Attitude Countdown Harm Timer

Posted: 11th September 2013 by Victor Wyatt in General

After a post by Stras Acimovic a few weeks back, maybe even a month, I’ve struck upon an idea for damage/consequences in Apocalypse World based games.

In AW there is a countdown timer divided into six segments. The first three are low stress results and the final three are high stress ones. As you take Harm you tick off slices of the clock in a clockwise direction. Once you enter the final three slices things get real.

What Stras talked about was looking at the countdown timer in another way. Just now it struck me.

When you make your character you pick your Attitude. This choice will assign you a countdown timer that aligns with the character’s attitude toward taking harm.

The timer is divided into six segments almost as in AW. As the character takes Harm their player ticks off wedges in a clockwise direction, also like in AW. How the wedges are defined and what they do to your Move rolls is where things change.

There are three states the character can find themselves in, Calm, Panicked and Resolved. When in a Calm state the character gets +0 on all their rolls, when Panicked the character gets -1 applied to all rolls and when Resolved the modifier is a +1. These modifiers are not cumulative. For example, when Panicked your rolls are at -1 and if you take harm that moves you to Resolved you are now at +1, the -1 is gone.

Below the wedges are listed 1 through 6 for each Attitude a player might choose for their character.

Flighty
1 Panicked (-1)
2 Panicked (-1)
3 Calm (+0)
4 Calm (+0)
5 Resolved (+1)
6 Panicked (-1)

Stiff Upper Lip
1 Resolved (+1)
2 Resolved (+1)
3 Resolved (+1)
4 Calm (+0)
5 Panicked (-1)
6 Panicked (-1)

Cool and Collected
1 Resolved (+1)
2 Calm (+0)
3 Calm (+0)
4 Calm (+0)
5 Calm (+0)
6 Panicked (-1)

* As you might notice the Attitudes have a certain flavor to them. That’s because I have a game design in mind for using them. You shall see more in the near future.

 

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