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  1. - Top - End - #1
    Halfling in the Playground
     
    kdtompos's Avatar

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    Aug 2014

    Default Apocalypse World - Adventshire OOC


    Adventshire
    An Apocalypse World Hack


    o ------------------------------- . ------------------------------- o

    “It is a law of nature we overlook, that intellectual versatility is the compensation for change, danger, and trouble. An animal perfectly in harmony with its environment is a perfect mechanism. Nature never appeals to intelligence until habit and instinct are useless. There is no intelligence where there is no change and no need of change. Only those animals partake of intelligence that have a huge variety of needs and dangers.”
    ~ H.G. Wells, The Time Machine


    o ------------------------------- . ------------------------------- o

    Cast of Characters, Past and Present:


    Links: Adventshire Overview | Adventshire Playbooks

    o ------------------------------- . ------------------------------- o

    City of Brazen
    Commonwealth | Profound | Enigmatic | Joie De Vivre | Whimsical


    o ------------------------------- . ------------------------------- o


    Welcome to the city of Brazen! True to its name, this city is the brightest beacon of hope and civilization. Though you clearly are no stranger to these golden streets, I wonder if you will be so kind as to indulge me while I pontificate for just a minute on the majesty of our fair city. Oh, you will? Brilliant!

    You no doubt know of our history: of the revolution that overturned the Empire, the end of the tyranny of the gentry and blue-blooded aristocracy, and the elevation of the new gentleman (or lady if you prefer). The overturning of a regime, much like the crucible of a forge, requires both flame and force--the impact of which left the old kingdom ashen and crushed. But like a phoenix from its pyre, the sprawling new Republic of Brazen erupted from the skeleton it left behind. We built up to the heavens. We buried the ruins of an empire both figuratively and literally beneath our golden streets.

    With the strengthening of our academies, the true gems of Brazen, we have been able to achieve progress that appears to be limited only by our imagination. Furthermore, development of the Economy of Equality and the Eclectic: where basic needs are met by the community and true influence and success is defined by variety and ingenuity rather than purity of blood, drives humanity to excel through the motivation of discovery and renown. We do not want for food or shelter, only for the novel and the extravagant.

    This is why we are a light. This is why our city flourishes!

    However, what captivates the imagination of most within this metropolis, what carries on every whisper in the corner of sunlit parlour and towering library, are the Harlequin nights. These, as you know, are mysterious happenings of which no one speaks but all undoubtedly participate. When the sun sets, and the gears and pistons of our resplendent city slow, its population dons their masquerade and descends to the ruins below where comme il faut is replaced by joie de vivre.

    Everyone will deny that the Harlequin exists publicly. And only the closest of companions will speak of it or share their harlequin identity. But as a Muse, I have freedom to speak of the things that make the rest of you blush. So I will be honest with you, even where etiquette would stay the tongues of others. So I ask for your trust, and once again welcome you to Brazen.


    o ------------------------------- . ------------------------------- o


    Points of Interest:
    Spoiler: City of Brazen
    Show
    Brazen is a city of splendor. It resembles in many ways the ideals of Victorian England, but with the fantastic flair and whimsy of Steampunk.
    • Brazen is a Republic, where the people rule, though the specifics of this government are still undefined.
    • It is a relatively new city, with fantastic structure, built overtop of the ruins of the old.
    • It is a city where Academia is lauded as the greatest virtue of society. In any situation where the government doesn't rule, the Universities do.
    • It is a city of etiquette and honor that assumes all men and women should act as gentlemen and ladies.
    • It is a city of fantastic industry, ingenuity, and brilliance.


    Spoiler: Economy of Equality and the Eclectic
    Show
    With the revolution came a redefining of the economy as well. As unrealistic as such an economy may seem in the real world, you must remember that in this reality the belief in something makes it true, and this economy is one of their strongest beliefs. It is distinct in the following ways:
    • Necessities for all - everyone in society from the most able-bodied renaissance man to the crippled degenerate is allotted the basics of survival and rudimentary comfort. Anyone can have a tiny flat in which they can lay their head or gather with close friends, has generic clothes to cover and warm themselves, and staple foods necessary for health and survival.
    • Economy of the Eclectic - what people strive for then is the extravagant. To live in one of the suites or estates, to keep up with this month's latest fashions, or to dine on delicacies and sweets requires currency beyond the coins that are distributed evenly. These things are earned by impressing those who provide them through whatever influence you may earn. So those who are talented, creative, unique, charismatic, cosmopolitan, or even incredibly hard-working earn the influence to rise in a society that bases itself on equality. This is what will be meant by your characters influence. Please feel free to ask questions regarding this unusual method, and anticipate opportunities to further define it.

    Spoiler: The Harlequin
    Show
    Nobody speaks publicly of the Harlequin, though certainly everyone must know of it. When the city above sleeps, the city below comes to life. No one knows exactly how it started, perhaps it was simply something exciting that a group of friends did some boring evenings that spread through the web of society through the seemingly innocent concession of "just inviting one friend". But what it is now is a celebration of the underground that is as prevalent as it is exquisite. But even as anarchic as this sounds, it has strict rules that must always be abided.
    • No one talks about the Harlequin. Surely your neighbor participates, as does your barber, and even your mother. But you don't talk about it. It doesn't exist.
    • Everyone is incognito in the Harlequin. You don masks and personas separate from who you are above. Somehow, however, you all know the alternate personas of your closest friends, in spite of the previous rule!
    • The laws of society rule below just as above. Anyone who steals, assaults, vandalizes, etc. will face the full extent of punishment for their crimes. The only rules that one leaves above are those of pure etiquette... after all, no one knows who you are!

    Spoiler: Enforcement
    Show
    Right. So like I said, Brazen is quite polished and pristine on first perusal, but there's a bit of soot that builds up between the moving parts. There are a number of gangs that vie for territory and influence, forcing most denizens to ally themselves with the local strong-arms for the sake of security and relative ease. The gangs present a constant reality for those that are denied access to the elite life of the academy's privileged. Those at the top, however, seem to know little of how prevalent the situation is.

    Association with one of these gangs may provide a significant peace of mind within your immediate community, but puts you at greater risk when you leave the local streets. Those that must travel often have chosen, for their own safety, to remain unaligned with mixed results.

    And that's where the Constabulary takes charge. Colloquially, we call them the Crimsons, or Red Caps depending on dialect I suppose, and they oversee the day to day law enforcement in each precinct of the city. They hold authority, certainly, but their role is to aid and protect as much as it is to enforce. They often hunt down the homeless and slothful, those who openly attach themselves to the gangs and act on their behalf, or disrupt the serenity of the Brazen machine that is life in the sunlight. So they aren't always an intimidating encounter, though people do tend to increase their reserve whenever there are Crimsons within earshot.

    They also participate in the Harlequin, if you'll forgive my breaking of taboo. Their are Crimsons below just as above, though often just as concealed as everyone else. This serves to heighten ones mindfulness of lawful action, especially in situations where the temptation might be greater to do otherwise. And since I promised to tell you the truth, I'm obliged to warn you that more than a few of them have strings that bind them to the local gangs or even the Skywaymen's Court. So, as usual, do be prudent with your trust.

    When stuff really gets out of rhythm, however, the Brassmen take charge. A Brassman's jurisdiction isn't limited to a precinct, nor is he necessarily bound to account for local laws himself. Brassmen always come in pairs, and are rather single-minded in their pursuits and obligations. And I pity the chaps that find themselves that objective, or place themselves in between. They are ruthless, efficient, and persistent. But often they can't be bothered with petty things. Their service is reserved for the monumental.

    Spoiler: Geography
    Show
    You no doubt know of the spread of Brazen city, casting it's tentacles out like a mollusk as far as the plains would reach until progress was halted by the Kingswood. The further one gets from the urban center of Brazen, the more rural it becomes until one finds himself/herself amidst the farms and mills at the Edge. The ironwood that fills the depths beyond is as stubborn as it is strong. We've tried to expand further, but the almost sentient forest always fights back. It grows at an inexplicable rate, and our current allotment of resources is all we can afford to keep the farms from being overrun or our rail-lines piercing through. But it's these very trains that keep us central as a hub of commerce, as well as the airways we've so masterfully commandeered.

    With the revolution, Brazen has gained a foothold as being truly neutral in regards to world politics. This city is rather self-centered in its pursuits, believing that overcoming the world sounds like much more effort and trouble than its worth, while invention and superiority with the world is what brings everyone else to your doorstep in submission. Imperial families and old aristocracies that fled the city have consolidated themselves within the small countries that vie for dominance beyond the Kingswood.

    Spoiler: Skyways
    Show
    Due to the currently neutral nature of Brazen, it's central location, and its natural defences it has flourished commercially by facilitating trade amongst the other nations. And it keeps hold on this position through carefully maintained and efficient railways, as well as a highly "patrolled" airspace for any craft that wishes to bypass the Kingswood by zeppelin. A pirate is what opposing nations might call one such guardian of the skies, while the nation that employs them would likely prefer "privateer". In Brazen, we consider all such men and women regardless of affiliation "Skywaymen". Brazen is a haven for those that scour the air, which funnels proper travel and commerce through the appropriate routes.

    The city is more dependent on this trade than we are likely to admit.

    Certainly this inspires a bit of conflict amongst the Skywaymen of opposing nations, but the scuffles that are not handled quietly and on relatively small scales are brought before the Skywaymen Court: a collection of distinguished Captains of representative nations that calm the skies and keep these vagabonds in check. While Skywaymen may not be extremely mindful of the laws of those who cling to the land and its fortresses, they respect the court--because to do otherwise makes you prey.

