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LEGACY
April 2015
By James Iles
Edited by Chris Longhurst.
Layout by Paolo Bosi
Front cover by Marcin Jakubowski
Internal Art by Jeff Brown (pages 12, 84) and Claudia Cangini (pages
20, 24, 28, 32, 36, 52, 56, 60, 64, 68, 72, 76, 80). All other art from
Shutterstock.com.
Playtesters: Liz Iles, Peter Morgan, Ellie Williams, Joe Williams, James
Richmond, Cliff Horowitz.
Thanks to: my lovely wife Liz, and Alexander Norris, who gave me
the impetus I needed to get this written.
Legacy
by UFO Press is licensed under a Creative Commons
Attribution-NonCommercial 4.0 International License.
Game system is based on Apocalypse World by D. Vincent Baker
1
CONTENTS
STARTING LEGACY
ChApTER 2: FAmILIES
BASIC FAmILY mOvES
ThE ENCLAvE OF BYGONE LORE
ThE GILdEd COmpANY OF mERChANTS
ThE LAwGIvERS OF ThE wASTELANd
ThE SERvANTS OF ThE ONE TRuE FAITh
ThE TYRANT KINGS
8
14
15
21
25
29
33
37
ChApTER 3: ChARACTERS
BASIC ChARACTER mOvES
ThE ELdER
ThE ENvOY
ThE huNTER
42
43
53
57
61
65
69
73
77
81
2
ThE REmNANT
ThE SCAvENGER
ThE SEEKER
ThE SENTINEL
ThE SuRvIvOR
ChApTER 4: ThE TuRNING OF AGES
ChApTER 5: RuNNING LEGACY
ChApTER 6: ThREATS
INdEx
86
90
112
123
INTROduCTION
The world your forebears knew is gone, ravaged by a catastrophe so
intense that few living even know its origins. The new world is twisted
and strange, filled with the distorted remnants of the world before and
the strange new things catalysed into being by the Fall.
Into this world step the survivors, bound together by blood or ideology
or desperation into something new. You will play through their stories,
and as they explore new realms, suffer dark times and celebrate great
victories you will craft a new world together. At the heart of all of those
will be your characters; learned or savage, diplomatic or dictatorial,
your family’s history will be filled with the characters you make. As the
ages turn, their legacy will shape the world.
Inspiration comes from games like
Fallout, STALKER
and
Civilization,
books like Alastair Reynolds’
Terminal World
and Walter Miller Jr’s
A Canticle for Leibowitz,
and films like
Mad Max
and
9.
The system
is heavily inspired by Vincent Baker’s
Apocalypse World,
as well as
offshoots like
Dungeon World
and
Monsterhearts.
Other ideas have been
inspired by
Mummy: the Curse, Tenra Bansho Zero, Burning Wheel Gold,
Danger Patrol
and more – give them a read and see what inspires you!
hOw TO pLAY LEGACY
To play, you’ll need some friends and at least two six-sided dice (referred
to as 2d6 from here on), although two per person is better. You’ll also
want some paper, some pencils, and preferably the printed out handouts
available free
online.
One of you will be the Game Master (GM) and
the rest will be the players. The GM is tasked with keeping track of
the setting, providing resistance and challenges to the characters, and
making sure all the players get equal amounts of screen time and
chances to shine. The players make families and characters and play
through their stories.
Legacy
is a roleplaying game, and a roleplaying game is like a
conversation between the players and the GM, working together
to build a story and see what the characters get up to. Sometimes,
to provide challenge and drama, a discrete chunk of rules
(called a “move” here) will trigger based on events in the
ongoing conversation and players will have to roll dice and
make difficult choices to determine what happens next. Each
move has a fictional trigger – something your character
or family has to be doing in the story of the world for
the mechanics to start up – and often the consequences
of moves will be just as much fictional (gaining you enemies,
allies, or information) as they will be mechanical (giving
you bonuses or penalties to your character’s traits).
Your position in the fiction is very
powerful, giving you opportunities
you may not have otherwise gained
or enabling you to gain things for free
you’d normally have to roll for. On the
other hand, if it’s been established
3
that you’re in a bad situation – say, tied to a chair with your hands
behind your back – you won’t be able to use the Fiercely Assault move
to attack your captors unless you can convince the other players it
makes sense in the context of the fiction. When you’re thinking about
what actions a character has available to them, remember what’s been
established so far: their personality, their capabilities, their possessions,
their location in the scene, the location the scene’s taking place in, their
allies, and so on. Gaining backup or a home territory advantage can be
far more powerful than a bonus to dice rolls.
The GM makes moves too, but theirs are different. The GM never rolls
dice, and spends their time responding to the players’ actions: when a
player rolls a 6 or below, when everyone looks to the GM to see what
happens next, or when the players do something which has previously
established immediate consequences (a ‘golden opportunity’) they can
use whichever of their moves they deem appropriate. Each GM move
is a way of raising the stakes, shaking up the situation and providing
adversity using standard GM tricks you may be familiar with from
other games: splitting up the characters, revealing unwelcome secrets,
offering opportunities with prices, and so on. These are codified and
listed in the GM section on page 90. I’d recommend that the GM
takes some time to read through that chapter, especially if they
haven’t played an Apocalypse Engine game before.
OvERvIEw
4
Chapter 1: Starting Legacy
contains the tools for starting a game –
game setup, world creation, and tips to help get things going.
Chapter 2: Families
introduces your Family, a collection of Fall survivors
who have banded together to survive in the new world. This chapter
details basic Family moves, treaties, Surpluses and Needs, and provides
five different Family archetypes to choose from.
Chapter 3: Characters
details your Character, the Family member chosen
to save the Family from disaster or seize new opportunities in a particular
Age. This chapter details basic Character moves, harm and healing, and
presents eight Character playbooks for you to use.
Chapter 4: The Turning of Ages
gives rules for the passing of time and
how Families change as Ages turn and generations rise and fall.
Chapter 5: Running Legacy
gives advice to the Game Master on how
to run
Legacy,
divided into a general Agenda, broad Principles and
individual moves to use in response to player actions.
Chapter 6: Threats
details how to bring trouble into the characters’ lives,
and provides a selection of monsters, natural disasters and organisations
for the Game Master to use.
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