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.

A while back someone on the SomethingAwful RPG forum had the idea of doing a fantasy version of Apocalypse World;…

A while back someone on the SomethingAwful RPG forum had the idea of doing a fantasy version of Apocalypse World;…

A while back someone on the SomethingAwful RPG forum had the idea of doing a fantasy version of Apocalypse World; not D&D with the AWorld rules (i.e., Dungeon World), but looking at Apocalypse World through the lens of traditional fantasy. The joke at the time was that instead if the Gunlugger, you’d have the Swordlugger.

So, since things like this pop into my head just before I go to bed…

Fantasy World

The Angel -> The Apothecary

The Battlebabe -> The Barbarian

The Brainer -> The Sorcerer

The Chopper -> The Warlord

The Driver -> The Messenger

The Gunlugger -> The Swordlugger

The Hardholder -> The Landsmaster

The Hocus -> The Godspeaker

The Operator -> The Rogue

The Savvyhead -> The Artificer

The Skinner -> The Skald

This would be an interesting AW setup; the apocalypse being related to flooding or ancient floodwaters receeding.

This would be an interesting AW setup; the apocalypse being related to flooding or ancient floodwaters receeding.

This would be an interesting AW setup; the apocalypse being related to flooding or ancient floodwaters receeding.

http://www.nbcnews.com/id/51838658#byline

A bit more on “Dream World”.

A bit more on “Dream World”.

A bit more on “Dream World”.

Self: The measure of your self-image, self-control, and self-confidence.

Compassion: Your ability to help others, aiding them or supporting them emotionally.

Insight: Understanding the emotions and symbols in the minds of others.

Courage: Your ability to stand against the horrors you find in the minds of strangers.

Manipulation: This is how good you are at altering people’s opinions, ideas, or beliefs.

General Terminology

Dreamer: the person whose mind you’re in

Avatar: the mental representation of the dreamer or the PCs

Demons: manefestations of the dreamer’s negative emotions or mental 

Echos: the “inhabitants” of the dream who are not the dreamer, PCs, or Demons. Included minor bad guys.

Helping the Dreamer and defeating Demons

TBD. Treat like a front with a countdown clock? If the clock hits midnight, then the Dreamer is lost to madness, and the PCs are trapped in his mind forever.

Demons are NPCs with full stats; defeating them must be symbolic, and must involve the Dreamer himself somehow.

Defeating Demons with the Dreamer present, and helping the Dreamer confront his issues will cause the clock to tick down. Losing to Demons, or damaging the mindscape, will cause the clock to tick up.

Things you can do in someone’s dream (Basic Moves)

When you try to understand the symbolism in someone’s dreamscape, roll +Insight. On a 10+ ask 3, on a 7-9 ask 1.

• What does this dream object represent?

• What emotion is this object tied to it?

• How important is this symbol to the dreamer?

• What other symbols are connected to this object?

When you try to damage someone’s Demons, roll +Courage. On a 10+, you deal your damage to the Demon and your self-image is not damaged. On a 7-9, you still deal your damage, but the Demon manages to damage or corrupt your self-image.

When you attempt to alter the dreamscape around you, adding or removing details, roll +Manipulate. On a 10+ you can make a small change in your immediate area. On a 7-9, the dreamer’s subconcious resists; you either draw attention from his Demons or lessen your connection to the dreamscape.

When you try to create a piece of equipment from dreamstuff or alter your avatar, roll +Self. On a 10+, pick 2. On a 7-9, pick 1.

• You create the object or change your appearance

• You do not cause ripples in the dream that draws the Demons’ attention

When you try to convince a Demon you’re supposed to be here, roll +Manipulate. On a 10+ it buys it. On a 7-9, the Demon will need some sort of proof that you are part of the dreamscape.

When you face down the horrors of another’s mind be they demons or scenes, roll +Courage. On a 10+, you manage to keep your cool and are capable of acting normally. On a 7-9, you must freeze, flee, or fight.

When you communicate with the dreamer’s avatar, roll +Compassion. On a 10+, 

When you attempt to alter the dreamscape around you, roll +Manipulate.

When you attempt to alter the dreamscape around you, roll +Manipulate.

When you attempt to alter the dreamscape around you, roll +Manipulate. On a 10+ you make a small change in your immediate area. On a 7-9, the dreamer’s subconcious resists; you either draw attention from his Demons or lessen your connection to the dreamscape.

When you try to understand the symbolism in someone’s dreamscape, roll +Insight. On a 10+ ask 3, on a 7-9 ask 1.

• What does this dream object represent?

• What emotion is this object tied to it?

• How important is this symbol to the dreamer?

• What other symbols are connected to this object?

When you try to damage someone’s Demons, roll +Self. On a 10+, you deal your damage to the Demon and your self-image is not damaged. On a 7-9, you still deal your damage, but the Demon manages to damage or corrupt your self-image.

How the hell did I never notice this before?

How the hell did I never notice this before?

How the hell did I never notice this before?

Mal = Hardholder or Operator, depending on how you look at it

Zoe = Gunlugger

Wash = Driver

Jayne = Battlebabe

River = Brainer

Simon = Angel

Kaylee = Savvyhead

Inara = Skinner

Book = Hocus

I’m pretty sure they all use characters moves throughout the series, too.