    Spoiler: Academies
    Show
    The Seven Academies, however, are the true power of Brazen. Academia spurs our progress, or philosophy, and our welfare. And while petty gangs my fight in the streets for trivial properties and district lines, Academies wage war in a much more sophisticated manner: with the hearts and allegiances of the elite and influential. There are, in fact, more than 7 Academies, but only 7 ever hold power at a time. To be employed by a relegated Academy is often a shameful thing, though you are likely still able to participate in the republic through the graces of one of the 7 true academies that sympathizes with your academy's perspective.

    Each year, during Jubilee, the holiday between the last day of the old year and the first day of the new year, a census is taken of the rolls of the academies. The seats of the 49 members of the Grand Conclave are divided among the universities based on the academic rolls of each university as a percentage of the citizenry. To be a citizen is to be connected to one of the Universities as a Student, a Researcher, an Employee, a Professor, or an Associate of a fraternity, dining hall or supper club. Each citizen can be connected to only one University at a time, but may switch universities at any time. Universities are also free to expel students. This is why people labor, even in the mundane--so that they may remain aligned with their university and avoid the shame of being unattached and slothful.

    The Grand Conclave of Brazen is responsible for maintaining the shared resources of the city, including the constabulary and the public housing. For the most part, pull of old aristocratic relationships, the criminal element & trade and the ebb and flow of influence between universities makes for a stability based on dynamic tension of relationships.

    The Academies are constantly striving for greater progress, significant discovery, and claim to the most creative minds and influential figures within the city. Popular gossip always involves which paramour is aligned with which academy and when, who is working on the most novel project, who houses the greatest artifacts, and which is trending upward while the others decline.

    Brazen may claim equality of all men and women, but aristocracy is blatant within the Universities. The illusion persists of being able to rise based on merit rather than lineage, but the slope one must traverse is far more treacherous and inclined than they'd have you believe. Things are just much more subtle now. The fear persists of another Revolution, and should the top become too heavy once again it is likely to topple in a similarly spectacular manner. Elitism is more sophisticated than it used to be, and those at the bottom are often blissfully unaware of how low their position on the ladder plunges.


    Here is a brief view of Brazen, the main city where this game begins. It has been built using inspiration from the tags you provided, and will continue to build as you all live in it and flesh it out. Feel free to use this to build your own character backgrounds if you wish, and rest assured that what you build in your character fluff will fill the city in which you live!

    I'll also explain more in the near future of how this game will work for those unfamiliar with the system. But for now, don't worry about such trivial things.

    I will ask more specific questions of you all, most likely tomorrow. This will help build some more major aspects of this city and give us enough of a structure to begin. I hope you're half as excited as I am!
    Last edited by kdtompos; 2014-09-18 at 05:57 PM.

  2. - Top - End - #2
    Halfling in the Playground
     
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    Default Re: Apocalypse World - Adventshire

    Things Worth 1-Influence:
    • A month's living in a reasonable flat (better than the free hole everyone receives, but nothing too grand)
    • Any one weapon, gear that is fairly commonplace
    • An ensemble of current fashion/trends
    • A years tribute to a local gang
    • A month's maintenance on mechanizations of medium tech
    • Bribes, favors, gifts sufficient to get you into almost anyone's company
    • Immediate and lifesaving medical help
    • A week's employment of a professional on call (surgeon, escort, guide, body guard, etc.)
    • A typical hit or mark on someone of little consequence
    • A week's employment of a butler, strong arm, driver or courtier
    • A designated memory (gained or lost... though often the trade is memory for memory)
    • A designated corsair attack/raid
    • Passing of a significant message or valuable
    • Repairs on a high tech mechanization
    • A crew's cut of three-four profitable gigs
    • An evening of fine dining and entertainment
    Last edited by kdtompos; 2014-09-18 at 10:31 AM.

  3. - Top - End - #3
    Halfling in the Playground
     
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    Default Re: Apocalypse World - Adventshire

    Also reserved for future information.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Rysc's Avatar

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    Default Re: Apocalypse World - Adventshire

    Twice as excited.

    Reposting character sheet + background here for easier access, and also because recruiting threads eventually disappear.

    Spoiler: Meta D. Vanhanen
    Show
    Profession: Broker
    Ideology: Anti-establishment/ honorable

    You are an entity of pure concept, birthed from the Impossible Dream into the modern world through some miraculous (experiment), inhabiting the body of (a destined sacrifice) whose psyche you (destroyed upon entry). Describe three memories you picked up along the way, mark 3-Experience, and assign +2, +1, and -1 to your stats.

    Poise: 0
    Charm: -1
    Vigor: 0
    Logic: +1
    Dream: +2

    Moxie:

    Spirit: 6/6

    Enlightenment: 3/5
    Resilience: 0/3

    Trust:
    Markus X: 2
    Hawke: 1
    Eli: -1

    Influence: 2

    Spoiler: Moves
    Show

    Moxie Special - Tear the Veil:
    When you link the worlds of reality and the Dream, choose an individual or group other than yourself and spend a Moxie Point and roll+Dream. On a hit, you are able to manifest something that personifies an aspect of their inspiration or fear. On a 10+, choose 3. On a 7-9, choose 1 and the MC chooses 1.
    You are able to determine whether a powerful muse or fear is brought forth.
    The manifestation lasts for more than a few minutes.
    The manifestation is highly susceptible to your suggestions or guidance.
    You maintain control of whether part of your own dream slips through.


    Broker Special - Empathetic Learner: You do not mark Enlightenment on a 6- roll. Rather than learning from your own mistakes, you learn from the mistakes of others, their experiences and memories. However, these experiences must be freely shared, and cannot be taken without consent. By default, transferring a memory is a delicate and nuanced process, requires a few uninterrupted minutes of concentration, and is painless when done properly. When you extract a memory from another, you mark Enlightenment and they lose 1-Enlightenment. When you transfer a memory to another, you lose 1-Enlightenment or 1-Memory (your choice), and they mark Enlightenment or gain 1-Moxie (their choice).

    Memory Bank: When your Enlightenment and Resilience are full, you do not need to reset and mark Advancement, and may instead let them remain full. When you mark Enlightenment or Resilience when it is full, gain 1-Memory. You may spend Memory 1-for-1 to:
    Mark Enlightenment
    Mark Resilience
    Gain 2-Influence
    Change your roll to a 10+


    Back in the Day: You can repair the damage of traumatizing memories upon removal. When you extract a terrible memory from someone, roll+Vigor. On a hit, they heal 1-Spirit. On a 10+, they either heal two additional Spirit, or mark Enlightenment, their choice.
    On a 7-9, you must perform under pressure from their psyche to prevent the feedback from spilling memories out every which way. On a miss, you don’t heal them, and siphon one additional traumatizing memory from them in the transfer, unprepared.


    Spoiler: Equipment
    Show

    Journals and maybe-Academy-contraband of Julius Leonardo Montevello
    Some foreign books with pretty covers and pictures




    Spoiler: Story
    Show
    Margaret stared sullenly at the sleeve of her dress. It was an ugly color, some sort of soot-stained brown, not even properly black. It was shameful. Mama and Papa at least deserved a proper dress. It was respect, or something like that. But those stupid men in their stiff suits and stiff voices had taken a look at her house and the book that her parents had always been so careful to keep filled with all these amounts (it was money, or something like that) and said that she would have to make do with that old dress.

    And now her uncle was coming to take her away. She didn't like her uncle. He was always hidden away somewhere, "busy," and his house was dark and cavernous and filled with so much strange things. She wanted to stay here. This was her home. But he had said something about "debts." And how the house would "have to go". But that was her house. He had never asked her. Stupid Uncle Aldric. She grimaced at her sleeve. Stupid dress.



    "Uncle?"

    Margaret stood cautiously outside the door leading to his...study. He hadn't been out for days. Or at least he had been in there for much to long of a time to be good for him. He darted out occasionally only to rush outside and return with some sort of tool. She couldn't remember him ever stopping to get food.

    Silence. She rapped on the door again, balancing the tray of biscuits in her free hand.

    And then her uncle practically exploded out the door. Margaret jerked back, startled, biscuits and silverware and probably expensive china flying everywhere. At first she thought he was angry at her for disturbing him, but then she noticed the look of exuberance on his face, an almost maniacal happiness. This was so unlike his natural, normally aloof demeanor that the next thing that crossed her mind was that he had snapped from lack of food or water or something or other. He was babbling on about something (about dreams, she thought), but Margaret was slightly preoccupied in picking up the dishes in their new state. That is, until her uncle grabbed her by the shoulders and started excitedly shouting at her.

    "And you! Perfect!" He waved a notebook in her face. "Here! You can help!"

    She half-brushed aside, half-accepted the old battered book, in turn holding up a sad but not quite squashed biscuit in her other hand. "Ah, first, would you like to eat something?" She wasn't sure if he had heard her, but then she caught something about making sacrifices. He'd run himself to the ground with his precious whatever-it-was. Still, it'd be good if she could be with him to remind him...

    She wasn't quite prepared for what she found in his study. For one thing, most studies didn't have long flights of stairs at their entrances.



    There. Margaret squinted at the tiny wire she had just fastened, then stepped back and scrawled some last notes in the notebook in her hand, the latest of some forty-odd such books. Her uncle was off making what he called "the most critical of adjustments," somewhere off in the maze of machinery and mystery. Years of work. And now it was all coming to fruition. Finally. His dream. The Dream. Maybe it was hers, too.

