Brink/Torch: Difference between revisions

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|Campaign=Brink
|Campaign=Brink
|Player=Jason
|Player=Jason
|Playbook=Faceless
|Playbook=Hocus (ex-Faceless)
|Look=Man, scrounged armor, merciless eyes, muscular body.
|Look=Man, scrounged armor, merciless eyes, muscular body, hideously scarred face, sometimes wears a scarily modified 'Neer mask.
 
|Cool=2
'''Mask''': scrounged mask, cracked. It's recognizably the mask worn by the 'neers in the station core, but cracked beaten up.
|AWCoolHighlighted=Yes
|Cool=1
|Hard=3
|AWCoolHighlighted=No
|AWHardHighlighted=No
|Hard=2
|Hot=0
|AWHardHighlighted=Yes
|Hot=-1
|AWHotHighlighted=No
|AWHotHighlighted=No
|Sharp=0
|Sharp=2
|AWSharpHighlighted=No
|AWSharpHighlighted=No
|Weird=1
|Weird=3
|AWWeirdHighlighted=Yes
|AWWeirdHighlighted=Yes
|Hx=* Cipher: -1
|Hx=* Cipher: -1 - He helped me do something terrible once.
* Absinthe: 2
* Absinthe: 3 - I think she's pretty.
* Swan: 2
* Swan: 2
* Chronos: 3
* Glinda: 0
* Puff: 3
* Breaker Boys: 0
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves=* '''''Oh yeah!''''' 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.
|Moves=* All basic moves advanced.
* '''''Scent of blood:''''' at the beginning of the session, roll+weird. On a 10+ hold 1+1. On a 7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a battle (a real battle, not intimate violence between a couple people). On a miss, the MC holds 1, and can spend it to have you there and pinned down.
* '''''Oh yeah!''''' 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.
* '''''Norman:''''' you seek the advice of your mask. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it.
* '''''Beastly:''''' you get +1hard (hard+3).
* '''''The Unexpected:''''' when someone sees you unmasked for the first time, they take s-harm, in addition to anything else that happens.
* '''''Juggernaut:''''' take -2 on all “when you suffer harm” rolls.
|Gear=* modified engineer's structural cutter (3-harm hand autofire messy)
* '''''Charismatic:''''' when you try to manipulate someone, roll+weird instead of roll+hot.
* '''''Fortunes:''''' fortune, surplus and want all depend on your followers.
At the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share.
* '''''Frenzy:''''' When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. On a miss, the mob turns on you. Spend your hold 1 for 1 to make the mob:
** bring people forward and deliver them.
** bring forward all their precious things.
** unite and fight for you as a gang (2-harm 0-armor size appropriate).
** fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing, celebrating, as you choose.
** go quietly back to their lives.
* '''''Fucking wacknut:''''' you get +1weird (weird+3).
* '''''Dark Radiant Fear:''''' in an enclosed space or at night, you can roll +weird to get the effects of going aggro without going aggro. Your victim has to be able to see you, but you don't have to interact. If they suck it up, the fear counts as s-harm.
* '''''Indomitable:''''' when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to:
** Name an npc within your reach. You kill, disable or disarm them (MC’s choice).
** Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky.
** Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.
** Name a character within your reach. While you keep fighting, you intercept any attack directed at them and they suffer no harm.
** Ignore all harm to yourself from an incoming attack.
|Gear=* <s>modified engineer's structural cutter (3-harm hand autofire messy)</s>
* <s>pair of SMGs with loads of ammo (2-harm close autofire loud)</s>
* <s>shotgun (3-harm close messy) - out of ammo</s>
* Assault rifle (3-harm close loud autofire)
* Plasma cutter (hi-tech, 3-harm, AP, messy, reload)
* Vac-safe engineering coveralls (2-armor).
* Vac-safe engineering coveralls (2-armor).
* 1 barter
* Oddments worth 2 barter
|XP=3
|XP=2
|Harm=6
|Harm=10
|Shattered=No
|Shattered=No
|Crippled=No
|Crippled=No
Line 35: Line 58:
|Broken=No
|Broken=No
}}
}}
'''''Unmasked, you are (choose 2):'''''
Many years ago, in a misguided attempt to salve his conscience and keep the 'neers from cutting power to some hab compartments, Torch (with a little help from Cipher), destroyed the systems and codes that enable the 'neers to selectively control power distribution. Unfortunately those same controls managed the day-night cycle in the ag dome, causing a disaster called The Great Bake. Torch was ritually exiled from the 'neer clans at that point.
* Irresolute. When you inflict harm, inflict -1harm.
* Ashamed. You have hard=0 until you cover your face again.


