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New playbook: The Transmitter

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DaGreatJL:
I think the best way to begin my response, DWeird, is to start with your point at the end, and state the role this playbook is meant to serve.

The Transmitter is, firstly, my attempt to create a playbook for playing Carrie, Charlie from Firestarter, and other similar psychokinetic powers-turn-man-into-force-of-nature type of stories. I noticed that nearly every PC in the group had a custom move that was some kind of psychic ability(beyond the standard open your brain, but there were no move that corresponded to setting things on fire with your brain. I felt this was an absence that needed filling. Additionally, I've been thinking about the psychic maelstrom's role as a character in the game, what kind of motivations it might have, and somehow that led into making a character who had learned how to stop worrying and love the hate, and who wanted to share their message with the world. Finally, after reading some comments on the Marmot, I idly wondered what type of playbook might actually be game-breaking, and I thought up an infectious move that replaces a basic move. Alone, none of these ideas is enough to hang a playbook on, in my opinion. But married together, they create something that can serve a role in the game that is distinct from what the other playbooks offer. That role of course being running around and trying to spread the network.

Your point that the wording of BROADCAST TRANSMISSION is vague is a good one, and I've rewritten it a bit. Now, the transmitter can't access the psychic maelstrom on their own, they can only get the effects of opening their brain by being around someone else who is using the move, which allows them to receive the same effect as the character making the move. Which, of course, creates the opportunity for BROADCAST TRANSMISSION to be spread! This means that a transmitter who wants info from the psychic maelstrom may have to work out deals with other characters to get what they want.

As for your point about picking out "every cool thing" from other playbooks, well, I guess I'm a bit confused, since the moves I choose were all about tying into the central concept of an infectious psychic maelstrom antennae with dangerous psychokinetic powers. I used other playbooks as a guide for how to represent things mechanically; no need to try and reinvent the game just to make a neat playbook. But the choices of what moves to use were always dictated by the concept first and foremost. I adapted hivemind and always in your heart from the Broodmother into We all saw what you did and Group mindlink. The Broodmother seemed like a good starting point, and tying these moves into the infectious move that everyone in the collective has still makes it distinct from the Broodmother, where only the broodmother has the power to add to or influence the brood. Psionic battlemage is so that the transmitter can attack people with the psychic powers by rolling+weird. Leaving it out would totally undermine the concept, though in its original form it is too powerful; I plan to nerf it by having it only apply toseize by force.

Sorry if you think augury is some kind of special magical thing that takes away from The Savvyhead and The Hocus by giving it another playbook. Setting aside that you're ignoring its prescence in The Grotesque and The Fallen, the fact is it's an optional move in the playbooks it's found in, that can be taken by any other playbook as an advance. Like a custom move tying attacking with the psychic powers to weird, this playbook would've been undermined by an absence of a move that can access augury.

And the final move is meant to do for the psychic powers what The Grotesque's Unstable Mutation does for, uh, mutations, that is, give access to them to other playbooks as an advance, without having to fully switch playbooks, or even get infected with the BROADCAST SIGNAL.

Finally, I'd like to address the choice of having the character start with a +3 in Weird. Well, the character is kind of literal psychic maelstrom zombie, with how zombie-ish they function as being pretty much entirely up to the playgroup. And they're so full of psychic energy that they can blow things up with their powers. Totally a candidate for being Weirder than the Brainer, the Hocus, and the Savvyhead. I also want to say that I find the concept of on exemplar of a stat, where all members of that playbook are the best they will ever be at that stat, to be an interesting concept, and I plan to explore ideas for other playbooks that are tied to the other stats.

I'm going to post an updated version of The Transmitter after this, and I welcome future comments, especially ones on the parts of the character nobody has commented on, like the Names and Looks choices. I had a pretty hard time coming up with them, and feel like the ones I choose are still kind of weak compared with the rest. Comments on the moves and stuff is fine too though.

DaGreatJL:
Concept: A living, infectious antenna for the psychic maelstrom, who has implanted psychokinetic weapons.

NAME:
Shadow, Spider, T, Key, Zero, Chivo, Carrie, Brainlord, Channel, Zobat, or Master.

Mindfang, Hunter, Receiver, Antennae, Fox, Ozma, Fire, Captor, or Witch.

HX: Everyone introduces their characters by name, look and outlook. Take your turn.

List the other character's names.

Go around again for Hx. On your turn:
*Tell everyone who has BROADCAST SIGNAL Hx+2. They know what drives you, as it drives them.
*Tell everyone else Hx-2. You're really freaky and unnatural, and it's hard to relate or understand you if you're not tuned in.

On the others' turns:
*Choose the character you think would benefit the most to having their mind opened. Whatever number that player tells you, ignore it; write Hx+2 next the character's name instead.
*Everyone who has BROADCAST SIGNAL are people you really get, you know? Whatever number they tell you, give it +1 and write it next to their character's name.
*Everyone else, you're not really in touch with. Whatever number they tell you, give it -1 and write it next to their character's name.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

LOOKS:
Man, woman, ambiguous, transgressing.

Casual wear, utility wear, scrounged wear, fetish wear, or archaic wear.

Scarred face, weathered face, serene face, blasted face, or focused face.

Spooky eyes, spinning eyes, glowing eyes, crackling eyes, blank eyes, or dilated eyes.