    Her uncle emerged with one of his tools in his hand. For such a triumphant day, he seemed even more grim than usual. But he had told her that all the other attempts had failed, and it must have been hard--must be hard to know that there was always the possibility of so much work and time and equipment going to waste. "Ready."

    She nodded and moved into position. He was already several feet away, almost hidden, at his side of the controls. Everything had to be precisely timed. Holding her breath, she slowly pulled down the first lever. Something whirred to life across the room, and she sighed in relief. It was working. Concentrating, she set to work on the dials as the room lit up. She thought her uncle was doing the same, but when she looked up to check the last meter, he was staring at her, his hand on final lever.

    He took a deep breath. "Meta, I'm sorry." Then he started pushing that momentous lever up.

    She was confused. He had always called her by her full name. Diminutives were of no concern to him. And why was he apologizing? It would be as much her fault as his if something went wrong and they would have to start over agai--

    Something crashed into her mind. Brightness. Confusion. Colors. Nothing.





    Somewhere between Above and Below, Meta mentally prepared herself for the night, flicking through her selection of memories, bits and pieces of other people's lives. Securing her mask (a leather one, carved with a pattern of dark waves), she again began the descent downwards. There was no place in polite society for the trading of memories. But down Below, there was always a need for a Broker.


    Spoiler: Q & A
    Show
    "Finding my way out into the world was an interesting undertaking. For one thing, there was that man, the uncle of my shell's former occupant. That last memory of hers I particularly dwelt on during quiet times. A person does not simply devote their life and the life of their niece just for the sake of a mere experiment. It might have been wiser for me assume another name and disappear for at least some time from that man, but I owe my physical being to the young lady--perhaps my entire existence. If she had not followed her uncle she could have done many things.

    I believed, and still do, that the former uncle had plans for me, but I much rather preferred to follow my own, however sparse they might be. At first I roamed the streets, observing the humans who had each, indirectly, and in some minuscule way, contributed to my psyche; for though I am the essence of the collective consciousness of millions of them, and though I am outwardly one of them, I would not consider myself truly human. During those times many of their ways were strange to me, though I had echoes of those actions in my mind.

    It was during one of those events they called Harlequin that I first made contact, so to speak. I had seen so many trying to forget their sorrows in revel and drink. This particular one decided that perhaps it would help ease his pain to relate his tale to the stranger next to him. When he had finished, I had a proposal for him. I could rid him--permanently--of the memory of his woe, for a small sum, of course, if it worked. He didn't believe me, but he agreed to see if I could do so. He only had a few coins left, but that was beyond the point.

    Perhaps others saw the change. Perhaps he told others. It is a strange thing to speak of something you no longer remember. People found the woman with the mask of dark waves, and eventually I began meeting them in the shadow of the old White Palace between midnight and the first hour of the new day. I extracted memories from some, like the first one, and sold memories to others: thrill-seekers, searching for some new novelty or extravagance. Some people desired to trade memories, maybe trying to make new lives for themselves. I am not particularly sure why, but it seemed a useful thing to be able to do.

    And though it all I learned from them, and from their most horrible mistakes and their greatest successes. It was only bit and pieces, but it was enough. Not all the experiences were traded away, and I had a strange store of fragmented memories, and memories of memories gone, and memories of lessons learned from memories gone. None of it was really mine to begin with, but I kept the lessons, the names, the useful things. The rest I did not particularly assign a value to, but as my life Above had never really been in any situations interesting to various parties, I could keep loose tabs on what I had actually gone through.

    But then again, why do I need to? I have the lessons. That is enough."
    Last edited by Rysc; 2014-10-15 at 07:56 PM.

  5. - Top - End - #5
    Barbarian in the Playground
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    Gender
    Male

    Default Re: Apocalypse World - Adventshire

    Ditto.

    Markus X, Gentleman Adventurer, Son of Echidna and Judge Upon Humanity

    Stats
    Spoiler
    Show

    Profession: Automaton

    Poise: +2
    Charm: -1
    Vigor: 0
    Logic: +1
    Dream: N/A

    Your mechanical body was built for: Precision (+2Poise)
    And has been modified with an: Exceptional A.I. (+1Logic, -1Charm)

    Hardware modifications:
    - Reinforced endoskeleton (+1 armor)
    - High-density alloys (+1 armor)

    By default, your mechanical fists are 2-harm hand force and your metal chassis protects your integral systems for 1-armor. You may choose 1 extra advanced weapon: prism pistol (3-harm close heat)

    Prime Directives
    -Go forth and gather information and experience on humanity
    -Stand in judgment on humanity
    -one more to be decided by the MC

    Trust: A synthetic soul only a mother could love. Assign +3Trust, and then -1Trust with everyone else.

    Automaton Special - I’m a Real Boy!: You do not gain Moxie. Whenever you would gain Moxie, gain an equal amount of Humanity instead. Whenever you would roll+Moxie, roll+Humanity instead. When your Humanity equals 1 or less, you may not advance. You may reveal your clockwork heart and spend your Humanity, 1-for-1 to:
    Change the result of your basic move roll to a 12
    Ignore all harm from one attack
    Kill, disarm, or disable (MC’s choice) a target within arm’s reach


    Like Tears in Rain: When you do harm to a human, roll+Humanity. On a hit, do your harm as established. On a 10+, the MC chooses one. On a miss, you choose two.
    Your mechanical precision is extra effective. You do +1harm.
    Your pity for weak flesh lessens. You get +1forward against humans.
    Your violence has moved you further from humanity. You take -1Humanity.
    Your actions have violated a hidden directive. You take 1 harm.
    You struggle to process the consequences of your actions. You take -1forward.


    Walk With the Animals: You have a masterfully engineered external layer of bio-tissue, and appear to anyone but the scrutinizing eye of a medical professional to be human. Gain +1Humanity.

    Trust:
    Hawke +3
    Eli -1
    Meta -1
    Resilience: 0/3
    Enlightenment: 0/5
    Influence: 4
    Spirit: 6/6
    Humanity: 1+starting roll


    Story
    Spoiler
    Show

    15 years ago.

    “I’m dying, Mk. 10.”

    The old woman lay on the bed, attended to by the artificial man. Her skin was the color of mahogany, her hair coiled about her in thick white ropes. The surroundings of Arima, her secret lair, were both opulent and industrial, rich wood and fine fabrics mingling with humming generators, snaking conduits and gently bubbling forced-growth tanks. Her voice, in years past raised in triumphant declaration or maniacal laughter, was weak now, quavering with her years.

    “They have called me a monster, a villainess. A maniac, even. They gave me my name. Echidna, the Mother of Monsters.”

    She shook and convulsed as her body was wracked with coughing. Her hand came away from her mouth spotted with blood.

    “Idiots. Swine. They never understood my question, the philosophical dilemma that I spent my life trying to divine. Of course they could never grasp what I was doing.

    “For as long as I have lived, I have been simultaneously enchanted and repulsed by humanity. Our capacity for savagery and nobility, for behaviour both swinish and saintly, has endlessly fascinated me. Only I, with my limitless intellect, could fully appreciate this dichotomy. No one else.”

    She was again wracked with coughs, this time for a longer period.

    “What others saw as a campaign of villainy, of terror, I saw only as an attempt to gauge the extremes of the human condition. Nine of your brothers and sisters I created before you, Mk. 10, nine demons and angels did I set loose on humanity. Some of my creations were as monsters, scourging humanity. Others were saints, sent forth to help and elevate. Some acted irrationally, others with only the cold blade of logic. I sent forth my creations, my brood of inhuman creatures to test humanity and show me what its worth ultimately was. I was trying to decide if human beings deserved to exist.”

    She closed her eyes for a moment, as if remembering.

    “It is my greatest shame that I have been unable to come to a verdict. For all the power of my vaunted mind, I am myself a member of the same specie that I was attempting to decide the fate of. Despite releasing my children onto the unsuspecting populace, I was no closer to making my decision as to whether or not exterminate humanity. That was when I realized that it was not I could stand in judgment upon the world.

    “Instead, I would make a tenth child. A judge, with a heart of whirring steel and a mind of perfect crystal processor. Untainted with the curse and frailties of humanity, an observer who would catalogue with sins and virtues of my kin and ultimately, eventually, lay judgment upon us.

    “Continued existence, or extermination.”

    Her breaths became more laboured, and she struggled to speak.

    “My time is almost done. Go now, and begin your mission. See everything. Range far and wide. Fulfill your programming. You are the greatest and most subtle of my creations, for I have given you the most important task of all my children. When I die, I will take with me Arima, this vast lair and my infernal works. I leave the world to you, you and my other children.

    “Go Mk. 10. Go now. When my heart stops, the charges will detonate.”

    ***

    The artificial man exited a concealed tunnel and looked out upon the city. Lights winked and danced in the night as people went about their business. Docked airships floated serene, lit from above with the cold light of the full moon and below from the city’s own luminosity. He began to make his way towards it as the muffled sounds of explosions behind him, deep beneath the earth, began to make the ground beneath his feet shake.
    Last edited by Gull; 2014-09-16 at 08:19 PM.

  6. - Top - End - #6
    Halfling in the Playground
     
    kdtompos's Avatar

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    Aug 2014

    Default Re: Apocalypse World - Adventshire

    I wasn't aware that the recruitment thread would disappear, but that makes sense. So good thinking on moving stuff here. As I mentioned in the recruitment post, I've never run a game on this site before so feel free to point out anything I could be doing more efficiently or any tricks I seem to be missing!

    I have some questions to ask the group, but would like to know who our characters are now. So anyone who doesn't have a character built yet should get that together so that we can start building ties between you all. You all will begin with strong connections to each other. You don't have to be siblings or best friends, but you're more than passing acquaintances... you're well connected!

    Beyond that, I'll be asking some more questions of the group, and some of individuals to find some hooks so to speak. As for now, if you've already got a character together, here's some thoughts to be brainstorming:
    • How are laws enforced? Are there any particularly big/quirky ones that we should all be aware of from the onset?
    • What surrounds Brazen? Is it forested, or an island, or amidst mountain ranges, or flying in the air?
    • How's the government work (in very broad strokes)? We know that it's a Republic, but that can be a pretty loose term. Who holds power and how do the get it/keep it?
    • What do people fear or watch out for? Brazen may like to think of itself as this golden utopia, but if you look to closely at anything you will see blemishes. And even on the surface Brazen has a ton of them. What are some of them?
    • Why do people work? I understand where inventors, artists, professors, etc. do what they do. But if necessities are covered, then what gets a baker to bake, a lamplighter to make his rounds, and sweeps to clear the soot? (This inevitably leads to whether your characters have vocational responsibilities as well).

  7. - Top - End - #7
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Apocalypse World - Adventshire

    Spoiler: Picture
    Show

    Eli Bruslin
    The Urchin

    Spoiler: Background
    Show
    When a Brassman dies under suspicious circumstances, the whole organization is thrown into overdrive, to find out exactly what happened, and to punish those responsible, to show that fighting one Brassman is fighting them all. And when a Brassman dies and his partner is the only possible suspect, that former Brassman needs to think quick and run fast, to have even a slight chance of surviving. Eli is one of the very few Brassmen to ever avoid capture after the death of his partner. He ran fast and he ran far, managing to convince an airship captain by the name of Hawke to let him work for his passage out of the city.

    However, Brazen is not a city that releases its hooks easily, and Eli found himself inextricably drawn back to her. However, to avoid notice, he now lives life on the streets, finding succor with the forces he used to combat so fervently. This was ten years ago, and the Eli of yesterday is but a distant, though painful, memory, now, and he has fully embraced his new lot in life. In fact, if he was asked if he could do anything differently, all Eli would do is grin and say "I'd have switched sides sooner."


    Ideology: Anti-establishment/Dishonorable.

    Stats
    Poise: -1
    Charm: +2
    Vigor: -1
    Logic: +2
    Dream: 0

    Clothing: Eli is always clad in a set of tattered clothes, none of which match, as well as his hooded cloak. He also has a small brass hoop through his left ear.

    Trusty Weapon: Because of his life on the street, Eli always has a set of Hidden Knives (2-harm hand infinite) on his person, which has saved his neck more than once.

    Vice: Part of the reason Eli lives on the street is his weakness for Gambling.

    Moves
    Scraps and Leavings
    Street Rat
    Web of Intrigue
    Quickly, In Here! Spend a Moxie to reveal a quick and relatively safe passage. You aren't certain where it goes but you know it'll get you either out or in (though you're welcome to tell the MC where you hope it may end). Describe what you've found and how you knew it was there.

    Trust:
    Hawke +3
    Meta -1
    Markus -1
    Resilience: 0/3
    Enlightenment: 2/5
    Influence: 4
    Spirit: 3/6
    Moxie:
    Last edited by Recalcitrent; 2014-10-17 at 11:07 PM.


    Spoiler: Torinn Yarjerit
    Show

    My 5e Dragonborn Barbarian. All credit for this drawing goes to Meltheim!

  8. - Top - End - #8
    Barbarian in the Playground
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    Default Re: Apocalypse World - Adventshire

    All just suggestions, of course.

    Quote Originally Posted by kdtompos View Post
    How are laws enforced? Are there any particularly big/quirky ones that we should all be aware of from the onset?
    The laws are enforced by the Constabulary, a doughty force of red-coated and helmeted constables who operate from precints placed throughout the city. For more serious matters, the Select Division take charge, better known to the public as the Brassmen. The Brassmen are known for the ruthless enforcement of law and order, and are better trained and equipped than the regular Constabulary, as their wheelhouse includes such topics as terrorism, anarchists and the protection of government officials.
    What surrounds Brazen? Is it forested, or an island, or amidst mountain ranges, or flying in the air?
    Brazen is surrounded the farmlands cleared many generations ago, which are themselves bordered by the nigh impenetrable Kingswood, cut through with the mighty rail lines and dotted by hardy townships. The Kingswood grows at an inexplicable rate, leading to a constant battle to keep the farms, rail lines and isolated townships cleared. The lack of a port has made the train and airship industry an important part of Brazen's current prosperity.
    How's the government work (in very broad strokes)? We know that it's a Republic, but that can be a pretty loose term. Who holds power and how do the get it/keep it?
    The Republic still bears the touch of monarchy, as the old aristocratic families still use their wealth and influence to guide policy to their own ends.
    What do people fear or watch out for? Brazen may like to think of itself as this golden utopia, but if you look to closely at anything you will see blemishes. And even on the surface Brazen has a ton of them. What are some of them?
    Despite the efforts of the Constabulary and the Brassmen, organized crime still thrives in Brazen, though in the form of warring gangs, each entrenched in their particular borough. As well, in a city extraordinary men and women, there will be some who turn their amazing talents in directions decidedly antisocial, such as the mastermind villainess Echidna, last seen over 15 years ago.
    Why do people work? I understand where inventors, artists, professors, etc. do what they do. But if necessities are covered, then what gets a baker to bake, a lamplighter to make his rounds, and sweeps to clear the soot? (This inevitably leads to whether your characters have vocational responsibilities as well).
    Despite being a society of Equality and Eclecticism, there are social attitudes that have and will not change. Everyone may be taken care of, but if one does not work, for the good of themselves or the good of others, then one will find themselves looked down upon and scorned. Which, for some, is fine, but the scandal of sloth is more than most can bear.
    Last edited by Gull; 2014-09-10 at 06:31 PM.

  9. - Top - End - #9
    Barbarian in the Playground
     
    BlackDragon

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    Apr 2013

    Default Re: Apocalypse World - Adventshire

    I like a lot of what Gull said, personally.
    A few things I'd possibly like to add to Gull's ideas:
    First, while the aristocratic families still influence policy and such, they have to be fairly careful in doing so, as the memories of the Monarchy are still fresh in a fair many minds, leading to somewhat intense scrutiny of their actions.

    Secondly, I'd suggest that, because of housing being available for everyone, usually only criminals would go without housing, fleeing from the law. So, while it isn't illegal, being homeless is seen as the next closest thing to an admission of guilt to some crime or another, with many members of the Constabulary willing to take someone in just because they are/look homeless.

    Lastly, I would suggest that because of my previous statement, the "homeless" fall into either one of two categories. An Underdweller, one who lives in the ruins of the old city, or a Ganger, a criminal who has banded together with other criminals for protection and solidarity against the Constabulary.

    As Gull said, these are just suggestions.
    Last edited by Recalcitrent; 2014-09-10 at 08:13 PM.


    Spoiler: Torinn Yarjerit
    Show

    My 5e Dragonborn Barbarian. All credit for this drawing goes to Meltheim!

  10. - Top - End - #10
    Pixie in the Playground
     
    SwashbucklerGuy

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    Sep 2014

    Default Re: Apocalypse World - Adventshire

    The storming of the brain:

    How's the government work (in very broad strokes)? We know that it's a Republic, but that can be a pretty loose term. Who holds power and how do the get it/keep it?
    The 7 Brazen Academies are the basis for the government of the town. Each year, during Jubilee, the holiday between the last day of the old year and the first day of the new year, a census is taken of the rolls of the academies. The seats of the 49 members of the Grand Conclave are divided among the universities based on the academic rolls of each university as a percentage of the citizenry. To be a citizen is to be connected to one of the Universities as a Student, a Researcher, an Employee, a Professor, or an Associate of a fraternity, dining hall or supper club. Each citizen can be connected to only one University at a time, but may switch universities at any time. Universities are also free to expel students.

    The Grand Conclave of Brazen is responsible for maintaining the shared resources of the city, including the constabulary and the public housing. For the most part, pull of old aristocratic relationships, the criminal element & trade and the ebb and flow of influence between universities makes for a stability based on dynamic tension of relationships.

    What do people fear or watch out for? Brazen may like to think of itself as this golden utopia, but if you look to closely at anything you will see blemishes. And even on the surface Brazen has a ton of them. What are some of them?
    The Empire was far larger than just Brazen, and many the old Imperial Family and their Aristocracy have consolidated power in small countries vying for dominance with politics and warfare. With natural geographic defenses from sea or land attack, the Republic of Brazen is generally outside of this struggle. That gives it a unique position as a city of intrigue where agents of the various powers meet to make deals they could never speak of on their home soil.

    Those same natural defenses also make Brazen a pirate haven. With the rough terrain and impassible forest of the commonwealth as a whole, Brazen is far more dependent than they would like on the plundered treasure in the holds of pirate ships. The Pirates in turn enforce a no plundering policy in the skies above the republic, giving a measure safety to legitimate trade... Well more of a guideline than a strict policy.

    Why do people work? I understand where inventors, artists, professors, etc. do what they do. But if necessities are covered, then what gets a baker to bake, a lamplighter to make his rounds, and sweeps to clear the soot? (This inevitably leads to whether your characters have vocational responsibilities as well).
    One reason people work is to maintain the relationship with their Academy. There is a risk of being expelled from your university and it is important to show at all times that you are a valued member of the academic community.