Many years ago, in a misguided attempt to salve his conscience and keep the 'neers from cutting power to some hab compartments, Torch (with a little help from Cipher), destroyed the systems and codes that enable the 'neers to selectively control power distribution. Unfortunately those same controls managed the day-night cycle in the ag dome, causing a disaster called The Great Bake. Torch was ritually exiled from the 'neer clans at that point.
==Torch's Flock==
 
===Rules===
 
Fortune +2, +1 Barter
 
There are about 20 of them (small), 2-harm, 0-armor.
 
* Your followers are involved in successful commerce. +1fortune.
* Your followers, taken as a body, constitute a powerful psychic antenna. Surplus: +augury.
* Your followers are eager, enthusiastic, and successful recruiters. Surplus: +growth.
* Your followers aren’t really yours, more like you’re theirs. Want: judgment instead of want: desertion.
* Your followers are decadent and perverse. Want: +savagery.
 
===The Flock===
 
* {{npcref|Grover}}
* {{npcref|Needham}}
* {{npcref|Yvette}}
* {{npcref|Sover}}
 
===Secrets===
 
'''What Swan knows:'''
 
* Torch has a reputation for being a psycho who loves to hurt people, but it's not that simple. Torch's... issues... have left him uncomfortable with decisions. Being Swan's bodyguard requires him to constantly decide who's a threat, who's not a threat, and how to respond to all the potential threats that present themselves. When he finally gets to stop worrying about all that and get to the fighting, the relief from the pressure of making decisions leads him to overreaction and excess.
 
'''What Absinthe knows:'''
 
* Torch is completely asexual, not just behaviorally, but medically. He's not capable of sexual desire or activity.
 
Lives near Swan in {{placeref|Ring 23}}, which is an unpowered wide ring.
 
===Advances Taken===
 
* Get +1 Hot
* Get a new Faceless move - Beastly
* Get a new Faceless move - Rasputin
* Get a new Faceless move - Juggernaut
* Get a move from another playbook - Bloodcrazed
* Choose three basic moves and advance them
* Advance the remaining basic moves
* Get a move from another playbook - Charismatic
* Get +1 Weird
* Get +1 Sharp
* Get +1 to anything, spent on Cool
* Create a second character to play ([[Brink/Dr_Raskolnikov|Dr_Raskolnikov]])
* Get a gang
* Change your character to a new type (Hocus)
* choose a new option for your followers
* get a move from another playbook (Dark Radiant Fear)
* Get a move from another playbook (Indomitable)
* Get +1 to any stat (Hot +1)
* Get +1 Sharp

Latest revision as of 21:13, 3 May 2015

Name Torch
Campaign Brink
Player Jason
Playbook Hocus (ex-Faceless)
Look Man, scrounged armor, merciless eyes, muscular body, hideously scarred face, sometimes wears a scarily modified 'Neer mask.
Cool 2
Hard 3
Hot 0
Sharp 2
Weird 3
Moves
  • All basic moves advanced.
  • Oh yeah! 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.
  • Beastly: you get +1hard (hard+3).
  • Juggernaut: take -2 on all “when you suffer harm” rolls.
  • Charismatic: when you try to manipulate someone, roll+weird instead of roll+hot.
  • Fortunes: fortune, surplus and want all depend on your followers.

