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Introducing: the Scrapper

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Jeff Russell:
Okay, I decided to take a page out of Orly's book and cook up a custom playbook to force myself to get into the nitty gritty of how the playbooks work (partially in prep for a hack, but also because it's fun).

While I was coming up with my guy, though, the "Swapper" was posted, which covers a lot of the same area in a different way, and is probably more clever than mine. I mean, I stole John Harper's scavenge in the ruins move wholesale. Anyway, here goes:

Introducing

The Scrapper
Choppers need bikes. Drivers need cars, gunluggers need guns, hardholders need armor and rebar and whatnot. Who the fuck knows what savvyheads need down in their shops. Trouble is, folks ain't makin stuff like they used to in Apocalypse world. So you gotta go out there and find it, or something near enough. Or you hire a scrapper to do it for you.

Creating a Scrapper
To create your scrapper, choose name, look, stats, moves, gear, and Hx.

Name
Tinker, Grip, Griff, Shiv, Kay,  Eddie, King, Switch . . . (need more names!)

Look
Man, woman, ambiguous, transgressing, or concealed.

Utility wear plus armor, scrounge wear plus armor, scrounged together, mismatched armor

Weathered face, bony face, dirty face, friendly face

Quick eyes, hard eyes, squinty eyes, calculating eyes, sharp eyes, or weary eyes

Wiry body, sturdy body, slight body, or fat body

Stats
Choose one set:
* Cool=0 Hard-1 Hot+1 Sharp+2 Weird+1
* Cool+1 Hard+1 Hot-1 Sharp+2 Weird=0
* Cool+1 Hard+1 Hot=0 Sharp+2 Weird-1
* Cool-1 Hard+2 Hot-1 Sharp+2 Weird=0

Basic Moves
You get all the basic moves (p72-74)

Scrapper Moves
You get this one:
 Scavenge in the ruins: when you search for valuable scrap in the ruins,  roll+sharp.
On a 10+, choose two and find an oddment worth 1-barter. On a
7–9, choose one and find an oddment worth 1-barter:
• You find it quickly.
• You find it with relatively little trouble.
• You find an item that is valuable.
• You find an item that is hi-tech

Then choose 1:
An eye for detail: you get +1sharp (sharp+3)

Jerry-rigged: when you try to fix something, roll+sharp. On a 10+, choose two and it'll work long enough to get to someone who knows what he's doing. On a 7-9, choose one and it'll probably make it to a savvyhead's shop:
• You fix it quickly.
• You don't cause more serious longer term problems with it.
• You don't need any help fixing it.

I think I saw that somewhere: when you search your  pockets
and rucksack for something, roll+sharp. It has to be something
small enough to fit, and it can't be hi-tech. On a 10+, you happen to have just
the thing, or close enough. On a 7–9,  you happens to have
something pretty close, but it might worse for wear. On a miss, you used to have just the
thing, but it turns out that you traded it to somebody for something shiny.

Canny: when you roll to manipulate someone, roll+sharp instead of roll+hot.

Gear
You get:
• 2 handy weapons
• oddments worth 2-barter
• a scrapping kit (saws, wrenches, screwdrivers, etc. Some items in it can be used as weapons in a pinch)
• fashion suitable to your look, either fashion worth 1-armor or armor worth 2-armor (you detail)

Handy weapons (choose 2):
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• big knife (2-harm hand)
• sawed-off (3-harm close reload messy)
• machete (3-harm hand messy)
• crowbar (2-harm hand messy)
• magnum (3-harm close reload loud)

Hx
Everyone introduces their characters by name, look and outlook.
Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn, choose 1, 2, or all 3:
• One of them is your best customer. Tell that player Hx+2.
• One of them ripped you off, big time. Tell that player Hx-1.
• You think one of them is your ticket to a big opportunity. Tell that player Hx+2.

Tell everyone else Hx-1, by nature you're pretty cagey

On the others' turns:
• Whatever number they tell you, give it +1 and write it next to their character’s name. You survive by noticing small and important details.

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. ?e MC will have you highlight a second stat too.

Scrapper Special
If you and another character have sex, you can choose to promise to find them some particular thing. If you do, you get +1 forward and they act as if they rolled a 10+ to read a person on you.

Scrapper Improvement
__ get +1hard (max +2)
__ get +1cool (max +2)
__ get +1weird (max +2)
__ get a new scrapper move
__ get a new scrapper move
__ get a shop (workspace, detail) and crew
__ get 2 gigs (detail) and moonlighting
__ get a gang (detail) and pack alpha
__ get a move from another playbook
__ get a move from another playbook

Barter
1-barter will cover a month’s living expenses, if your tastes
aren’t too grand.
As a one-time expenditure, and very subject to availability,
1-barter might count for: any weapon, gear or fashion not valuable
or hi-tech; the material costs of a crash resuscitation by an angel;
repair of a piece of hi-tech gear by a savvyhead; a week’s hire of
the protective companionship of a battlebabe or gunlugger; a year’s
tribute to a warlord; a month’s maintenance and repairs for a hiperformance
vehicle well-used; bribes, fees and gifts sufficient to get

Bret:
I like this one, and I think it and the Swapper can peacefully co-exist. If I wanted them both in my game, I think I would make the Scrapper more about scavenging crap and wasteland survival so she could also function as a guide. Like, if you're looking to raid for a fight you'd want a Gunlugger or a Chopper. If you're looking to go out into the wasteland and come back alive, you want a Scrapper.

Jeff Russell:
That's a good angle I hadn't thought of. I was trying to think of stuff other than "dig up crap" that the scrapper would do, and hit on "sell his crap to people", but being a guide is probably some good space to explore. I'll have to try to think of a move for that.

Bret:
Yeah, like he's a Scrapper in part because he knows how to get out into the dangerous dangerous ruins and back alive. It's not like nobody else thought of it. Maybe a bonus to staying calm under fire when you're out in the wilderness, or for seizing and whatnot.

Jeff Russell:
Yeah, I had a brief thought about doing something similar to the driver's move where he grants a bonus to his whole convoy if he's leading it. Maybe stealing more from Mr. Harper and his "make a dangerous journey" move.

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