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New playbook: The Transmitter

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mcdaldno:
For contrast, look at The Grotesque.

They get a single implanted weapon, and most of their implanted weapons are considerably less powerful than The Transmitter's. (Transmitter gets 3.) Their stats balance to the typical +3. (Transmitter typically balances to +4.) They have two starting moves. (Transmitter gets 3.) Their augury move specifies that they act as their own antenna, meaning they suffer any damages. (Transmitter doesn't have any such stipulation.)

The Transmitter has many of the benefits that The Grotesque has (including the fact that Internal Reconfiguration is a re-skin of Unstable Mutation), but it is roundly better at doing all the stuff that The Grotesque does. And also is a combat tank. And also can infect people with open-brain hivemind.

Johnstone:
No, for contrast, look at the 11 original playbooks.

Each of them gets stats to +3, and approximately 3 special things.

Some get 3 moves (Gunlugger and Hocus). Most get 2 moves and then a non-move special thing, like an angel kit, brainer gear, +1 cool, gigs, a workspace, or skinner gear.

Some get 2 moves and then bikes, a gang, and a holding all count for a half each. You might say brainer and skinner gear should count for a half each, in which case the fact that they have better moves than others should count for half. The driver's car counts for 2, so they get a stat penalty.

The Transmitter has stats to +3 and then 5 special things: +1 weird, 3 moves, and psychic powers (which are definitely on par with or better than brainer gear).

If you want this playbook balanced with the others, give it weird+2 (not+3), broadcast signal, 1 other move (not 2), and the psychic powers. I would even say limit it to 2 psychic powers from the full list (not two sub-lists). At that point you have a playbook comparable to the 11 original, and Vincent's limited edition extras.

Guns are disposable. They break easily, you run out of ammo. Adding the implanted tag is a serious advantage. Implanted 1-armour is almost as good as the Hocus' armour move, which is a whole move. If the brainer has to settle for only 2 moves and brainer gear, the psychic powers here should not be freebies like the guns that some playbooks get.

Secondly, and this may be a matter of tatse, but you'll notice that the brainer and skinner are the ones who get only 2 moves and what you might consider less-good gear. That's because their moves are the most invasive, they give you the most amount of power over other players' characters. Broadcast Signal goes above and beyond that, screwing with other PCs to an almost ridiculous level, and I wouldn't be at all surprised if it polarizes other players--some will love it and others will want to murder the shit of of the transmitter. You might consider instead of disallowing open your brain, the transmitter simply collects hold on other PCs and spends that hold in order to use the same powers. While not being able to use open your brain may look like a weakness, it's not one that makes the game more interesting, like the Faceless' weakness, or simply impairs the character's probabilities, like the driver's (both of which are only in effect at certain times). By removing open your brain, you're removing one of the options MC and players have for making the game more interesting, which is usually a bad idea.

Anyway, that's already a lot to consider. Hope it helps.

Johnstone:
Also, I don't understand the vehicle psychic power. Is this so the driver can ride you around? You can't use a vehicle's stats unless you have the No Shit Driver move.

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