2 spooky 2 Weird

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2 spooky 2 Weird
« on: July 12, 2013, 04:43:42 AM »
Yo, I'm working on a setting and I'm going to use Apocalypse World for the system.  It's just that I want this to be a gritty (well, grittier) setting and I really don't feel that Weird, Brainers and The Psychic Maelstrom would suit my setting.  What would be a good way of getting rid of these?  Or are they load-bearing rules?

Re: 2 spooky 2 Weird
« Reply #1 on: July 12, 2013, 05:59:35 AM »
Most hacks change their name and form, though can certainly remove it if you like.

The load-bearing rules of AW, to me, are 2d6+(-1 to +3) = result, compared against -6 (cost), 7-9 (success with cost), and 10+ (cost with results).