Daemoun zombiehack
Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuunSisällysluettelo
Zombiehack
An Apocalypse World hack to play social drama in a zombie-infested world. Borrows heavily from Monsterhearts.
Themes
- people are in constant danger, lacking resources, without society's support. How far are the willing to go to give themselves or their group better survival odds?
- why and how are alliances an enmities formed?
- who can you trust? do you allow strangers into your group?
- do you give power and resources to someone who you'd rather not, if they are able to protect you?
- how do you use or misuse your power over others?
- are comfortable things and small luxuries worth taking some risks? Is life without anything nice even worth living?
Central mechanics
Strings
- when you use a string you have on a pc, choose 1:
- +1 to you after rolling,
- -1 to them after rolling,
- offer them xp to do what you want,
- force them to hold steady to do something,
- add +1 harm against them, give them a condition
- when you use a string you have on a npc, choose 1:
- +1 to you after rolling,
- +3 to manipulate NPC after roll,
- cause them to freeze/hesitate/falter,
- add +1 harm,
- give them a condition
Conditions
- Taking advantage gives +1 / when affects your actions, causes a -1
- Removed by taking appropriate action in the fiction, and some moves
- Group condition affects everyone in the group (often lack of resources, but could be something else)
- At the beginning of the session, the group leader decides who will get extra screwed by each group condition that you have. MC gets a free hard move on them.
Resources
- Ex group conditions
- Four levels: surplus, normal, lacking, none
- surplus: only modeled in the fiction, can e.g. be traded off
- lacking: as if everyone had the condition "lacking X"
- none: as lacking, and gives the GM new moves
- Values are changed by fiction and some moves
Harm
- Simplified AW:
- 0: non-dedicated hand-to-hand,
- 1: dedicated guy with fists or a small handheld weapon,
- 2: gunshots, katana,
- 3: bad gunshots, explosions
- No armor, no gun ranges, tags, etc
- PCs take 4 harm to die, but can be saved once per session by becoming darkest self or losing all strings on everybody; if so, they get the condition "drained" and go to 1 harm
- except zombie bites, see the move above
- Healing:
- 1 per session when resting,
- 1 per session when in good care
Fray pool
- Ex darkest self
- A countdown clock, leading to a dramatic character mental breakdown
- Smaller effects listed on the middle
- After the breakdown is over (it could last for quite a while), new effects can be written or a new clock selected altogether. The clock is set to 6.
- Given by some moves (including a GM move)
- Healed 1 per session until at 9
- Described in each playbook
Stats
- Everyone has two stats at +1 and two at -1 initially. Each can be improved once.
- Hot
- Cold
- Rough
- Quick
Basic moves
- Charm a PC (hot)
- on a hit they emotionally buy your argument at least somewhat, but don't need to change their behavior
- 10+: get a string on them
- 7-9: they choose 1: they agree, they promise something they think you want, they give you a string on them
- Manipulate a NPC (hot)
- hit: they agree but need something
- 10+: you can give it later, if you wish
- 7-9: they want it first
- Read a person (hot)
- 10+: hold 2, 7-9: hold 1
- During the interaction, use hold to ask questions: are you telling the truth, what are your real feelings/intentions, what do you wish I'd do, how could I get you to x
- TODO: a negative consequence for 7-9? combining with strings?
- Insult or dominate (cold):
- 10+: choose one: give them a condition, they lose a string on you (if none, gain a string on them), increase their fray
- 7-9: choose one: you each give a condition to each other, you each lose a string on one another, increase both of your frays
- Stay focused (cold):
- hit: choose one: ask MC a question, remove a condition, carry 1 forward in the scene
- 10+: all good
- 7-9: you hesitate or stall, MC chooses 1: you are exposed to immediate harm, you leave something behind, you attract unwanted attention, you lose your way, you expose someone else to danger, increase your fray
- Go aggro (rough):
- 10+: they take damage or cave and do what you want
- 7-9: they choose 1: get out of your way, take a condition, you get a string on them, they give or do something they think you want
- Seize by force (rough):
- 10+: choose 3, 7-9: choose 1: gain definite hold on it, you suffer little harm, you inflict great harm, increase their fray
- Escape (quick):
- hit: you get away
- 10+ choose 1, 7-9 choose 2: you get lost or separated, you leave something important behind, you end up somewhere dangerous, the scariest person there gets a string on you, increase your fray
- Scavenge (quick):
- hit: find what you're looking for: if it's a generic resource, choose a person who is unaffected by the lack of it for the session
- 10+ choose 2, 7-9 choose 1: you find it quickly, you find it without trouble, it's valuable (+1 level for the group)
- Help or interfere with a pc (num of strings on them -1)
- 10+: they get a +1/-2
- 7-9: MC tells what danger you're exposing yourself to; if you accept it, they get a +1/-2
Peripheral moves
- When you harm a PC, they get a string on you
- Harm move as in AW for non-zombies
- If a zombie deals harm to you, roll +harm:
- 10+: you are bitten unless you choose 2: use a level of group resources, offer someone a string on you for helping you, use all strings you have on someone else (at least 1) to betray them
and make them take the hit, get a permanent -1, increase your fray by 3 (if less is available, that's ok)
- 7-9: choose 1 above
- make them take the hit = they make this move as if the original harm had come to them and cannot choose the betray option
- Leader roll for the beginning of a session
- Players select a leading PC. If one is can not be selected, fail automatically.