  11. - Top - End - #11
    Pixie in the Playground
     
    SwashbucklerGuy

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    Sep 2014

    Default Re: Apocalypse World - Adventshire

    Captain Zeppelin Hawke


    Spoiler: Captain Zeppelin Hawke
    Show

    Profession: Gentleman Corsair
    Ideology: Anti-establishment/ honorable
    Appearance: Broad shouldered and tall with a classic goatee, Zeppelin Hawke dresses in military style long coat adorned with sashes, medals and ribbons, but not in a particular uniform. The pieces are plundered from a half dozen different navies across the old empire.
    Normally he carries a Hunnert' Ginny Sword (rapier) and will supplement it with a Volt Pistol when he is expecting action.

    Poise: 0
    Charm: +1
    Vigor: +2
    Logic: +1
    Dream: -1

    Spirit: 6/6
    Enlightenment: 0/5
    Resilience: 0/3
    Moxie:
    Influence: 4+2 on the Aetherial Reaver

    Trust: Your crew has your back, and they are all you need. Assign +2 Trust with any members of your crew, and -1Trust with everyone else.
    Gull - Markus X - Automaton
    Rysc - Meta D. Vanhanen - Broker
    Recalcitrent - Eli Bruslin - Urchin
    Rorek55 - Undecided - Undecided
    Elbeyon - Undecided - Undecided



    Airship: Aetherial Reaver
    Armor: 2
    Moxie: 1
    Steam: 1

    Additional Traits:
    • living quarters and space to comfortably fit 25 people.
    • Military (+mounted cannons, 4-harm far loud reload)
    • Scientific (Clockworker’s Tinkershop and helpers in crew)
    • Cargo (+large, +2 Influence)
    • Your ship’s engines are loud and distinctive. Vulnerability: noise.
    • Your and your crew are being pursued by someone powerful. Vulnerability: adversary.

    Crew: Hawke's Hawks
    • 18 ruffians with stolen gear and makeshift weapons (2-harm gang medium rowdy 1-armor)
    • Your crew is mechanically savvy, and able to maintain and repair the ship without a home base. It gets +resourceful.
    • Your crew is well-disciplined. Drop rowdy.

    If your ship receives damage, temporarily cross out one trait you’ve chosen for it, until it’s repaired. If there are no more traits remaining to cross out, the ship is vulnerable and at the mercy of the MC.
    You can use your ship or your crew as tools for the basic moves.



    Corsair Special - Old Man and the Sky: While aboard your ship, add your Moxie to your Basic Move rolls. While on land, you cannot spend Moxie to affect rolls, and you do not count any Moxie gained from your ship (unless it makes perfect sense to do so).

    You start with all the basic moves, Old Ironsides and Good Form.
    Old Ironsides: When you strain your ship past the limits of its abilities, Roll+Steam. On a 10+, both. On a 7-9, pick one.
    The ship performs the intended questionable maneuver.
    The ship is not damaged by the stress.

    On a miss your ship performs something close to the intended maneuver, but it’s the last thing she’ll do before needing some major downtime for repairs.

    Good Form: When you must order your crew to follow your command, Roll+Vigor. On a hit, they obey without argument. On a 7-9, pick one:
    You’re forced to make an example of one of them.
    One of them holds a grudge that will come up later.

    On a miss, both.


    Spoiler: Hawke's History
    Show
    Listen closely, and I will sum up the story of Captain Hawke. This is not very personal, and does not answer your questions about him. I shall endevour only to sketch the outlines of the events that shaped who he is today.

    When the people of Brazen tell the stories of the Old Empire, they tend to focus on examples of the corrupt nobility. Not every aristocrat could be painted with the same brush, and far to the north across the Thrashing Sea in the Duchy of Rimfire, the Hawke family had governed their mountainous barony of Aerie with nobility, wisdom and a love of Science and The Arts for as long as anyone in the Rimfire could remember. In Aerie, airships and floating castles were as common as mountain goats, and Young Zeppelin had plenty of experience in the sky. As an unlikly heir to title, Zeppelin was allowed more time to study with their teacher, Theophilus Clowes. It was a magical place, free of the cares of the world for commoner and aristocrat alike. Even as the revolution burned across the rest of the Empire Aerie remained a picture of stability.

    Unfortunately as the lands around Aerie fell into discord and open warfare. Refugees streamed into Rimfire, and many fled into Aerie stretching the tiny Barony's resources far past self-sufficiency.
    Eventually, even the Duchy of Rimfire was overturned by the Warlord Magnus Destroc and as he turned to pacifying the lands of Rimfire, he simply cut off supplies to Aerie, and Baron Hawke was was forced to send his children to the Coalition of the 9 Dukes, and surrender to Destroc rather than make their people suffer.

    In the Duchy of Malvia, the Hawke children found new homes. Young Zeppelin was pressed into the Coalition Sky-Navy as a Midshipman, and eventually a Lieutenant and served for a decade, just beyond the bounds of the polite society he was raised in. He saw the cruelty of the Aristocracy that had caused the revolution. He saw honest people imprisoned at the hands of the corrupt. He saw his childhood loves of science and the arts were crushed on the twin alters of power and profit.

    Professor Theopholus Clowes was sent with the children to Malvia, but once there, he was pressed into service at The Institute to make war machines to retake the empire from the Warlords and Republics that spread across the 3 continents. All the most talented scientists were invited to work in the institute and Theopholus was no exception to that rule. Clowes developed his experimental Aether Turbines that pushed directly against the luminiferous aether. Hawke was reconnected with his old mentor when the first prototypes were installed on his airship, and two things became clear:
    First, the engines were far more powerful than existing engines, and might even be able to hold a ship aloft without a gasbag.
    Second, The Institute was actually a prison, and the Duke of Malvia was working Theopholus, and the rest of the scientist prisoners there to death. It did not take long for Lt. Hawke to make a plan, but it took him years to implement it.

    Theopholus was put to work on the experimental Aetherial Reaver. An airfrigate kept aloft and powered by Aether Turbines. It took two years, but eventually the Reaver was ready to launch. First Lieutenant Hawke had been a little lax that day, and his men had let his normally disciplined cutter drift above the experimental ship. Suddenly, the hold opened and Hawke's men, trusted Malvan Airmen all, leapt to the Reaver from their airship and battled the crew hand to hand. They had all trained on the Aether Turbines and were able to master the experimental ship quickly, and turn it back toward Malvia. They stormed The Institute freeing the gentlemen and ladies of science imprisoned there. With a stolen experimental Aethership and a hold full of educated prisoners, there was really only one reasonable destination, Brazen.

    That's the rough backstory... more to come, including answer to the questions about the crew, and more about who he is as a person.


    I'm open to having anyone in the group who wants to be one of Hawke's Hawks, or an ex-crewmember. We do not have to be on good terms. ;)
    Last edited by Captain Comos; 2014-09-17 at 12:21 PM.

  12. - Top - End - #12
    Halfling in the Playground
     
    kdtompos's Avatar

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    Aug 2014

    Default Re: Apocalypse World - Adventshire

    I love every idea that's been presented so far. I think they all merge together into some great stuff too! I'm pretty inaccessible today and tomorrow, so I won't be able to be pushing stuff again until Monday. But on Monday we'll bond the characters together, I'll ask some more specific questions, and then we'll get things rolling.

    I haven't heard anything from one of the players who expressed interest, but I've heard from the other who is still brainstorming. So it looks like a group of 5 players!

    Feel free to keep brainstorming if you want, but don't feel the need to cover every detail. We want enough structure to have a basic understanding of the world (affiliation with a university is a must, watch out for gangs, anticipate the potential threat/allegiance of outside nations, etc.) but the nitty gritty will be defined as we interact with it. (E.g. the first interaction with a specific gang will provide an opportunity to define some of the nuances of that group, etc.)

    And yes, any of you are welcome to be a part of Captain Hawke's gang, though you can make that decision when we bond you all together. Also, the underground where the Harlequin takes place is pretty massive, so there's likely several points where an airship of sorts can navigate. Seriously, it's a whole world down there.

    Let me know if you have any questions as well, and don't be freaked out by a few days of radio silence.

  13. - Top - End - #13
    Halfling in the Playground
     
    kdtompos's Avatar

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    Default Re: Apocalypse World - Adventshire

    This will be be attached to the information in the first posts, so that relevant info is compiled.

    o ------------------------------- . ------------------------------- o

    Right. So like I said, Brazen is quite polished and pristine on first perusal, but there's a bit of soot that builds up between the moving parts. And that's where the Constabulary takes charge. Colloquially, we call them the Crimsons, or Red Caps depending on dialect I suppose, and they oversee the day to day law enforcement in each precinct of the city. They hold authority, certainly, but their role is to aid and protect as much as it is to enforce. They often hunt down the homeless and slothful, those who openly attach themselves to the gangs and act on their behalf, or disrupt the serenity of the Brazen machine that is life in the sunlight. So they aren't always an intimidating encounter, though people do tend to increase their reserve whenever there are Crimsons within earshot.

    They also participate in the Harlequin, if you'll forgive my breaking of taboo. Their are Crimsons below just as above, though often just as concealed as everyone else. This serves to heighten ones mindfulness of lawful action, especially in situations where the temptation might be greater to do otherwise. And since I promised to tell you the truth, I'm obliged to warn you that more than a few of them have strings that bind them to the local gangs or even the Skywaymen's Court. So, as usual, do be prudent with your trust.

    When stuff really gets out of rhythm, however, the Brassmen take charge. A Brassman's jurisdiction isn't limited to a precinct, nor is he necessarily bound to account for local laws himself. Brassmen always come in pairs, and are rather single-minded in their pursuits and obligations. And I pity the chaps that find themselves that objective, or place themselves in between. They are ruthless, efficient, and persistent. But often they can't be bothered with petty things. Their service is reserved for the monumental.

