I’ve thought more about the World Wide Wrestling/ Monster
of the Week mash-up campaign I mentioned in my last post. I’ve sketched
what you’d need to do for conversions. On the WWW side, everything stays the
same. You don’t have to make any changes. On the MotW side, I decided to go
with archetypes. Some feel a little more cartoony than others. The Keeper may
want to narrow the choices.
I’m leaving out four playbooks: The Divine, The
Flake, The Initiate, and the Spell-Slinger. You could use these if you wanted
something closer to straight MotW. I may go back to see if there’s anything we
can steal from those.
BASICS
Look and such should simply cross-over from World Wide Wrestling, the same for History.
The Keeper may want to have everyone define an experience or encounter they had
with another Hunter in the field. Go to the left so everyone has a connection. Rewrite
Weapons and Gear to be wrestling appropriate. No firearms, no long blades, etc.
Redefine these as other forms or as special wrestling moves (complete with
tags). Limit characters to one Far tag, usually to represent a thrown item or
gimmick attack.
ADDITIONAL WRESTLING MOVES
Besides their normal moves, each hunter gets a “Wrestling”
move. Most of these we’ll lift from the excellent Luchador fan playbook. Written
by Reid San Filippo, you can find that here.
Players can pick from: Consummate Athlete, Flesh Wound (for Machismo!), Daredevil Move, Inspiring
Speech, Heel (for Sly Rudo), and Fan
Following.
To those we’ll add a couple more:
- Tag-Team: When you Help Out your tag-team partner, you give them +2 Forward instead of +1. If your team splits, you can’t use this until you establish a new partnership.
- Social Media Master: You may Cut a Promo during the Monster of the Week episode. You Snapchat, Vine, Tweet, or whatever to generate excitement among your audience. Roll +Charm for this.
- Cage Match Specialist: When fighting a monster in an enclosed or limited space setting, your attacks always count as a weakness against those monsters. These attacks are 2-harm intimate messy.
The Keeper may make these unique, so each can only be taken
by a single hunter.
THE PLAYBOOKS
The Heir AKA The Chosen
I picture this as someone who had a mantle
passed down to them: parent to sibling, sibling to sibling, mentor to student. If
you’re going for a classic Luchadore version of this, then the character receives
the mask marking the legacy. You might step away from the family/ person
connections and have the inheritance based on obtaining a special or magical
item.
I imagine the Heir as more likely than others to have a
conventional weapon, with a special material. It becomes more awesome if that
still echoes illegal ring weapons (a bat, brass knuckles, a chain, etc). The
moves stay the same. The player and Keeper should talk about the fate elements.
You’ll probably want to tweak your doom in keeping with the tone of the game (Supernatural vs. Scooby-Doo).
The Sneak AKA The Crooked
Your character has a criminal background, so you’re the thief
or con-man of the team. Under background, read Assassin as Hired Gun,
with the idea that you might have been employed to fix real matches.
Eliminate Artifact,
Crew, and Made as move options. Players may choose as starting moves Backgrounds they
didn’t initially take.
The Brain AKA The Expert
This character’s the know-it-all armed with a smattering of
occult lore and scholarship. The difference is that the Haven is a vehicle, the
Mystery Machine: a semi, van, camper, airstream trailer, etc. The Panic Room option should be read as
heavily armored, making it harder but not impossible for people to get in. The
Expert has a new Haven option, Inconspicuous.
This means the vehicle looks super ordinary, doesn’t seem out of place, and is
forgettable to witnesses. Of course, the Mystery Machine can get low-jacked or
towed. The Expert can roll the Mystery Machine into a combat situation, but the
Keeper then has room to hit it with a move.
The Monster AKA The Monstrous
The Keeper will want to look carefully at this one. The
group should decide if it fits with the tone they want. If someone
takes the Monster, then the Haunted (Spooky) should be taken off the table (and
vice versa).
The player and Keeper should develop the Monster type. The
one caveat should be that the character must be able to sell the monstrous
form as their gimmick in the ring. So as cool as a Werewolf is, that may be too
much. You could define a player’s monstrous nature as half-breed, making them
appear more human. I’d probably take the Faerie and Ghost type off the table.
But consider Mummy, Frankenstein, Mutated Hench, or Cyborg as new options.
The Cursed AKA The Spooky
The Keeper will want to look carefully at this one. The
group should decide if it fits with the tone they want. If someone
takes the Cursed, then the Monster (Monstrous) should be taken off the table
(and vice versa).
This Hunter has a dark and dangerous connection to the
supernatural. They’re sinister and unsettling. We’ve seen wrestlers with these gimmicks
before. The Undertaker and his Ministry of Darkness’s the most notable. I’m
guessing anyone playing the Cursed will be a Heel in the ring.
The Newb aka The Mundane
The newest member of the Hunter team, they likely got roped
into this by accident.
The Boss aka The Professional
The Agency defines the people holding the leash behind the
scenes. Are the hunters stringers for a larger anti-supernatural group? Hidden agents
run by a rogue handler within a conventional agency? Given direction and
assignments by a shadowy supernatural figure? Imagine this less as a formal
agency they belong to and more like a patron group. Alternately, the Keeper
may have the player skip defining the agency and simply call it the Deal with Your Benefactor move.
The Veteran aka The Wronged
The Vet has been at this a long, long time. They’re probably
older, more grizzled, or crazier than their fellow hunters. They’ve lost someone
in their long career and that pushes them on.
The Wrench aka Action Scientist
The Action Scientist is a playbook written by Michael Sands
as an homage to Atomic Robo. I
imagine this character as the crazy hunter who is always rigging up strange
devices and traps. You’ll want to rename and redefine the lunatic gear list
here (unless the Keeper wants a full gonzo tone).
Thoughts? Suggestions?
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