- The selected leader chooses which to roll
- Lead with passion:
- Roll +hot. On 10+, hold 2, 7-9 hold 1.
- Use your hold to
- get 1 level of a resource and you get a condition, or
- remove a condition from someone
- On a fail, GM selects a resource, the group lose a level of it.
- Lead with greed:
- Roll +cold. On 10+, hold 2, 7-9 hold 1.
- Use your hold to
- lose 1 level of a resource, be protected from that lack for the session and remove all your conditions, or
- get a string on somebody.
- On a fail, GM selects a resource, the group lose a level of it.
PLAYBOOK SKETCHES
- each playbook has a +1 on the two mentioned stats, -1 on the two others
THE HERO
- chosen/hardholder (the weight of responsibility, power corrupts)
- stats: hot, rough
- moves:
- <name>: when you make a hard choice for the group, roll +hot
- 10+: choose 1: take a string against someone who benefited, or they lose a string against you
- 7-9: as in 10+, but also: someone who lost something gains a string against you; or become darkest self
- 10+: choose 1: take a string against someone who benefited, or they lose a string against you
- final showdown (MH): spend 4 strings on an npc to kill them; they can spend theirs for 1 harm each
- take the blow (MH): when you take the blow instead of someone else, roll +rough
- 10+: take the hit instead at -1 harm
- 7-9: take the hit instead
- when you make the group sacrifice comfort or such to take precautions against a zombie attack, everybody gets a +1 forward for the next invasion scene
- <name>: when you make a hard choice for the group, roll +hot
- sex move (MH chosen): heal all wounds and cure all conditions. if they disgust you, give them a string. if you disgust yourself, give them a string.
- darkest self (MH chosen): nobody is strong like you. you need to chase down the biggest threat imaginable alone, now. cured when awakened beaten or someone comes to rescue
THE BADASS
- werewolf/gunlugger (dominating by violence, leads the security group)
- stats: cold, rough
- moves:
- dominance: when you harm a pc, take a string on them
- veteran: count zombie groups as one size smaller when you are involved in a fight with them
- bloodcrazed: when you inflict harm, inflict +1 harm
- cold nerves: you always stay focused if you wish
- scary: choose both results when threatening and you can't be threatened
- sex move: I own you. get +1 when defending your last partner until you suspect they've been with someone else; then become your darkest self - on them
- darkest self: choose someone. make them suffer. cured when they die or have totally humiliated/dominated them
THE GHOST
- ghost (trauma/loss/sadness)
- stats: cold, quick
- moves:
- (automatic)unresolved trauma: whenever you project blame and trauma for a loss to someone, roll +cold.
- 10+: give 2 people the blamed condition.
- 7-9: give up to 2 people the blamed condition, but for each choose 1: gain delusional, can't speak in this scene, you suffer one harm, they gain a string on you
- creep (MH ghost): when you secretly witness someone's intimate moments, gain a string on them
- vengeful (MH ghost): when you go aggro on someone with blamed, roll with cold and deal +1 harm.
- forgiveness (MH ghost): when you forgive someone with blamed, mark experience
- listener (MH ghost): when others dump their emotions on you, roll with cold.
- 10+: they lose all their conditions, and choose 1: mark xp, carry +1 fwd, gain string on them
- 7+: they choose: they lose all their conditions, the gain a string on you
- (automatic)unresolved trauma: whenever you project blame and trauma for a loss to someone, roll +cold.
- sex move: ask a question from each other, player-to-player or char-to-char, answer honestly
- darkest self: you hate everyone. leave the group and hide alone. cured if they find you and talk nice.
THE HUNGRY
- ghoul (staying human)
- stats: cold, rough
- moves:
- (automatic)the hunger: for chaos, power, fear, violence. when pursued, get +1. when ignoring opportunity, roll to stay focused
- freak: get another hunger
- satiety: when you satiate a hunger, choose 1: heal 1 harm, remove a condition, mark xp, carry 1 fwd
- actor: when you manipulate, roll with cold
- I don't care: strings can't be used to give you -1 or to harm you
- sex move: add hunger: have sex with this person. if you had it already, mark xp. once per person.
- darkest self: kill and destroy anything to fill a hunger. cured when restrained or stopped for long enough.
THE VICTIM
- mortal (has a lover, being mistreated)
- stats: cold, quick
THE QUEEN
- queen (manipulating people; has a clique)
- stats: hot, quick
THE PREACHER
- keeping the group together, trying to be the good guy but not always beign able to? has a group of followers
- stats: hot, rough
THE PARENT
- having to care about somebody else
- stats: hot, quick
THE MANIPULATOR
- vampire
- stats: hot, cold
THE HAMSTER
- business/collecting supplies/things before people
THE NERD
- insecure, less/unaffected by strings? how to keep interesting?
Other thoughts
- a few useful combat/healing/etc skills could be added as moves here and there (for roles that are otherwise annoying?)
- fray pool to trigger darkest self?