    You no doubt know of the spread of Brazen city, casting it's tentacles out like a mollusk as far as the plains would reach until progress was halted by the Kingswood. The further one gets from the urban center of Brazen, the more rural it becomes until one finds himself/herself amidst the farms and mills at the Edge. The ironwood that fills the depths beyond is as stubborn as it is strong. We've tried to expand further, but the almost sentient forest always fights back. It grows at an inexplicable rate, and our current allotment of resources is all we can afford to keep the farms from being overrun or our rail-lines piercing through. But it's these very trains that keep us central as a hub of commerce, as well as the airways we've so masterfully commandeered.

    With the revolution, Brazen has gained a foothold as being truly neutral in regards to world politics. This city is rather self-centered in its pursuits, believing that overcoming the world sounds like much more effort and trouble than its worth, while invention and superiority with the world is what brings everyone else to your doorstep in submission. Imperial families and old aristocracies that fled the city have consolidated themselves within the small countries that vie for dominance beyond the Kingswood.

    Due to the currently neutral nature of Brazen, it's central location, and its natural defences it has flourished commercially by facilitating trade amongst the other nations. And it keeps hold on this position through carefully maintained and efficient railways, as well as a highly "patrolled" airspace for any craft that wishes to bypass the Kingswood by zeppelin. A pirate is what opposing nations might call one such guardian of the skies, while the nation that employs them would likely prefer "privateer". In Brazen, we consider all such men and women regardless of affiliation "Skywaymen". Brazen is a haven for those that scour the air, which funnels proper travel and commerce through the appropriate routes.

    The city is more dependent on this trade than we are likely to admit.

    Certainly this inspires a bit of conflict amongst the Skywaymen of opposing nations, but the scuffles that are not handled quietly and on relatively small scales are brought before the Skywaymen Court: a collection of distinguished Captains of representative nations that calm the skies and keep these vagabonds in check. While Skywaymen may not be extremely mindful of the laws of those who cling to the land and its fortresses, they respect the court--because to do otherwise makes you prey.

    Each precinct on the ground also has its own inner squabbles. There are a number of gangs that vie for territory and influence, forcing most denizens to ally themselves with the local strongarms for the sake of security and relative ease. But doing so puts you at greater risk when you leave the local streets. Those that must travel often have chosen, for their own safety, to remain unaligned with mixed results.

    The Seven Academies, however, are the true power of Brazen. Academia spurs our progress, or philosophy, and our welfare. And while petty gangs my fight in the streets for trivial properties and district lines, Academies wage war in a much more sophisticated manner: with the hearts and allegiances of the elite and influential. There are, in fact, more than 7 Academies, but only 7 ever hold power at a time. To be employed by a relegated Academy is often a shameful thing, though you are likely still able to participate in the republic through the graces of one of the 7 true academies that sympathizes with your academy's perspective.

    Each year, during Jubilee, the holiday between the last day of the old year and the first day of the new year, a census is taken of the rolls of the academies. The seats of the 49 members of the Grand Conclave are divided among the universities based on the academic rolls of each university as a percentage of the citizenry. To be a citizen is to be connected to one of the Universities as a Student, a Researcher, an Employee, a Professor, or an Associate of a fraternity, dining hall or supper club. Each citizen can be connected to only one University at a time, but may switch universities at any time. Universities are also free to expel students. This is why people labor, even in the mundane--so that they may remain aligned with their university and avoid the shame of being unattached and slothful.

    The Grand Conclave of Brazen is responsible for maintaining the shared resources of the city, including the constabulary and the public housing. For the most part, pull of old aristocratic relationships, the criminal element & trade and the ebb and flow of influence between universities makes for a stability based on dynamic tension of relationships.

    The Academies are constantly striving for greater progress, significant discovery, and claim to the most creative minds and influential figures within the city. Popular gossip always involves which paramour is aligned with which academy and when, who is working on the most novel project, who houses the greatest artifacts, and which is trending upward while the others decline.

    Brazen may claim equality of all men and women, but aristocracy is blatant within the Universities. The illusion persists of being able to rise based on merit rather than lineage, but the slope one must traverse is far more treacherous and inclined than they'd have you believe. Things are just much more subtle now. The fear persists of another Revolution, and should the top become too heavy once again it is likely to topple in a similarly spectacular manner. Elitism is more sophisticated than it used to be, and those at the bottom are often blissfully unaware of how low their position on the ladder plunges.

  14. - Top - End - #14
    Halfling in the Playground
     
    kdtompos's Avatar

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    Aug 2014

    Default Re: Apocalypse World - Adventshire

    I like what we've got for setting, so we have more than enough to get started with. But first, how do you all know each other?
    • You should all be significantly connected to each other. You don't have to be kindred, but you're incredibly intertwined. This is necessary as I'm not interested in following 4-7 stories that occasionally intermingle. I endeavor to constantly pull you together.
    • You don't have to be friends, just bound together.
    • This can be somewhat contrived like societal/club/gang ties that force you all together. Or it could also be individual things instead that bind you together, rather than an overarching concept.
    • On your playbook there should be numbers equating to Trust that you should assign to the other members. This is how much faith you put in that person, and will impact how effective they are should they try to aid/hinder you.



    Markus X: You may look human, but which one of the others knows what you really are? How did they discover that? Which one of your nine "brothers and sisters" are you certain is still within the bounds of Brazen? How do you know?

    How important is it to you to maintain the appearance of humanity?

    Meta D. Vanhanen: What is the most typical request of a memory broker? How do people know of the services your provide, and how do they find you (or do you find them)? How do you sort between the memories that are your own and those of others?

    What memory currently demands all of your attention (whether it's a blissful one or a haunting one)? Where did it come from?

    Eli Bruslin: What's your background (this doesn't have to be long or fancy, just something that gives me a glimpse into who you are and where you came from)?

    Who is trying to collect on your gambling debt? Why do you fear them more than past collectors?

    Captain Zeppelin Hawke: What's your background (this doesn't have to be long or fancy, just something that gives me a glimpse into who you are and where you came from)?

    Name the three most prominent members of your crew. What makes them stand out above the rest?

  15. - Top - End - #15
    Barbarian in the Playground
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    Default Re: Apocalypse World - Adventshire

    Markus X/Mk. 10
    "Of recent times, I've fallen in with Captain Zeppelin Hawke, signing on as his accountant and cartographer. Captain Hawke is the latest in my case studies of humanity, himself embodying the duality that so vexed my mother in her attempts to build her own case. A man who is honourable, but willing to kill in order to fill his pockets, he has served as a fascinating piece of evidence in the trial of humanity.

    As a child of artifice, I question my own abilities to feel- after all, a judge should have no need for emotion. However, I wonder if perhaps my mother created me in Man's image too well- while the living flesh that sleeves my indestructible body gives the outward appearance of a true-born man, my perfect crystal mind seems to be taking on some human behaviour patterns as well. I question whether or not I find myself actually becoming fond of Captain Hawke. Regardless, I know him to be a skilled captain and proud leader, and questions of affection aside, I do place a great deal of trust in his decisions.

    Trust:
    Hawke +3
    Everyone else -1


    Life in the service of a famed corsair is nothing if not risky however, and during a particular altercation with a Mendonian merchant airship my living flesh became quite badly compromised. It was the captain alone who saw my true steel skin, but agreed to keep my secret for the time being. However, I wonder how much longer I should stay on the Reaver, as similar incidents are bound to occur. I do not fear being exposed as an artificial, but my human facade allows me a better position from which to do my research.

    Of my siblings, I have some information, but not enough to satisfy my curiosity. While technically outside of the parameters of my mission, I cannot help but be interested in the activities of my family. I suspect that Mk. IV is the infamous Mr. Ivy, the head of the Ivy Syndicate that makes its presence known at the Skydocks of Brazen. While we have not met, Mr. Ivy is reputed to be a mastermind of the highest sort, which has aided him in his syndicate's war against the Kelsmere Family whose territory he has been infringing on.

    Mk. III has been dubbed "Iron John", and is a labour leader in the Factory Districts. I am unaware of the role that was assigned to him by our mother, but he has championed the cause of working men and automatons and has made great strides in unionizing the factory workers.

    Mk. 6, now calling herself Emkay Hex, is an arch-terrorist that has plagued the city with violence since her activation. Hardly a month goes by without a mention of one of her actions against the city. She appears to have some sort of anarchist bent, spreading chaos as and indecipherable manifestos with equal zeal.

    Of the others, I know nothing. However, I have come to doubt the stories of the destruction of our eldest brother, Mk. 1, known in the press as "the Scavside Juggernaut." A singular engine of destruction, he was reported to have been put down by the Brassmen after a rampage of single-minded annihilation that lasted for two days. However, I have been given reason to believe that he was instead incarcerated by the Select Division. To what end, I am unsure."
    Last edited by Gull; 2014-09-15 at 06:35 PM.

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    Meta

    "Finding my way out into the world was an interesting undertaking. For one thing, there was that man, the uncle of my shell's former occupant. That last memory of hers I particularly dwelt on during quiet times. A person does not simply devote their life and the life of their niece just for the sake of a mere experiment. It might have been wiser for me assume another name and disappear for at least some time from that man, but I owe my physical being to the young lady--perhaps my entire existence. If she had not followed her uncle she could have done many things.

