Wanderers/Fifi: Difference between revisions

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|Look=Ambiguous, scrounged/mismatched armor, bony face, mad eyes, stringy body
|Look=Ambiguous, scrounged/mismatched armor, bony face, mad eyes, stringy body
|Cool=1
|Cool=1
|AWCoolHighlighted=Yes
|AWCoolHighlighted=No
|Hard=2
|Hard=3
|AWHardHighlighted=No
|AWHardHighlighted=Yes
|Hot=-1
|Hot=-1
|AWHotHighlighted=Yes
|AWHotHighlighted=No
|Sharp=1
|Sharp=2
|AWSharpHighlighted=Yes
|AWSharpHighlighted=No
|Weird=0
|Weird=1
|AWWeirdHighlighted=No
|AWWeirdHighlighted=Yes
|Hx=Gray Rat +2<br>
|Hx=Gray Rat +3<br>
Ace 0<br>
Ace +2<br>
Spoonman +3<br>
Spoonman +3<br>
Major Tom +2
Major Tom +1
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves='''Battle-hardened''' - when you act under fire, or when you stand overwatch, roll+hard instead of roll+cool.
|Moves='''Battle-hardened''' - when you act under fire, or when you stand overwatch, roll+hard instead of roll+cool.
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'''Battlefield instincts''' - when you open your brain to the world's psychic maelstrom, roll+hard instead of roll+weird, but only in battle.
'''Battlefield instincts''' - when you open your brain to the world's psychic maelstrom, roll+hard instead of roll+weird, but only in battle.
|Gear=2 armor<br>
 
Assault rifle (3-harm close/far loud autofire ap)<br>
'''NOT TO BE FUCKED WITH''' - in battle, you count as a small gang, with harm and armor according to your gear.
Magnum (3-harm close reload loud ap)<br>
 
Big-ass knife (2-harm hand)
'''Insano like Drano''' - you get +1hard (hard +3).
|XP=2
 
|Harm=0
'''Oh Yeah''' - (from Faceless) Roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but
take 1-harm (ap), and are disoriented and under fire in follow-up actions,
leave something behind, or take something with you. Think smashing
through walls or pushing through burned out husks of cars.
|Gear=1 armor<br>
1 assault rifle (3-harm close/far loud autofire ap)<br>
1 magnum (3-harm close reload loud ap)<br>
ap ammo (ap) add to all your guns<br>
1 shotgun (3-harm close messy)<br>
1 9mm (2 harm close loud)<br>
1 big ass knife <br>
Bike has sidecar and cockpit-like seat - "A10 on wheels"
|XP=3
|Harm=3
|AWStabilized=No
|AWStabilized=No
|AWcome back with -1hard=No
|AWcome back with -1hard=No
|AWcome back with +1weird (max+3)=No
|AWcome back with +1weird (max+3)=Yes
|AWchange to a new playbook=No
|AWchange to a new playbook=No
|AWdie=No
|AWdie=No
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|Massive=0
|Massive=0
}}
}}
Barter: 2
'''Advancements'''
* get a new gunlugger move (NOT TO BE FUCKED WITH)
* get a new gunlugger move (Insano like Drano)
* get +1 sharp (max sharp +2)
* get a new vehicle - motorcycle with sidecar and "armored cockpit" (Speed 1, Handling 0, Armor 1, Massive 0)
* get a move from another playbook (OH YEAH)
'''Holds'''
*Gray Rat: Fifi must kill the turncoat members of SPD (or Gray Rat holds 1 harm AP) 10 total: 4 down, 6 to go
'''Secrets'''
*to Ace: Fifi really hates the bitch Melody & offers to take her out
*to Spoonman:

Latest revision as of 08:37, 13 March 2017

Name Fifi
Campaign Wanderers
Player Lisa
Playbook Gunlugger
Look Ambiguous, scrounged/mismatched armor, bony face, mad eyes, stringy body
Cool 1
Hard 3
Hot -1
Sharp 2
Weird 1
Moves

Battle-hardened - when you act under fire, or when you stand overwatch, roll+hard instead of roll+cool.

Fuck this shit - name your escape route and roll+hard. On a 10+, sweet, 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.

Battlefield instincts - when you open your brain to the world's psychic maelstrom, roll+hard instead of roll+weird, but only in battle.

NOT TO BE FUCKED WITH - in battle, you count as a small gang, with harm and armor according to your gear.

Insano like Drano - you get +1hard (hard +3).

Oh Yeah - (from Faceless) Roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and are disoriented and under fire in follow-up actions, leave something behind, or take something with you. Think smashing through walls or pushing through burned out husks of cars.

Gear

1 armor
1 assault rifle (3-harm close/far loud autofire ap)
1 magnum (3-harm close reload loud ap)
ap ammo (ap) add to all your guns
1 shotgun (3-harm close messy)
1 9mm (2 harm close loud)
1 big ass knife
Bike has sidecar and cockpit-like seat - "A10 on wheels"

Hx

Gray Rat +3
Ace +2
Spoonman +3
Major Tom +1

XP 3
Harm 3
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die

Vehicles

Name

Fifi's bike

Frame

bike

Look

Cobbled together

Speed 1 Handling 0
Armor 0 Massive 1
Strengths Fast, rugged Weaknesses Loud
Battle Options

+1 speed

Harm 0


Add a vehicle:



Barter: 2

Advancements

  • get a new gunlugger move (NOT TO BE FUCKED WITH)
  • get a new gunlugger move (Insano like Drano)
  • get +1 sharp (max sharp +2)
  • get a new vehicle - motorcycle with sidecar and "armored cockpit" (Speed 1, Handling 0, Armor 1, Massive 0)
  • get a move from another playbook (OH YEAH)

Holds

  • Gray Rat: Fifi must kill the turncoat members of SPD (or Gray Rat holds 1 harm AP) 10 total: 4 down, 6 to go

Secrets

  • to Ace: Fifi really hates the bitch Melody & offers to take her out
  • to Spoonman: