Hey Kyle

Hey Kyle

Hey Kyle,

The rules say skills count as powers. Will they work like passive powers like iron skin so they don’t have to be listed in the profile to be used without pushing and only pushed if used beyond their bounds? So like here: http://marvel.wikia.com/T’Challa_(Earth-616)

Not sure if I am clear…

Thanks

http://marvel.wikia.com/T’Challa_(Earth-616)

The basic move Aide or Interfere sounds pretty bad thinmg to do, which I don’t think is thematic with all the…

The basic move Aide or Interfere sounds pretty bad thinmg to do, which I don’t think is thematic with all the…

The basic move Aide or Interfere sounds pretty bad thinmg to do, which I don’t think is thematic with all the teamwork going in the superhero genre. Or should the 10+ be choose 2?

“Burning a Bond with a teammate may mean the beginning of an unhealthy rivalry, doubt, suspicion or simply not…

“Burning a Bond with a teammate may mean the beginning of an unhealthy rivalry, doubt, suspicion or simply not…

“Burning a Bond with a teammate may mean the beginning of an unhealthy rivalry, doubt, suspicion or simply not getting along well together.”

Does only your view of them chance when you burn a bond with a teammate or does their reaction to you change too? If so, does that mean i can dictate what another character is thinking about me? At least i can dictate that they think worse of me now? 

How exactly is this supposed to work? 

I posted this in the Latest Draft section and I realize I should have posted it here.

I posted this in the Latest Draft section and I realize I should have posted it here.

I posted this in the Latest Draft section and I realize I should have posted it here. Sorry for the double post, but I want to make sure I get some info on this.

Copy of Other Post Follows:

I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power? How does that workout in game play? So if the Hulk has +3 Smash and so does Luke Cage, who is stronger for example, clearly it should be the Hulk. Or what if say Wolverine had +3 Smash due to his claws, how is that separated from lifting power? To further clarify, could an attribute have some trait for it like, Protect 0 might have at trait of (Psychic +2), meaning that it is only +2 vs. psychic attack, is that part of advantages and powers?

Also, I noticed the attributes range maxes at +3 apparently, how are cosmic level heroes handled? So if I was playing Silver Surfer and another person was playing Black Panther how would their abilities and attributes scale. Is that also in power description, if so how exactly?

Based on the beta, the game looks great! Nice to see a non-complex hero game that is closer to the comics. I have been thinking of a game system pretty much like this for years. Glad someone is working on it.

Thanks

City Bonds.

City Bonds.

City Bonds. Now imagine a supers-team like JLA, Stormwatch or The Authority not just linked to a city but an entire planet. Or an Intergalatic defenders such as Green Lanterns, Guardians of the galaxy, Infinity Guard or OMEGA Men. Would you change City Bond to “Location” Bond to represent the PC area of action?

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.

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.