Fat body, thin body, clentched body, strange body, levitating body, or possessed body.

STATS:
Choose one set:

*Cool-1 Hard=0 Hot+1 Sharp+1 Weird+3
*Cool-1 Hard-1 Hot=0 Sharp+2 Weird+3
*Cool-2 Hard+1 Hot+1 Sharp+1 Weird+3
*Cool=0 Hard-1 Hot+1 Sharp+1 Weird+3

MOVES:
You get all the basic moves except for open your brain, instead you get BROADCAST SIGNAL. Choose 2 other transmitter moves.

GEAR:
You get:
* 3 psychic powers.
* oddments worth 1 barter.
* fashion suitable to your look, including at your option a piece worth +1armor (you detail)

IMPROVEMENT
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.

Each time you improve, choose one of the options. Check it off; you can't choose it again.

IMPROVEMENT
__get +1hard(max+2)
__get +1hot(max+2)
__get +1sharp(max+2)
__get a new psychic power
__get a new transmitter move
__get a new transmitter move
__get a gang(detail) and leadership
__get followers(detail) and fortunes
__get a move from another playbook
__get a move from another playbook

TRANSMITTER SPECIAL:
If you and another character have sex, you may use BROADCAST SIGNAL as if they were opening their brains; make a roll as normal.

Moves:
* BROADCAST SIGNAL: Your brain has been tuned open to the psychic maelstrom. You can no longer roll to open your brain to the psychic maelstrom; instead, if someone in your prescence opens their brain, you may see what they see, feel what they feel, and other experience the results their roll without rolling anything yourself. You must be present when they make the roll. Additionally, if you touch someone after they've opened their brain, you may attempt to tune them in. Roll +weird, and on a hit, you've propped open their third eye. On a 10+, they should now cross out open your brain and replace it with BROADCAST SIGNAL. On a 7-9, their moves stay the same, but their brain will stay open for the rest of the session; the MC should keep this in mind while describing situations.
o We all saw what you did: When you want to look through the eyes of another character with BROADCAST SIGNAL, roll +weird. On a 10+, you can look through their eyes and hear through their ears. On a 7-9, you can see what is happening in the psychic maelstrom around them, but not the real world. On a miss, they look/listen/tune in to you instead.
o Group mindlink: You can read a person on any character with BROADCAST SIGNAL at any time, regardless of distance or other circumstances.
o Psionic battlemage: When you seize by force with one of your psychic powers, roll +weird instead of +hard.
o Focus the transmission/Open the door: When their is at least one other character with BROADCAST SIGNAL present, you may use augury.
o Internal Reconfiguration: At the beginning of the session, roll+weird. On a 10+, hold 2. On a 7-9, hold 1. At any time, you can spend your hold to temporarily use a psychic power you don't have (i.e. for one task or one tick of a battle). On a miss, the MC will tell you how your brain is changed.

PSYCHIC POWERS:
During character creation, choose from among the following choices. Psychic powers count as gear, but they're implanted; they're a part of your body. Additional mutations can be gained via advanced or through the move Internal Reconfiguration.
First, choose an offensive power:
o gaze of burning rage (implanted 2-harm close area burning messy)
o call forth the psychic storm (implanted 1-harm close area ap messy)
o grasp of madness (implanted psi-harm hand loud)
o lightning leaps from the fingertips (implanted 3-harm close loud)
Then, choose a support power:
o lifting the telekinetic projectile (implanted +1harm reload close/far loud)
o crown of prostate submission (implanted s-harm close)
o forcefield breastplate (implanted 1-armor)
o legs astride the mindcrafted hellsteed (implanted Power+2 looks+2 0-armor weakness+1)
Finally, choose one more power from either list.

DannyK:
Hmm. I would tend to agree with previous commenters that the psychic powers are over the top. Maybe if you had them as an alternative move to the other Transmitter moves, instead of in addition to. Right now the character would seem to pwn many of the starting characters from other playbooks. That's a pretty basic balance issue, IMHO. 

Also, if you're going for a body horror/Cronenberg vibe (something I wholeheartedly approve of), I think maybe some of the moves should have nasty things happening on misses.  Remember the dad in Firestarter who started having nosebleeds whenever he used his psychic attack?   

DaGreatJL:
Is it really overpowered? The powers are basically just weapons, and are for the most part worse than weapon choices for other aggressive playbooks, like the Gunlugger and Battlebabe. "Lifting the telekinetic projectile" could be exploited by combining it with other weapons, but otherwise, how are the other powers more potent (or even as potent) than a Gunlugger's gun choices?

mcdaldno:

--- Quote from: DaGreatJL on February 07, 2012, 07:58:45 PM ---Is it really overpowered?
--- End quote ---

Yes. Literally everybody is telling you so.

I can start out the game with +3 to seizing by force, the ability to turn people into my camera drones, and the ability to do augury (the antennae isn't clear here, with the possible interpretation that they are they at-risk antenna). In addition, I can have an implanted area weapon and/or an implanted 3-harm weapon, oh, and also I count as a vehicle whenever I want to.

How to fix this playbook's power level: File the Weird stat to +2 so that their stats balance with other characters; remove Psionic Battlemage; Have them start with Broadcast Signal and 1 other move; Have them start with 2 psychic weapons.

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