Brittania World/Senica: Difference between revisions

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Line 8: Line 8:
|AWCoolHighlighted=No
|AWCoolHighlighted=No
|Hard=0
|Hard=0
|AWHardHighlighted=Yes
|AWHardHighlighted=No
|Hot=-2
|Hot=-1
|AWHotHighlighted=No
|AWHotHighlighted=Yes
|Sharp=3
|Sharp=3
|AWSharpHighlighted=No
|AWSharpHighlighted=Yes
|Weird=0
|Weird=0
|AWWeirdHighlighted=Yes
|AWWeirdHighlighted=No
|Hx=Exuperata +1<br />Bran +2<br />Cor +3
|Hx=Exuperata +1<br />Cor +1
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves='''Infernal Steed:'''  when atop my steed...<br />
|Moves='''Infernal Steed:'''  when atop my steed...<br />
Line 28: Line 28:
<br />
<br />
'''Good in a Clinch''' when you do something under fire, roll+sharp instead of  
'''Good in a Clinch''' when you do something under fire, roll+sharp instead of  
roll+cool.
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 />
|Gear=2 heraldic weapons<br />
...lance and banner (2-harm arm flag)<br />
...lance and banner (2-harm arm flag)<br />
Line 35: Line 37:
Oddments worth 1-barter
Oddments worth 1-barter
|XP=3
|XP=3
|Harm=0
|Harm=6
|Shattered=No
|Shattered=No
|Crippled=No
|Crippled=No
Line 51: Line 53:
Took +1 Hard (0 Hard)<br />
Took +1 Hard (0 Hard)<br />
Took Good in a Clinch<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
http://johnstone.wikispaces.com/file/view/Horseman_LonePlaybook_02.pdf
{{#set: chartype=PC}}
{{#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