Mock Logic Games

Colony World

Playbooks

Again, this is un-playtested notes, so I don’t have the full set of playbook details you’d find in Apocalypse World.  In particular I haven’t got all the naming conventions, looks, starting gear, history, and other details worked out yet.

Broker

It’s just business.  Sure, you have to live here with the rest of the colonist, but that doesn’t mean the rules and of business no longer apply.

Stats

Pick one:

  • Cool+1 Hard-1 Hot+2 Sharp+1 Xeno=0
  • Cool=0 Hard=0 Hot+2 Sharp=0 Xeno+1
  • Cool-1 Hard=0 Hot+2 Sharp+2 Xeno-1
  • Cool+1 Hard+1 Hot+2 Sharp+1 Xeno-2

Gear

Fashion suitable to your style, worth up to 1-armor.

Concealed Weapon (Pick One):

  • Stun gun (s-harm hand reload)
  • Sleeve pistol (2-harm close reload loud)
  • Hidden knives (2-harm hand infinite)

2 credits

Business

What’s your industry? (pick one)

  • MegaCorp Local Representative. Who did you think funded this colony?
    • When you Call the home office for advisement, the MC will tell you want they think you need to know, and they want you to do. If you do it, gain a 1 credit bonus and mark experience.
  • Indenture Broker. Don’t call it slavery.  Slavery is illegal.
    • Merchant of Men: If the colony is secure, at the beginning of the session, roll+hot. On a 10+, you’ve done well, 2 credits in sales. On a 7-9, 1 credit.  On a miss, the indentured merchandise is in revolt.
  • Den of Vice. Look, it’s not illegal on this planet, and colonization is stressful work… let the little people have their release.
    • When you spend some time in your business Making things happen, roll+hot. On a 10+, choose 2. on a 7-9 choose 1.  On a miss, you got problems in the business that need a attention now.
      • Someone finally pays their tab.  Gain 1 Credit.
      • Rumors are gathered. Gain 1 hold on character, PC or NPC.
      • No one has caused a problem.

When another character is rolling you can Offer your assistance. If they take it, you help as if you rolled a 10+ for assistance, but you hold 1 on them.

If you have a hold on a PC, at any time you can tell them what you want.  If they do it, they mark experience and the hold is gone.

If you have a hold on an NPC, they can’t move against you.  They can spend that hold by…

  • giving you something you want
  • acting as your eyes and ears
  • fighting to protect you
  • doing something you tell them to

Moves

Pick 1:

  • Invisible Hand: put out the word that you want a thing — could be a person, could be a little somethin somethin, could even be just a thing — and roll+hot. On a 10+, it shows up in your business for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your business for you with strings wicked attached.
  • Synergy: when you help someone who’s making a roll, add +2 to their roll instead of +1. When someone helps you when you’re making a roll, they add +2 to your roll instead of +1.
  • Cryptocracy: At the beginning of the session, roll+hot. On a hit, give +1 to everyone else making a beginning-of-session move. On a 10+, hold 1 on each other player whose beginning-of-session move hits. On a miss, give -2 to everyone else making a beginning-of-session move.
  • Observant: When you’ve read a charged situation and you’re acting on the MC’s answers, take +2 instead of +1.
  • Aggressive Negotiations: When you seize by force, roll+hot instead of hard.
  • Leverage: You have +1 armor against anyone you have a hold on.
  • Business Acumen: +1 Hot (+3 max)

Advancement

  • Get +1 Hard (max +2)
  • Get +1 Cool (max +2)
  • Get +1 Sharp (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Broker move
  • Get a new Broker move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Get security for your business, (2-harm gang small 2-armor) and Authority.

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Colonial Soldier

You were born a soldier, literally. You were grown to adulthood in a clone vat and implanted with combat training by computers.  You were never a child.  You were never a citizen.  You can’t procreate.  You served and following orders your whole life, just a couple of decades, and where they were done, they discarded you for newer better designed batch of vat grown clones.  You were acquired, assigned, or adopted by the colony program because your endurance and skills could be of value.  You were made to take lives, and now your trying to help start a new one.