    I believed, and still do, that the former uncle had plans for me, but I much rather preferred to follow my own, however sparse they might be. At first I roamed the streets, observing the humans who had each, indirectly, and in some minuscule way, contributed to my psyche; for though I am the essence of the collective consciousness of millions of them, and though I am outwardly one of them, I would not consider myself truly human. During those times many of their ways were strange to me, though I had echoes of those actions in my mind.

    It was during one of those events they called Harlequin that I first made contact, so to speak. I had seen so many trying to forget their sorrows in revel and drink. This particular one decided that perhaps it would help ease his pain to relate his tale to the stranger next to him. When he had finished, I had a proposal for him. I could rid him--permanently--of the memory of his woe, for a small sum, of course, if it worked. He didn't believe me, but he agreed to see if I could do so. He only had a few coins left, but that was beyond the point.

    Perhaps others saw the change. Perhaps he told others. It is a strange thing to speak of something you no longer remember. People found the woman with the mask of dark waves, and eventually I began meeting them in the shadow of the old White Palace between midnight and the first hour of the new day. I extracted memories from some, like the first one, and sold memories to others: thrill-seekers, searching for some new novelty or extravagance. Some people desired to trade memories, maybe trying to make new lives for themselves. I am not particularly sure why, but it seemed a useful thing to be able to do.

    And though it all I learned from them, and from their most horrible mistakes and their greatest successes. It was only bit and pieces, but it was enough. Not all the experiences were traded away, and I had a strange store of fragmented memories, and memories of memories gone, and memories of lessons learned from memories gone. None of it was really mine to begin with, but I kept the lessons, the names, the useful things. The rest I did not particularly assign a value to, but as my life Above had never really been in any situations interesting to various parties, I could keep loose tabs on what I had actually gone through.

    But then again, why do I need to? I have the lessons. That is enough."



    The Broker, currently, does not actually have Trust values to assign. I'm pretty sure this is more of a "did not add that feature yet" than a "this playbook/character never trusts anybody ever," so I'll just post some general bond concepts.

    Meta would be intrigued by Markus X--if she knew of his status as an automaton. She is not exactly human herself, so she would be willing to befriend, or at least acquaint herself with others of similar ilk. She would also be interested in what another non-human would think of the humans, or what or how differently they would learn from their memories.

    Since she's been trying to lay relatively low Above, she'd probably associate with (or at least spend more time around) the slightly more shady types. I'll wait a bit to learn a little more about Eli, but Meta has possibly run into him at one or several points.

  17. - Top - End - #17
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    SwashbucklerGuy

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    Listen closely, and I will sum up the story of Captain Hawke. This is not very personal, and does not answer your questions about him. I shall endevour only to sketch the outlines of the events that shaped who he is today.

    When the people of Brazen tell the stories of the Old Empire, they tend to focus on examples of the corrupt nobility. Not every aristocrat could be painted with the same brush, and far to the north across the Thrashing Sea in the Duchy of Rimfire, the Hawke family had governed their mountainous barony of Aerie with nobility, wisdom and a love of Science and The Arts for as long as anyone in the Rimfire could remember. In Aerie, airships and floating castles were as common as mountain goats, and Young Zeppelin had plenty of experience in the sky. As an unlikly heir to title, Zeppelin was allowed more time to study with their teacher, Theophilus Clowes. It was a magical place, free of the cares of the world for commoner and aristocrat alike. Even as the revolution burned across the rest of the Empire Aerie remained a picture of stability.

    Unfortunately as the lands around Aerie fell into discord and open warfare. Refugees streamed into Rimfire, and many fled into Aerie stretching the tiny Barony's resources far past self-sufficiency.
    Eventually, even the Duchy of Rimfire was overturned by the Warlord Magnus Destroc and as he turned to pacifying the lands of Rimfire, he simply cut off supplies to Aerie, and Baron Hawke was was forced to send his children to the Coalition of the 9 Dukes, and surrender to Destroc rather than make their people suffer.

    In the Duchy of Malvia, the Hawke children found new homes. Young Zeppelin was pressed into the Coalition Sky-Navy as a Midshipman, and eventually a Lieutenant and served for a decade, just beyond the bounds of the polite society he was raised in. He saw the cruelty of the Aristocracy that had caused the revolution. He saw honest people imprisoned at the hands of the corrupt. He saw his childhood loves of science and the arts were crushed on the twin alters of power and profit.

    Professor Theopholus Clowes was sent with the children to Malvia, but once there, he was pressed into service at The Institute to make war machines to retake the empire from the Warlords and Republics that spread across the 3 continents. All the most talented scientists were invited to work in the institute and Theopholus was no exception to that rule. Clowes developed his experimental Aether Turbines that pushed directly against the luminiferous aether. Hawke was reconnected with his old mentor when the first prototypes were installed on his airship, and two things became clear:
    First, the engines were far more powerful than existing engines, and might even be able to hold a ship aloft without a gasbag.
    Second, The Institute was actually a prison, and the Duke of Malvia was working Theopholus, and the rest of the scientist prisoners there to death. It did not take long for Lt. Hawke to make a plan, but it took him years to implement it.

    Theopholus was put to work on the experimental Aetherial Reaver. An airfrigate kept aloft and powered by Aether Turbines. It took two years, but eventually the Reaver was ready to launch. First Lieutenant Hawke had been a little lax that day, and his men had let his normally disciplined cutter drift above the experimental ship. Suddenly, the hold opened and Hawke's men, trusted Malvan Airmen all, leapt to the Reaver from their airship and battled the crew hand to hand. They had all trained on the Aether Turbines and were able to master the experimental ship quickly, and turn it back toward Malvia. They stormed The Institute freeing the gentlemen and ladies of science imprisoned there. With a stolen experimental Aethership and a hold full of educated prisoners, there was really only one reasonable destination, Brazen.

    That's the rough backstory... more to come, including answer to the questions about the crew, and more about who he is as a person.
    Last edited by Captain Comos; 2014-09-15 at 09:41 PM.

  18. - Top - End - #18
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    BlackDragon

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    I've posted a short background for Eli in his Character Sheet.

    "Now, Eli, I like to think of myself as a fair man," says the man sitting across from the former Brassman, smoking an over-sized cigar clenched in his teeth, the slowly drifting ashes adding more stains to the formerly dashing set of business attire he wore. "And I've been more than fair with you, as a...favor, for services rendered." A sickly smile crosses the man's pale, gaunt face, as he puffs on the cigar, the orange light reflecting in and revealing his gold colored eyes in the dark room. Eli grimaces and glares at the man, his left hand unconsciously rising to play with the brass hoop in his ear. "You and I both know the real reason you haven't tried to collect before now, Khefti, and it has nothing to do with the favors I've done for you. And I don't see wh-" Khefti, the head of one of the largest gangs in Brazen, and Eli's current "employer", slams his hands onto the table, interrupting Eli. "Yes! And that is why I'm giving you one last chance to get me my money, or else a friend of mine might happen to let slip where your current safe house is when he "accidentally" gets caught by the Red Caps!" Khefti glares back at Eli, before noticing Eli's outstretched arm, seeing a grease-blackened knife in his hand, point buried in the wood between Khefti's first and second fingers on his left hand. Khefti hadn't even seen him draw the weapon, much less plant it in the table. "I'll get you your money, Khefti, don't worry." Eli withdraws his knife from the wood. "Oh, and if your friend does happen to 'accidentally' let slip where I'm hiding, I promise you, it won't be wood my knives will bury themselves in." Eli pulls up his hood and walks out of the room, and into the raining night, with Khefti's unnatural gold eyes boring into his back the whole way.

    tl;dr: Eli owes a lot of money to Khefti, the leader of a large gang, who knows Eli's former occupation as a Brassman, and is threatening to reveal his hiding spots to the Brassmen if he doesn't get his money.

    Also, the Urchin doesn't seem to have a Trust rating either, so I'll do the same thing as Rysc, and just have some general bonds until otherwise stated.

    Eli owes Hawke his life, for helping him escape from his former comrades, though he does find his "honorable" streak to be a bit naive. Even though he isn't a part of Hawke's crew anymore, he still keeps in contact with Hawke whenever he is in Brazen.
    He has possibly heard of Meta during his life in Brazen, both before and after his switch to the criminal life, and maybe even met her since then. He has always found her a bit unsettling, her "profession" being a bit beyond the pale for even his sensibilities.
    As a friend of Hawke's, or at least a part of his crew, Eli is willing to cut Markus some slack, even if he doesn't trust the strange man completely.
    Last edited by Recalcitrent; 2014-09-17 at 11:23 AM.


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  19. - Top - End - #19
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    Default Re: Apocalypse World - Adventshire

    Still waiting to see if any of the others are still going to join us. Though I will likely move forward tomorrow if I haven't heard anything.

    I also have some quick bookkeeping to take care of, as some of you have pointed out:
    • Some of your playbooks don't list a Trust allocation
    • None of the playbooks really cover beginning influence


    For Meta, I like the perspectives you've given for the other characters. You may assign +2, +1 and -1 Trust. If others come, they will be locked at 0 unless you reassign.

    For Eli, likewise I appreciate the outlook on other characters. I think the spread that is assigned to an Automaton works for an urchin as well: +3 to one player, -1 to all others--as you are likely wary of everyone, while reflecting a character that has significantly overcome that distrust. If you don't like that spread, then you could instead pick a less dramatic: +2 to one player, all others neutral at 0.

