Brink/The Breaker Boys: Difference between revisions

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|Campaign=Brink
|Campaign=Brink
|Player=Joe
|Player=Joe
|Playbook=Rat Pack
|Playbook=Urchins
|Look=Coveralls, grease-smeared
|Look=Coveralls, grease-smeared
|Cool=0
|Cool=0
|AWCoolHighlighted=No
|AWCoolHighlighted=No
|Hard=-1
|Hard=0
|AWHardHighlighted=No
|AWHardHighlighted=No
|Hot=-1
|Hot=0
|AWHotHighlighted=No
|AWHotHighlighted=No
|Sharp=1
|Sharp=2
|AWSharpHighlighted=No
|AWSharpHighlighted=No
|Weird=0
|Weird=0
|AWWeirdHighlighted=No
|AWWeirdHighlighted=No
|Hx=Torch +1<br>
Absinthe -1<br>
Puff -1<br>
Dr. R. -1<br>
Glinda -1<br>
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves=Pack moves:
|Moves=Luck: At the beginning of the session, roll +sharp. On a hit, give +1 to everyone else making a beginning of session move. On a 10+, mark experience for each other's beginning of session move that also hits with a 10+. On a miss, give -2 to everyone else making a beginning of session move.
Born Unto the Apocalypse: Unlike those who lived in the before-time, unlike those who were born just-before, or after but soon after, you are all truly the first children of the apocalypse, and you understand it like only those of a generation can ever truly understand that generation. Whenever some aspect of the world-as-established (or not-yet established) is in question, you have final veto over all players except the MC.


Ravens and Vultures: You’ve become especially good at scrounging up stuff that not-so-common folks find useful. At the beginning of each session, roll+sharp. 10+, hold 2. 7-9, hold 1. 6-, you owe one of the other characters a favour, payable by the end of this session, or take -1 to this roll next session if you don’t pay up. Spend your hold 1- 1 at any time this session to have one of your members come running with:
And where do they keep coming from?: When anyone in your urchin family dies, erase their information and create a new person to replace them. Use the same urchin family segment or an unused one.
*  1-supply worth of/for an angel kit
*  1-ammunition for any refill weapon
*  a can full of bio-diesel
*  any weapon worth 1-barter
*  whoever they’re looking for
*  enough clean food and/or water for 2 people or your entire pack and 1 other person
*  a piece, part, or tool
But also choose 1 each time:
*  it took a while
*  they spent 1-barter to get it
the pack now owes someone a favour
*  the local law or gang is after them now
*  they got hurt in the getting, take 1-harm


Like a Plague of Locusts: Whenever one or more of your members is in physical danger, the rest of you rat-pack shows up without needing an order to do so and within seconds, if they’re at all able.
Fingertips throughout: when you want a thing, could be a small object or a specific piece of information, roll +sharp. On a 10+, one of your family has already managed to filch it or discover it. On a 7-9 you end up with something close. On a miss, someone has noticed your meddling and is not amused.


The gang is armor +1/ harm +1
Not to be fucked with: (3-harm gang, small) w/armor according to circumstances.
|Shattered=No
|Shattered=No
|Crippled=No
|Crippled=No
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|Broken=No
|Broken=No
}}
}}
The Breaker Boys (8 members, small gang, mixed)
Steff: Teen girl with a rangy build and short peroxide blonde hair (2 Cool/-1 Weird)
Elder - (+1 cool) Frankie - all the basic moves/ 3 harm, 1 armor, 9mm pistol (2 harm, close, loud)
* I've got free passage through Swan's holdings, no questions.*
Middl’un - (+1 sharp) Joey - all the basic except seize by force and seduce/2 harm, pocket knife (1 harm, hand)
* I've got something on Puff after watching him take a mark on Ring 10
Middl’un - (+1 sharp) Dean-o -  all the basic except seize by force and seduce/2 harm, pocket knife (1 harm, hand)
* I'm one of the few who make my home in a real crib, my parent's old quarters.
Middl’un - (+1 armor) Sammy -  all the basic except seize by force and seduce/2 harm, fucking powerful dart gun (1 harm, close, reload)
* I have a .38 cal revolver (2 harm, close, reload, loud)
Pup - (+1 weird, +homesick) Petey boy - manipulate, read a person, and open your brain/1 harm, stuffed animal (blanket called Woo-bie) + adorable
 
Jinty: He is small, nervous, quick eyed and lithe (2 Cool/-1 Hard)
* I can come and go from Swan's hold unseen.*
* I have a wicked dagger (2 harm, close, messy)
* I have a gig carrying messages for Cipher, worth 1 barter every couple weeks.
* I know how to operate and can get hold of an EVA harness in short order, but don't ask how.

Latest revision as of 20:59, 3 May 2015

Name The Breaker Boys
Campaign Brink
Player Joe
Playbook Urchins
Look Coveralls, grease-smeared
Cool 0
Hard 0
Hot 0
Sharp 2
Weird 0
Moves

Luck: At the beginning of the session, roll +sharp. On a hit, give +1 to everyone else making a beginning of session move. On a 10+, mark experience for each other's beginning of session move that also hits with a 10+. On a miss, give -2 to everyone else making a beginning of session move.

And where do they keep coming from?: When anyone in your urchin family dies, erase their information and create a new person to replace them. Use the same urchin family segment or an unused one.

Fingertips throughout: when you want a thing, could be a small object or a specific piece of information, roll +sharp. On a 10+, one of your family has already managed to filch it or discover it. On a 7-9 you end up with something close. On a miss, someone has noticed your meddling and is not amused.

Not to be fucked with: (3-harm gang, small) w/armor according to circumstances.

Gear
Hx

Torch +1
Absinthe -1
Puff -1
Dr. R. -1
Glinda -1

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



Add a vehicle:



Steff: Teen girl with a rangy build and short peroxide blonde hair (2 Cool/-1 Weird)

  • I've got free passage through Swan's holdings, no questions.*
  • I've got something on Puff after watching him take a mark on Ring 10
  • I'm one of the few who make my home in a real crib, my parent's old quarters.
  • I have a .38 cal revolver (2 harm, close, reload, loud)

Jinty: He is small, nervous, quick eyed and lithe (2 Cool/-1 Hard)

  • I can come and go from Swan's hold unseen.*
  • I have a wicked dagger (2 harm, close, messy)
  • I have a gig carrying messages for Cipher, worth 1 barter every couple weeks.
  • I know how to operate and can get hold of an EVA harness in short order, but don't ask how.