The Mouldering World/Resonance: Difference between revisions

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|AWHardHighlighted=No
|AWHardHighlighted=No
|Hot=0
|Hot=0
|AWHotHighlighted=Yes
|AWHotHighlighted=No
|Sharp=2
|Sharp=2
|AWSharpHighlighted=No
|AWSharpHighlighted=Yes
|Weird=1
|Weird=1
|AWWeirdHighlighted=Yes
|AWWeirdHighlighted=Yes
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|Moves=* '''''Healing touch''''': when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re acting under fire from your patient’s brain. On a miss: first, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC.
|Moves=* '''''Healing touch''''': when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re acting under fire from your patient’s brain. On a miss: first, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC.
* '''''Touched by death''''': whenever someone in your care dies, you get +1weird (max +3).
* '''''Touched by death''''': whenever someone in your care dies, you get +1weird (max +3).
* '''''Professional compassion''''': you can choose to roll+sharp instead of roll+Hx when you help someone who’s rolling.
|Gear=* 9mm (2-harm close loud)
|Gear=* 9mm (2-harm close loud)
* oddments worth 1-barter
* oddments worth 1-barter
* Coverall full of pockets, kind of hippie looking, including 1-armor.
* Coverall full of pockets, kind of hippie looking, including 1-armor.
* Angel kit
* Angel kit
|XP=0
|Shattered=No
|Shattered=No
|Crippled=No
|Crippled=No

Latest revision as of 13:04, 15 July 2014

Name Resonance
Campaign The Mouldering World
Player Jason
Playbook Angel
Look Man, utility wear, lively face, quick eyes, rangy body.
Cool -1
Hard 1
Hot 0
Sharp 2
Weird 1
Moves
  • Healing touch: when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re acting under fire from your patient’s brain. On a miss: first, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC.
  • Touched by death: whenever someone in your care dies, you get +1weird (max +3).
  • Professional compassion: you can choose to roll+sharp instead of roll+Hx when you help someone who’s rolling.
Gear
  • 9mm (2-harm close loud)
  • oddments worth 1-barter
  • Coverall full of pockets, kind of hippie looking, including 1-armor.
  • Angel kit
Hx
  • Ghislaine -2
  • Jon 0
  • Fluffy 1
  • Amber 0
  • Philotic -2
XP 0
Harm
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



Until recently, has been working at the hospital.