Stats:

You were vat grown for combat.  Start with Cool=0 Hard+2 Hot=0 Sharp=0 Xeno-2

You were implanted with specialty military training, pick 2:

  • Scout Training +1 to Cool
  • Tactical Training +1 to Sharp
  • Command Training +1 to Hot

Gear

You stat with surplus Space Marine Gear:

Military Body Armor (3-armor hi-tech sealed valuable)

Serious Firepower (Pick 1):

  • Assault Rifle (3-harm close loud autofire)
  • Silenced Sniper Rifle (3-harm far hi-tech)
  • MG (3-harm close/far area messy)
  • Flame Thrower (3-harm area hand messy)
  • Grenade Launcher (4-harm close area messy)

More Weapons (pick 3):

  • Many Knives (2-harm hand infinite)
  • 9mm Pistol (2-harm close loud)
  • Bullpup SMG (2-harm close area loud)
  • Shotgun (3-harm close messy)
  • Grenades (4-harm hand area reload messy)
  • Military ammo (ap) add ap to all your guns

1 Credit

Moves:

Pick 3:

  • Army of One: In battle, you count as a gang (3-harm gang small), with armor according to the circumstances.
  • Combat Veteran: +1 Hard (max +3)
  • Disciplined Engagement: When you inflict harm, you can choose to inflict any amount of harm you like, less than or up to your harm as established, including s-harm. Decide at the moment you inflict the harm; you need not tell anyone in advance how much harm you intend to inflict.
  • Field Tested: When you act under fire, roll+hard instead of roll+cool.
  • Implanted: Pick one:
    • Cyber-HUD: when you inflict harm with a gun, do so at +1 harm.
    • Cyber-arm: when you inflict harm with a hand weapon, do so at +1 harm.
    • Cyber-guts: take -2 on all “when you suffer harm” rolls.
    • Cyber-brain: implanted and internally powered radio and computer.
    • Cyber-medical-gauntlet: a well-stocked medical kit in your arm, with a capacity of 2-stock.
  • Leave no one behind: In battle, when you help someone who’s rolling, don’t roll+Hx. You help them as though you’d hit the roll with a 10+.
  • Just Following Orders: When you ask someone you respect or has authority what you should be done, they must answer you honestly.  If you take that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.

Advancement:

  • Get +1 Cool (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Sharp (max +2)
  • Get a new Colonial Soldier move
  • Get a new Colonial Soldier move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Get a squad of colonial militia (gang small 2-harm 2-armor) and Authority
  • Get another Implant from this or any other playbook the MC allows.

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Expeditionary

You did come half-way across the galactic arm to farm genetically modified potatoes. You came to explore an alien world, to test your self in a true wilderness, and to make real discoveries.  To do that, you can’t stay in the hallways, green houses, and domes of the colony, but out in alien landscape.

Stats:

Pick one:

  • Cool+2 Hard+1 Hot-1 Sharp=0 Xeno+1
  • Cool+2 Hard=0 Hot+1 Sharp=0 Xeno+1
  • Cool+2 Hard+2 Hot-1 Sharp-1 Xeno=0
  • Cool+2 Hard-1 Hot=0 Sharp-1 Xeno+2

Gear:

Handheld radio (hi-tech fragile)

Durable outdoor ware worth Armor-2

Hunting Weapon (pick one):

  • Hunting rifle (2-harm far loud)
  • Shotgun (3-harm close messy)

Dangerous Tool (pick one):

  • Pick-axe (2-harm hand)
  • Crowbar (2-harm hand messy)
  • Machete (3-harm hand messy)
  • Axe (3-harm hand messy)

Useful Alien Artifact (pick one):

  • Storm Eye: When used properly, it can warn you of a coming alien storm. +1 ongoing for surviving a detected storm
  • Sectoid Pod (worn): +1 ongoing for interacting with insectoids and insectoids swarms.
  • Stinger Decanter: Generates a toxic liquid that can be injected as a weapon (1-harm ap tag)
  • Spore Bomb Cask: Grows semi-organic gas bombs. (s-harm hand area reload messy)
  • Screamer Post: When properly setup, it emits a sound that can attract insectoid swarms, and is just shockingly loud.
  • Slick Coil (implanted): When allowed to properly “instal” itself, it negates the Crippled debility, but does not remove it.
  • Shorn Pad: When properly separated, the pads on the inside of the halves transmit temperature, vibration, and texture instantly for a few days before melting to foul smelling goo.
  • Symbol Cube: The sides of these cubes depict symbols, which are different each time they are looked at, but never change while being observed.

2 Credits

Territory and Surveying:

The alien world is a strange place full undiscovered wonders and horrors.  Each of these territories represents a location that possesses some value to the colony. They each include a Profit, listed first, and a Catastrophe, listed second.  Some territories can be lost due to catastrophe, while others simple provide troubles.