At the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share.

  • Frenzy: When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. On a miss, the mob turns on you. Spend your hold 1 for 1 to make the mob:
    • bring people forward and deliver them.
    • bring forward all their precious things.
    • unite and fight for you as a gang (2-harm 0-armor size appropriate).
    • fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing, celebrating, as you choose.
    • go quietly back to their lives.
  • Fucking wacknut: you get +1weird (weird+3).
  • Dark Radiant Fear: in an enclosed space or at night, you can roll +weird to get the effects of going aggro without going aggro. Your victim has to be able to see you, but you don't have to interact. If they suck it up, the fear counts as s-harm.
  • Indomitable: when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to:
    • Name an npc within your reach. You kill, disable or disarm them (MC’s choice).
    • Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky.
    • Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.
    • Name a character within your reach. While you keep fighting, you intercept any attack directed at them and they suffer no harm.
    • Ignore all harm to yourself from an incoming attack.
Gear
  • modified engineer's structural cutter (3-harm hand autofire messy)
  • pair of SMGs with loads of ammo (2-harm close autofire loud)
  • shotgun (3-harm close messy) - out of ammo
  • Assault rifle (3-harm close loud autofire)
  • Plasma cutter (hi-tech, 3-harm, AP, messy, reload)
  • Vac-safe engineering coveralls (2-armor).
  • Oddments worth 2 barter
Hx
  • Cipher: -1 - He helped me do something terrible once.
  • Absinthe: 3 - I think she's pretty.
  • Swan: 2
  • Chronos: 3
  • Glinda: 0
  • Puff: 3
  • Breaker Boys: 0
XP 2
Harm 10
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



Many years ago, in a misguided attempt to salve his conscience and keep the 'neers from cutting power to some hab compartments, Torch (with a little help from Cipher), destroyed the systems and codes that enable the 'neers to selectively control power distribution. Unfortunately those same controls managed the day-night cycle in the ag dome, causing a disaster called The Great Bake. Torch was ritually exiled from the 'neer clans at that point.

Torch's Flock

Rules

Fortune +2, +1 Barter

There are about 20 of them (small), 2-harm, 0-armor.

  • Your followers are involved in successful commerce. +1fortune.
  • Your followers, taken as a body, constitute a powerful psychic antenna. Surplus: +augury.
  • Your followers are eager, enthusiastic, and successful recruiters. Surplus: +growth.
  • Your followers aren’t really yours, more like you’re theirs. Want: judgment instead of want: desertion.
  • Your followers are decadent and perverse. Want: +savagery.

The Flock

Secrets

What Swan knows:

  • Torch has a reputation for being a psycho who loves to hurt people, but it's not that simple. Torch's... issues... have left him uncomfortable with decisions. Being Swan's bodyguard requires him to constantly decide who's a threat, who's not a threat, and how to respond to all the potential threats that present themselves. When he finally gets to stop worrying about all that and get to the fighting, the relief from the pressure of making decisions leads him to overreaction and excess.

What Absinthe knows:

  • Torch is completely asexual, not just behaviorally, but medically. He's not capable of sexual desire or activity.

Lives near Swan in Ring 23, which is an unpowered wide ring.

Advances Taken

  • Get +1 Hot
  • Get a new Faceless move - Beastly
  • Get a new Faceless move - Rasputin
  • Get a new Faceless move - Juggernaut
  • Get a move from another playbook - Bloodcrazed
  • Choose three basic moves and advance them
  • Advance the remaining basic moves
  • Get a move from another playbook - Charismatic
  • Get +1 Weird
  • Get +1 Sharp
  • Get +1 to anything, spent on Cool
  • Create a second character to play (Dr_Raskolnikov)
  • Get a gang
  • Change your character to a new type (Hocus)
  • choose a new option for your followers
  • get a move from another playbook (Dark Radiant Fear)
  • Get a move from another playbook (Indomitable)
  • Get +1 to any stat (Hot +1)
  • Get +1 Sharp