Brittania World/Senica: Difference between revisions

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(The Horsewoman.)
 
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{{AWCharacter
{{AWCharacter
|Name=Senica
|Name=Senica
|Campaign=Arthurian World
|Campaign=Brittania World
|Player=Jacko
|Playbook=Horseman
|Look=Woman, leather armor, grim face, imperious eyes, cut body.
|Look=Woman, leather armor, grim face, imperious eyes, cut body.
|Cool=1
|Cool=1
|Hard=-1
|AWCoolHighlighted=No
|Hot=-2
|Hard=0
|Sharp=2
|AWHardHighlighted=No
|Hot=-1
|AWHotHighlighted=Yes
|Sharp=3
|AWSharpHighlighted=Yes
|Weird=0
|Weird=0
|Moves=Infernal Steed:  when atop my steed...
|AWWeirdHighlighted=No
...if you act under fire, add your steed's sight to your roll.
|Hx=Exuperata +1<br />Cor +1
...if you seize by force, add your steed's power to your roll.
|AWHxHighlighted=No
...if you go aggro, add your steed's power to your roll.
|Moves='''Infernal Steed:''' when atop my steed...<br />
...if you open your mind to the psychic maelstrom, add your steed's sight to your roll.
...if you act under fire, add your steed's sight to your roll.<br />
...if you help or interfere with someone, add your steed's power to your roll.
...if you seize by force, add your steed's power to your roll.<br />
...if someone interferes with you, add your steed's weakness to their roll.
...if you go aggro, add your steed's power to your roll.<br />
 
...if you open your mind to the psychic maelstrom, add your steed's sight to your roll.<br />
Conquest: when you and your steed lead a gang into battle, it counts as one size larger than it is.
...if you help or interfere with someone, add your steed's power to your roll.<br />
|Gear=2 heraldic weapons
...if someone interferes with you, add your steed's weakness to their roll.<br />
...lance and banner (2-harm arm flag)
<br />
...saber (3-harm arm)
'''Conquest:''' when you and your steed lead a gang into battle, it counts as one size larger than it is.<br />
<br />
'''Good in a Clinch''' when you do something under fire, roll+sharp instead of
roll+cool.<br />
<br />
'''Daredevil''' if you go straight into danger without hedging your bets, you get +1armor.  If you happen to be leading a gang or convoy, it gets +1armor too.
|Gear=2 heraldic weapons<br />
...lance and banner (2-harm arm flag)<br />
...saber (3-harm arm) <br /><br />
Leather armor (1-armor)<br />
Oddments worth 1-barter
|XP=3
|Harm=6
|Shattered=No
|Shattered=No
|Crippled=No
|Crippled=No
Line 25: Line 43:
|Broken=No
|Broken=No
}}
}}
The Steed
'''The Steed'''<br />
Power +2
Power +2<br />
Sight +1
Sight +1<br />
Weakness +2
Weakness +2<br />
1-armor
1-armor<br />
 
<br />
Animal, fast, tough, decorated, proud, vain.
Animal, fast, tough, decorated, proud, vain.<br />
<br />Took +1 Sharp (+3 Sharp)<br />
Took +1 Hard (0 Hard)<br />
Took Good in a Clinch<br />
Took Daredevil<br />
Took +1 Hot (-1 Hot)<br />
http://johnstone.wikispaces.com/file/view/Horseman_LonePlaybook_02.pdf
{{#set: chartype=PC}}

Latest revision as of 22:01, 19 December 2013

Name Senica
Campaign Brittania World
Player Jacko
Playbook Horseman
Look Woman, leather armor, grim face, imperious eyes, cut body.
Cool 1
Hard 0
Hot -1
Sharp 3
Weird 0
Moves

Infernal Steed: when atop my steed...
...if you act under fire, add your steed's sight to your roll.
...if you seize by force, add your steed's power to your roll.
...if you go aggro, add your steed's power to your roll.
...if you open your mind to the psychic maelstrom, add your steed's sight to your roll.
...if you help or interfere with someone, add your steed's power to your roll.
...if someone interferes with you, add your steed's weakness to their roll.

Conquest: when you and your steed lead a gang into battle, it counts as one size larger than it is.

Good in a Clinch when you do something under fire, roll+sharp instead of roll+cool.

Daredevil if you go straight into danger without hedging your bets, you get +1armor. If you happen to be leading a gang or convoy, it gets +1armor too.

Gear

2 heraldic weapons
...lance and banner (2-harm arm flag)
...saber (3-harm arm)

Leather armor (1-armor)
Oddments worth 1-barter

Hx

Exuperata +1
Cor +1

XP 3
Harm 6
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



The Steed
Power +2
Sight +1
Weakness +2
1-armor

Animal, fast, tough, decorated, proud, vain.

Took +1 Sharp (+3 Sharp)
Took +1 Hard (0 Hard)
Took Good in a Clinch
Took Daredevil
Took +1 Hot (-1 Hot)
http://johnstone.wikispaces.com/file/view/Horseman_LonePlaybook_02.pdf