You start with Uncharted Territory and one other choice from this list:

  • Uncharted Territory (Gain a new Territory from this list / Something finds you)
  • Crashed Spacecraft (2 Credits of salvage / Lost: Reactor explodes)
  • Alien Insectoid Hive (2 Credits of alien eggs / Being hunted by the hive)
  • Native Fruit Grove (1 Credit of edible fruit / Several colonists poisoned)
  • Alien Ruins (2 Credits of trinkets / Activate a dangerous artifact or trap)
  • Ore Vein ( 2 Credit of useful elements / Lost: Vein tapped out)
  • Discover Rare Native Fungus (2 Credits in Medicine / Infected )
  • Freshwater Source ( 1 Credit of clean Water / Lost: Run dry)

Storms

This alien world suffers from fast forming dangerous storms that race across the landscape, causing harm to unprotected people and equipment, although the native alien wildlife seems to have adapted to it.  Colonists caught in a storm typically need to Act Under Fire to get to shelter to avoid the effects.

Pick one:

  • Acidic Snow (3-harm intimate area messy), Choose: Black, Red, Green
  • Tiny Biting Insects (1-harm ap area loud messy), Choose: Purple, White, Blue
  • Toxic Rain (2-harm area loud messy), Choose: Black, Silver, Blue
  • Cutting Dust (2-harm area loud messy), Choose: Purple, Green, Shimmering
  • Gas Fogs (s-harm area intimate), Choose: Red, Blue, Yellow

Moves:

You get Survey and 2 other moves:

  • Survey 2: Whenever there’s a stretch of downtime in play, or between sessions, you can explore the alien world. Choose a number of territory options currently available to you equal to your Survey rating, and roll+cool. On a 10+, you get profit from all the territories you chose. On a 7–9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the other. On a miss, catastrophe all around.
  • Discovery: Whenever you Survey alien ruins, you can choose to find a new Useful Alien Artifact instead of 2 Credits in trinkets.
  • Escape Plan: Name your escape route and roll+cool. On a 10+ you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.
  • Tougher Than This World: You get +1 armor against aliens creatures, weather, traps, artifacts, and the like.  Humans weapons are unaffected.
  • Tracker: When you want to find a person or creature, roll+cool. On a 10+, both.  On a 7-9, pick 1.
    • You find the target.
    • The target doesn’t see you coming.
  • Xeno Archaeologist: When you Interact With The Alien ruins or artifacts, roll+cool instead of Xeno.
  • Xeno Biologist: When you Interact With The Alien plant or animal life, roll+cool instead of Xeno.

Advancement:

  • Get +1 Hard (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Sharp (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Expeditionary move
  • Get a new Expeditionary move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Get a small Camp (20 people, small gang) and Authority
  • Get a Vehicle (detail)
  • Get Survey 3

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Governor

Be it through election or appointment, you are the head of the colony. It’s your duty to look out for the greater good, to make the hard decisions, and to be blamed for everything that goes wrong.  Maybe you can keep everyone working together to survive.  Maybe.

Stats:

Pick one:

  • Cool+1 Hard+1 Hot+2 Sharp=0 Xeno-1
  • Cool+1 Hard-1 Hot+2 Sharp+2 Xeno-2
  • Cool=0 Hard+1 Hot+2 Sharp+1 Xeno-1
  • Cool-1 Hard=0 Hot+2 Sharp+1 Xeno+1

Gear:

Personal Fashion worth up to 1-armor

Concealed Weapon (Pick One):

  • Stun gun (s-harm hand reload)
  • Sleeve pistol (2-harm close reload loud)
  • Hidden knives (2-harm hand infinite)

2 Credits

The Colony

Your colony has 500-300 colonists; one nano fabricator; a mix of green house, hydroponic, and animal farming; and a generator able to power the entire colony when it’s fueled.  The various crops and farm animals are all bred from all terrestrial stock you brought on the ship with you.

To maintain the peace and safety of the colony, you can call out a militia force of about 40 people (2-harm gang medium 1-armor).  The colony itself is built with walls and gates, and provides +1 armor to its defenders from external threats.

By default, your colony is considered to have:

  • Surplus: 1-credit
  • Want: hungry, faltering power, swarm infestation, repairs, disease

Pick three:

  • Geothermal Power, remove want: faltering power.
  • Protective Dome, remove want: repairs.
  • Engineered Crops, remove want: hungry.
  • Pulse Towers, remove want: swarm infestation.
  • Nearby Mines, gain Surplus: +1 credit.
  • Reinforced Walls and Gates: +1 armor to the colony’s defense.
  • Dedicated Security Force, your gang is Loyal.
  • Well Stocked Armory, your gang gets +1 harm.
  • Well Defended, your gang is Large instead of Medium. About 60 people.

Pick one:

  • Divided People, gain want: Anxious.
  • Lacks Key Resources, Surplus credits -1.
  • Limited Defenders, your gang is Small instead of Medium. About 20 people.
  • Lack Walls and Gates, -1 armor to colony’s defense.

Moves:

You gain Governance and Authority, plus one more move of your choice:

  • Governance: If your colony is secure and your rule unchallenged, at the beginning of the session, roll+hot. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want.
  • Authority: When your gang fights for you, roll+hot. On a 10+, hold 3. On a 7–9, hold 1. On a miss, the gang attempts to abandon you to fight on your own, Over the course of the fight, spend your hold 1 for 1 to make your gang:
    • Make a hard advance
    • Stand strong against a hard advance
    • Make an organized retreat
    • Show mercy to their defeated enemies
    • Fight and die to the last
  • Charismatic: +1 Hot (max +3)
  • Coalition: When another character rolls to help you, they mark experience.
  • Slick: When you Do Something Under Fire, roll+hot instead of cool.
  • Forceful Negotiator: When you Go Aggro On Someone, roll+hot instead of hard.
  • Bribery: When you help of interfere with someone, after you’ve rolled, you can:
    • Spend 1 Credit to change your miss into a 7-9 hit, or your 7-9 hit into a 10+ hit.
    • Spend 1 Credit to give +2 (helping) or -3 (interfering) instead of +1 or -2.

Advancement

  • Get +1 Hard (max +2)
  • Get +1 Cool (max +2)
  • Get +1 Sharp (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Governor move
  • Get a new Governor move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Get a new option for your Colony

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Grounded

Once you flew among the stars, piloting the massive machines that carry mankind through the void between world.  Now you are stranded on this alien planet, unable to escape gravity’s cruel embrace.  You still feel at home only behind the control of a machine, but the speeds and distances are so small now.

Stats

Pick one:

  • Cool+1 Hard-1 Hot+2 Sharp+1 Xeno-1
  • Cool+2 Hard=0 Hot=0 Sharp+1 Xeno-1
  • Cool+1 Hard+2 Hot=0 Sharp+1 Xeno-2
  • Cool+1 Hard-2 Hot=0 Sharp+2 Xeno+1

Gear

Fashion suitable for a pilot.

You have a portable handheld radio.

One dependable side arm: (pick one)

  • .38 revolver (2-harm close reload loud)
  • 9mm (2-harm close loud)
  • Stun gun (s-harm hand reload)

One back-up weapon: (pick one)

  • Big knife (2-harm hand)
  • Many knives (2-harm hand infinite)
  • Boot pistol (2-harm close reload loud)

Your Vehicle: (pick one)

  • Rover (Power+2 looks+1 1-armor weakness+1, storm-proof)
  • Trike (Power+2 looks+2 0-armor weakness+1, fast)
  • Ultralight Helo  (Power+1 looks+2 1-armor weakness+1, flight)
  • RV Rover (Power+2 looks+1 2-armor weakness+2, storm-proof)

2 credits

Your Ship

What is the fate of your star ship? (pick one)

  • It crashed, but you know where.  When you Scavenge the Remains of a Ship, roll+Cool. On a 10+, gain 2 credits worth of salvage or one item you expected to find in such debri. On a 7-9, you find salvage worth 1 credit. On a miss, someone or something is jealously guarding the wreck as their own.
  • It’s dying, but still in orbit with active sensors. When you View the World from Orbit you may Read a Sitch and ask your questions of the world.
  • It flew away without you, this world is your home now. Gain +1 Xeno (max +3)

Moves

You gain Ace and two other moves:

  • Ace: when behind the controls of a vehicle…
    • …if you do something under fire, add your vehicle’s power to your roll.
    • …if you try to seize something by force, add your vehicle’s power to your roll.
    • …if you go aggro, add your vehicle’s power to your roll.
    • …if you try to seduce or manipulate someone, add your vehicle’s looks to your roll.
    • …if you help or interfere with someone, add your vehicle’s power to your roll.
    • …if someone interferes with you, add your vehicle’s weakness to their roll.
  • Military Surplus:  you get an additional vehicle. Give it mounted machine guns (3-harm close/far area messy) or grenade launchers (4-harm close area messy) and +1armor.
  • Scout: Gain the Survey 1 and the Uncharted Territory option.
  • Hot Shot’s Ego: When you highlight stats, the MC doesn’t get to highlight one. Instead, you choose one to highlight for yourself.
  • Pilot’s Charm: Add the look of your vehicle to your Seduce or Manipulate rolls even when your vehicle isn’t present.  If you have multiple vehicles, use the highest look of your vehicles.
  • Collector: Gain 2 more vehicles (detail)
  • Don’t Touch The Ride!: Take +1 forward whenever your ride takes damage in your presence.

Advancement

  • Get +1 Hard (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Cool (max +2)
  • Get +1 Sharp (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Grounded move
  • Get a new Grounded move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Get a Lab with a Garage where you can work on your vehicles.

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

You’ll find the remaining 5 playbooks on the next page.

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