There is no government, no society, in Apocalypse World. When hardholders ruled whole continents, when they waged war on the other side of the world instead of with the hold across the burn-flat, when their armies numbered in the hundreds of thousands and they had fucking boats to hold their fucking airplanes on, that was the golden age of legend. Now, anyone with a concrete compound and a gang of gunluggers can claim the title. What other authority is there?
And again later they talk about terminology and how the player characters (PCs) are special in the world of the Apocalypse:
Your characters are unique in Apocalypse World. There are other medics, and they might even be called “angel” by their friends, but you’re the only angel. There are other compound bosses and warlords who might be called “hardholders,” but you’re the only hardholder.
This got me thinking. Clearly these terms mean something in the setting. People refer to brainers or the brainer. They might mean a PC if one has that playbook or they might mean a non-player character (NPC) who superficially resembles that playbook.
So what if you took the playbooks of Apocalypse World and turned them around? What does an NPC gunlugger look like?
Obviously the PCs are the focus of the game so as the game master or MC, these NPCs should never outshine their opposite number. This goes back to the basic principle of being a fan of the player's characters. In fact I'm not sure I'd use them in a game that had their opposite number, except perhaps to act as a foil, to show how the Gunlugger is different from and exceeds the abilities of 'gunluggers'.
In this article I'll be looking at the necessary traits for each group (i.e. what makes a gunlugger) as well as some possible custom moves for them. The distinguish between PC and NPC version we will capitalize Playbook types and use lower case for NPCs.
angels
This is a guy or gal who can bandage wounds and patch up a gunshot wound. He probably can't bring back someone who just passed 12:00. The dead remain dead. If the PCs need him to bring back a comrade, that poor sap should be picking out their debility instead.So how to handle the character mechanically? Since stock is separate from the character, you could probably just have the PCs pay for stock used (maybe even having the patient roll +stock) and add some surcharge for the doc's time (1 or more barter, depending on the level of trouble the patient causes).
There should definitely be some downside to going to an unqualified angel. Here are some possible custom moves to represent that:
- Past Expiration Date: when treated by the angel with drugs (like chill stabs or chemostabs), roll+weird as if you opened your mind to the psychic maelstrom. In addition to the normal effects the MC will ask you a question. Anyone present will hear you mumble the answer in your delirium.
- Poor Sanitation: when you are treated by an angel even if a stock roll wasn't made, choose an additional option from the angel kit stabilization move.
battlebabes
The attractive but dangerous folk of Apocalypse World, the big differences between Battlebases and battlebabes is that the latter can't back up their violence and that their icy demeanor is more for show. When the shit hits the fan, they lose their cool. Still battlebabes can screw with one's head and put nasty metal things inside you all the same.Mechanically, I'd treat them as any other NPC. To give them some edge perhaps add:
- If Looks Could Kill: when meeting the battlebabe for the first time roll+Cool. On a 10+, no problem. On a 7-9 the MC holds 1, On a miss the MC holds 3. Hold can be expended to make you flinch, hesitate, or swoon. Take -1 forward each time hold is spent as you are distracted by the image of the battlebabe.
brainers
The psychic freaks of apocalypse world, brainers are the group most calling out for more support as NPCs. Given that deep ear plugs explicitly stop brainer moves, not including them in a game using that item would be a terrible loss of an opportunity.Obviously brainers have some sort of talent with the psychic maelstrom or other unusual power. Here are some custom move ideas. No one NPC should have them all and even one should be enough:
- In My Head: when interacting with a brainer or in the same room as one roll+Cool. On a 10+, your thoughts are your own. On a 7-9, the MC gets 1 hold. On a miss, the MC holds 3. Hold can be spent as if the NPC was using Read a Person.
- Brain Control: when a brainer has time and physical intimacy they can implant a command in your head. If you fulfill the command mark 1 experience circle. If you resist roll as if Acting Under Fire.
- Psychic Sword: the brainer is always armed with his or her mind. Treat it as a weapon (2-harm ap close loud-optional).
choppers & drivers
In both of these cases the difference between them and their playbook equivalents is that they just have the crap. The Driver is incredible behind the wheel. drivers just have car and a good knowledge of how to use it. choppers have a gang with motorcycles, while the Chopper is leader among outlaws.gunluggers
gunluggers are similar to choppers and drivers, they are defined by the access to high-powered weaponry to some extent. On the other hand to differentiate them from the common mass of violent thugs, you might make them just a bit stronger and tougher than the rest.Custom moves for gunluggers are simple things. These are not complicated people:
- Ultraviolent: the gunlugger deals +1 harm when inflicting harm.
- Tough As Nails: the gunlugger can take more harm than most. It takes 4-harm for them to die.
hardholders
Much like the previous entries, hardholders are people who happen to own something. In this case that something is a fortified compound of humanity. They might be weak or they might rule with an iron fist. Fundamentally they are in charge. Until the PCs change that.hardholders tend to have more money than most which makes the following custom move appropriate:
- Money Talks: when a hardholder drops a large amount of jingle for you to do something, roll+Cool. On a 10+ you can walk away. On a 7-9 the MC holds 1. On a miss the MC holds 3. You can spend this hold by doing what the hardholder wants. The MC can spend it to have you take -1 forward.
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