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==Playbooks== Playbooks are well-defined archetypes of post-apocalyptic fiction. There is a number of them, each fillings its own place. *'''Angel''' – Guys with scalpels, morphine and the knowledge to use them. Can channel the psychic maelstrom for healing purposes, with possibly unexpected results. Think field medic, but proper gear is really hard to come by. *'''Battlebabe''' – Chick with guns. Huge guns. Literally has a move called “dangerous and sexy”. Starts with custom weapons, which are bigger and badder than what you’re normally able to find in post-apocalypse. Does not actually have to be a girl. *'''Brainer''' – Your run-of-the-mill [[psyker]]. Can scan people’s brains and control them. *'''Chopper''' – Leader of a biker gang. Yes, you actually get a gang, but as you might imagine, it’s unruly and you have to keep on your toes to remain in charge. *'''Driver''' – You’re a cool motherfucker who gets to drive and own cars. Cars have their own stats, which you add to your roll when you do stuff from out of a car. *'''Gunlugger''' – Like Battlebabe, but replace “sexy” with “Rambo”. Unless that’s what you’re into. *'''Hardholder''' – Leader of a settlement. Yes, an actual leader, with all the responsibilities and benefits that come with that. If this is one of the players, the action will probably be centered around something related to the settlement. *'''Hocus''' – A cross between Hardholder, Brainer and Chopper – you’re a person in charge of a small cult of people. *'''Operator''' – No, [[/k/|not that kind]] of an operator. It’s more of a venture capitalist – a guy who is invested into various gigs around the place, and is expected to ensure they all run smoothly. *'''Savvyhead''' – Essentially a [[techpriest]]. Fixes stuff, but sometimes does that with some sort of an extrasensory affinity for the machinery, not just pure mechanical knowledge. Can talk to machines. *'''Skinner''' – A beautiful, graceful, hypnotically breathtaking person in the apocalypse. Has sort of a succubus vibe to it. There are a couple of extra playbooks, added after the game was released. They generally come with more specific moves and define the setting a bit more concretely than the basic ones. *'''Faceless''' – A clinically insane person who constantly wears a mask and communicates with it, remaining helpless should they remove it. Fucks shit up. *'''Hoarder''' – Exactly what it says on the tin. A scavenger with a pile of hoarded goods, who usually has just the right thing in it. *'''Macaluso''' – Not a single character, but a multitude of them, connected through the psychic maelstrom. Since they’re all run by the same player, the implication is that they’re unconsciously working toward some common goal. Expect clusterfuck. *'''Maestro D’''' – Like hardholder, but you own an establishment, along with the appropriate staff. That could be a bar, a restaurant, an arcade, or something like that. *'''Marmot''' – You’re a marmot detective, sleuthing out crime and criminals. Created as a joke. *'''Quarantine''' – A person from the military who was in stasis when the Apocalypse happened, awoke from it and lost most of their memories. The stasis facility is still there, ready to be explored, and they get to define something about the apocalypse at the beginning of every session. *'''Solace''' – A source of peace and calm in the howling apocalypse. They can grant characters XP if they don’t do any harm for the entire session, and urge other characters and NPCs toward nonviolence. If they’re in the game, the psychic maelstrom manifests as “wolves” (not necessarily actual wolves, more like some sort of eldritch horrors called perversions of birth) that try to hunt The Solace and its companions down. *'''Space Marine Mammal''' – You're a sapient cetacean whose grandparents escaped the Apocalypse by building secret orbital stations and expanding a hidden base on Mars into a functional dolphin colony. You get a walking suit to help you in reclaiming Earth. *'''Touchstone''' – A person with a vision of a better future. Or simply a future – something beyond just surviving day to day. Their moves are focused on ensuring that what they foresaw actually occurs. Additionally, the new playbooks from the second edition include *'''The Waterbearer''' – The sole owner (or an owner of an organization that owns) of something important, valuable or necessary to the people of the apocalypse. In exchange for access to the thing, other people have to obey specific rules they set. *'''The Child-Thing''' – Human, but not quite. A feral child born of the apocalypse, invoking many horror tropes. Not necessarily evil or destructive, but always disturbing. *'''The News''' – It’s Three-Dog! No, but seriously – you’re a person of some integrity with an allegiance to The Truth, which you spread using a derelict radio station you’ve somehow managed to put in working order. Of course, the fact that you’re committed to spreading the truth means you’re going to get on the hit-list of people with authority. *'''The Show''' – A one-man Dethklok, complete with causing the audience to go into frenzy and the ability to make earth to split and sunder by putting on an amazing show. The catch is, someone always holds your leash, and has to, or you’re like a fish out of water. Not for every session, or for every playgroup, even. *'''The Landfall Marine''' – Somehow, the chain of command got into space before the apocalypse happened. And you’re part of a crew that’s about to retake the Earth, with advanced technology and superior organization. Just hope that the people down there cooperate. For playbooks that establish specific things about the universe (Landfall Marine comes to mind), it should be noted that if they aren’t in use, the assumptions that they make aren’t necessarily true.
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