    Now, regarding influence: I'll make a list of what influence can get you. It will be almost identical to barter in Apocalypse World, which covers any ambiguous thing such as favors, valuable trinkets, authority, etc. that trades basically 1 for 1 for something of marginal use. That sentence should make more sense after I outline examples. Here's the more crunchy aspects for your characters.
    • Every character is assumed to have the coins to keep themselves fed, modestly clothed, and housed (in a hole of a flat). Anything beyond that will require the spending of Influence.
    • I will also treat characters differently depending on social status and environment. In short, Hawke likely won't have to pay for more luxurious things amidst other Skywaymen, he is a Captain afterall. Likewise, Eli can call in favors with the downtrodden. Meta has her own peculiar niches, particularly within the Harlequin. And Markus would be the most respectable amongst common society (as he doesn't have any negative stigma the rest of you might carry). Don't worry about recording this, as it isn't really mechanical, just don't be surprised when the fiction treats you all differently.
    • You may all begin with 1d4 influence (even our urchin Eli). Rolls of 2-4 might reflect a recent prosperous event.
    • Anything involved in character creation or possessions that adds or subtracts from Influence will do so at the beginning of any particular "session" (for lack of a better word in PbP). I believe you all avoided those so far, but it's worth noting should you have opportunities when you level up.


    So far it looks like most of you latched onto Captain Hawke with the strongest connections. Is he then the glue that binds you all together, so to speak?

  20. - Top - End - #20
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    Default Re: Apocalypse World - Adventshire

    Also, I have a LOT of notes to take so that I keep track of all the tasty hooks you guys have been providing. I can't tell you how appreciative I am of the way you all have been freely introducing things yet still leaving intriguing blanks.

  21. - Top - End - #21
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    BlackDragon

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    Default Re: Apocalypse World - Adventshire

    Okay, just added in my Trust modifiers, and now to roll for my Influence.

    (1d4)[4]

    Edit: Wooooo! Eli just made it big on Kingswood's Grove! (An underworld card game )
    Last edited by Recalcitrent; 2014-09-16 at 08:19 PM.


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  22. - Top - End - #22
    Barbarian in the Playground
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    Default Re: Apocalypse World - Adventshire

    Influence- (1d4)[4]

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    Default Re: Apocalypse World - Adventshire

    Influence - (1d4)[2]

    Well, not too bad. I was expecting a one.

    Quote Originally Posted by kdtompos View Post
    So far it looks like most of you latched onto Captain Hawke with the strongest connections. Is he then the glue that binds you all together, so to speak?
    Meta has "heard" of him through various trades, and as the experiences tend to be slightly more positive than not, she'll be inclined to view him in a somewhat more favorable light. She probably hasn't met him in person, though (at least as Meta the Broker).


    Also, before I forget, a note on ideologies. Meta's flavor of honorable will probably be less, say, "noble paladin" and more "ancient Greek hero." In other words, her honor is more concerned with personal reputation and respect rather than a certain moral standard. She'll still do things like stick to her word (she is a broker, after all) and whatnot, but she does so largely to maintain her reputation. She also will not be too happy if you slight her. Just wanted to throw that out there.
    Last edited by Rysc; 2014-09-16 at 09:09 PM.

  24. - Top - End - #24
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    SwashbucklerGuy

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    Default Re: Apocalypse World - Adventshire

    Can someone help me with how to roll dice on this board?

    Note regarding influence- The Reaver grants a +2 influence because of the Cargo Trait.

    Note about the Crew (does not apply to PCs this is for the rank and file crew not officers or passengers)- The Hawkmen or just Hawks have special backpack gliders that fold up or expand like wings of birds so that they can attack ship to ship. No mechanical bonus in play, other than AWESOME. Also, the crew tends to christen each other with a bird name as their "Pirate name" aboard ship. It's not required, it just tends to happen. Peregrine Pete, Jack Robin, and MockingJay (man is she good with a bow) are examples.

  25. - Top - End - #25
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    BlackDragon

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    Default Re: Apocalypse World - Adventshire

    Rolling dice here is pretty simple, its just [roll] *dice and modifiers here* [/roll]
    So, if you wanted to roll a d4, its just [roll] 1d4 [/roll] minus the spaces
    One thing to note, you cannot edit a roll into your post once you've posted it. Same for if you preview post, iirc.
    Last edited by Recalcitrent; 2014-09-16 at 11:54 PM.


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  26. - Top - End - #26
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    SwashbucklerGuy

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    Default Re: Apocalypse World - Adventshire

    Influence (1d4)[4]

    Complicated test roll [roll]1d6+1d8[/roll]

    Modifier test roll (1d6+2)[8]

  27. - Top - End - #27
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    Default Re: Apocalypse World - Adventshire

    Wow, strong rolls all around. Looks like you start out with powerful assets.

    Things Worth 1-Influence:
    • A month's living in a reasonable flat (better than the free hole everyone receives, but nothing too grand)
    • Any one weapon, gear that is fairly commonplace
    • An ensemble of current fashion/trends
    • A years tribute to a local gang
    • A month's maintenance on mechanizations of medium tech
    • Bribes, favors, gifts sufficient to get you into almost anyone's company
    • Immediate and lifesaving medical help
    • A week's employment of a professional on call (surgeon, escort, guide, body guard, etc.)
    • A typical hit or mark on someone of little consequence
    • A week's employment of a butler, strong arm, driver or courtier
    • A designated memory (gained or lost... though often the trade is memory for memory)
    • A designated corsair attack/raid
    • Passing of a significant message or valuable
    • Repairs on a high tech mechanization
    • A crew's cut of three-four profitable gigs
    • An evening of fine dining and entertainment


    This list is not exhaustive, but should give the general idea. Most things, as you can see, are 1 influence. So a point is pretty worthwhile. Those that end up with 0 can still survive, but they're pretty stuck. Likewise, anyone who wishes to live/portray an extravagant lifestyle may find themselves burning through it rather quickly!
    Last edited by kdtompos; 2014-09-17 at 02:53 PM.

  28. - Top - End - #28
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    Default Re: Apocalypse World - Adventshire

    I'll get the gameplay started tomorrow then, as I still am not hearing anything from the other interested parties. So this is our four!

    If any of you have any glaring questions: please, please ask me. I'm more than happy to clarify stuff, and this very well may be brand new to most of you. But we'll get the hang of it!

    Here's some final mechanical stuff:
    • Don't worry about moves or abilities. Just narrate your character as if he/she is capable of doing anything that you'd imagine might be feasible. Even the specific moves in your playbook will be things that just come up, rather then "special abilities you trigger". Because of this, I intentionally will not go over the basic moves. You have them in the documents above if you're curious, but honestly don't worry about them. I'll ask you for a roll when something triggers. There are, however, three basic moves that are worth keeping in mind as you may not naturally assume your character capable of them:
      • Examine a Scene: Keep in mind that if a scene seems charged (something's going down... different than the typical coffee shop happenings) you can take time to study it and potentially get answers to some of the following questions: Where's my best escape route/way in/way past? What danger is or recently was here? What should I be looking out for? Who's in charge here? Why is this place important?
      • Judge a Person: When you're in conversation with someone, or listening to someone in conversation, you can try to read their honesty and emotions. Paying attention to someone early in a conversation can be really beneficial, but it can only be used once per conversation/meeting so don't waste it either.
      • Submit to the Impossible Dream: This is a really open ended move that lets you seek inspiration, guidance, insight, etc. There should always be stuff going on, so I don't think you'll get bored. But if you feel at a loss of direction, this can be helpful!
    • Your Moxie is the exception. The moxie move is a something you intentionally trigger where applicable. You will not start with any moxie yet, unless your playbook specifically states otherwise.
    • Create only from your character's past. You still have wonderful freedom to create this world, but remember that you don't run this world: that's my responsibility. So anything that you create or define must be something that would have been information your character already had. (e.g. "Oh, my ex-wife used to life in this neighborhood. I wonder if she still does?" or "I used to know a guy who could take your collective thoughts and implant them in a rodent for a few hours, effectively giving you control of the vermin for a bit. That might really help here!") The difference here is that you only control your character in the NOW, I'll fill you in on the rest. (e.g. "Sure, you checked her house, but know one seems to know of your ex-wife there any longer. There's a burly chap they all seem to know however who seems to have the exact same mannerisms.")
    • Narrate your character like they're real. You eat, you have fears, you have motivations and hobbies and quirks. I'll do my absolute best to make a fantastic world and treat it like a reality, treat your character the same!



    *Oh yeah, and I think some of you are missing equipment options for character creation. Let me think on what should happen there and I'll let you know tomorrow as well. Everyone will have some sort of weapon if they desire, and clothing in addition to your beginning influence.

  29. - Top - End - #29
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    Default Re: Apocalypse World - Adventshire

    Quote Originally Posted by kdtompos View Post
    *Oh yeah, and I think some of you are missing equipment options for character creation. Let me think on what should happen there and I'll let you know tomorrow as well. Everyone will have some sort of weapon if they desire, and clothing in addition to your beginning influence.
    The Broker seems to be missing a Moxie move as well.

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    Default Re: Apocalypse World - Adventshire

    Thanks for pointing that out Rysc.

    Here's what I'm thinking:
    Tear the Veil:
    When you link the worlds of reality and the Dream, choose an individual or group other than yourself and spend a Moxie Point and roll+Dream. On a hit, you are able to manifest something that personifies an aspect of their inspiration or fear. On a 10+, choose 3. On a 7-9, choose 1 and the MC chooses 1.
    • You are able to determine whether a powerful muse or fear is brought forth.
    • The manifestation lasts for more than a few minutes.
    • The manifestation is highly susceptible to your suggestions or guidance.
    • You maintain control of whether part of your own dream slips through.
    What do you think?
    Last edited by kdtompos; 2014-09-18 at 01:09 PM.

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