes sense, sorry it became a bit long.

Change log:

Change log:

Change log:

-Slight tweak to Take Down.

-More efficient villain template.

-Clearer character generation direction for powers.

(fluff is more going to come later with explanations and examples once I get back dev editing but I know character generation is a big thing so wanted to address it right away!

https://www.dropbox.com/s/q0dwzzwnehqaxgz/WorldsInPerilalpha%200.3.pdf

Drive Moves i would be exited to get

Drive Moves i would be exited to get

Drive Moves i would be exited to get 

One important part of moves is getting people exited to use them. So i went through the drive playbooks and looked for what moves i would be happy to take because i think they are fun or powerful. A lot of them are highly thematic, but that is not what this post is about. 

Hunter – maybe because it gives me the chance to define things about the world (but maybe in a way that is too much the GMs job, not the players)

Not to be triffeled with – because i would abuse the theck out of it, gaining +1 ongoing against a bunch of people and bullying them around. Sounds extremely powerful. 

Coping Mechanism – however i don’t know how an enemy takes +2 forward against me when they don’t roll 

Painfull catharsis – maybe. It needs the (your choice) clause in order to be actually useable though 

Read a Person – it is powerful, it is fun. But it is not really exiting thing to pick up. 

Voice of Reason 

Often right – would be exiting if i could gain an archivement when they do it 

Workspace – because it is freaking powerful 

Deep Pockets – would be exiting if it wouldn’t have the limitations. However i am a big fan of the 6- result.

Push the Boundaries of Science entry move – that could be cool but the way it works here is kind of strange. How does this interact with the bond threshold? Also it might be hard to burn bonds while working on this. 

Mumbo Jumbo – i would be exited to pick this up when playing a Reed Richards type character, however. It seems more like a power to me. 

Foxhole – because it has the potential to be heavily abused

Eye for Danger – maybe

I am the Law – just because on a 10+ i get to choose what they do (and that is not what normally happens in AW games)

Boy Scout – because it can be broken easily 

Also powerful because it doesn’t have a fixed list of things i can ask. 

Leading Strike – if i can find a way to attack everyone at once this is cool. 

Leadership – this is my kind of move. I like it. 

Mechanical and thematic feedback will follow.