Brink/Puff: Difference between revisions

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|AWHardHighlighted=Yes
|AWHardHighlighted=Yes
|Hot=0
|Hot=0
|AWHotHighlighted=No
|AWHotHighlighted=Yes
|Sharp=1
|Sharp=1
|AWSharpHighlighted=No
|AWSharpHighlighted=No
|Weird=3
|Weird=3
|AWWeirdHighlighted=Yes
|AWWeirdHighlighted=No
|Hx=Cipher - -2<br />
|Hx=Cipher - -2<br />
Absinthe - 0<br />
Absinthe - 0<br />
Line 25: Line 25:
'''Hex''' - when you fork the sign of the evil eye at someone, roll+Weird. On a 10+ hold 2, on a 7-9, hold 1. Against an NPC, you may spend your hold 1-for-1 at any time to have calamity befall them - inflict 1-harm (ap). Against a PC you may spend your hold 1-for-1 at any time to interfere with that PC as though you had rolled a 10+ on interfere. In either case, the effects occur regardless of time, space, or distance between you. On a miss, they hold 2 against you against you under the same conditions.<br /><br />
'''Hex''' - when you fork the sign of the evil eye at someone, roll+Weird. On a 10+ hold 2, on a 7-9, hold 1. Against an NPC, you may spend your hold 1-for-1 at any time to have calamity befall them - inflict 1-harm (ap). Against a PC you may spend your hold 1-for-1 at any time to interfere with that PC as though you had rolled a 10+ on interfere. In either case, the effects occur regardless of time, space, or distance between you. On a miss, they hold 2 against you against you under the same conditions.<br /><br />
'''Kiss of Death''' - when you go aggro or seize by force with your bloodthirsty mouth (3-harm hand loud messy), roll+weird instead of roll+hard.
'''Kiss of Death''' - when you go aggro or seize by force with your bloodthirsty mouth (3-harm hand loud messy), roll+weird instead of roll+hard.
<br /><br />
'''You Think Evil Can Be Killed with Bullets?''' - when you go into battle, roll+weird.  On a 10+, hold 3.  On a 7-9, hold 1.  You can spend
your hold 1-for-1 to:
* heal one segment of harm to yourself
* ignore the effects of an attack upon you
On a miss, everyone present identifies you as the foremost threat and responds accordingly�
|Gear=1 evil weapon: wicked rusty blade (3-harm hand messy tetanus)<br />
|Gear=1 evil weapon: wicked rusty blade (3-harm hand messy tetanus)<br />
9mm pistol (2-harm close loud)<br />
oddments worth 1-barter<br />
oddments worth 1-barter<br />
fashion suited to the look: scrounged hard vac-suit (1-armor)
fashion suited to the look: scrounged hard vac-suit (1-armor)
|XP=2
|XP=2
|Harm=3
|Harm=6
|Shattered=No
|Shattered=No
|Crippled=No
|Crippled=No
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===ADVANCEMENTS===
===ADVANCEMENTS===
get +1weird (max weird+3)
get +1weird (max weird+3)<br />
get a new damned move (You Think Evil Can Be Killed with Bullets?)


===SECRETS===
===SECRETS===

Latest revision as of 02:34, 13 April 2015

Name Puff
Campaign Brink
Player Jacko
Playbook The Damned
Look Man, scrounge wear, smiling face, laughing eyes, artful hands, tattooed body.
Cool -1
Hard 1
Hot 0
Sharp 1
Weird 3
Moves

A Friend of the Devil is a Friend of Mine - when you speak privately with a confessed or marked sinner you despise, roll+hard. On a hit, they reveal their most terrible misdeeds to you, no matter how secret; if they have nothing to tell you, they say what they think of you instead. On a 10+, also take +1forward against them. On a miss, it's your soul laid bare, your intentions toward them plain as day.

Hex - when you fork the sign of the evil eye at someone, roll+Weird. On a 10+ hold 2, on a 7-9, hold 1. Against an NPC, you may spend your hold 1-for-1 at any time to have calamity befall them - inflict 1-harm (ap). Against a PC you may spend your hold 1-for-1 at any time to interfere with that PC as though you had rolled a 10+ on interfere. In either case, the effects occur regardless of time, space, or distance between you. On a miss, they hold 2 against you against you under the same conditions.

Kiss of Death - when you go aggro or seize by force with your bloodthirsty mouth (3-harm hand loud messy), roll+weird instead of roll+hard.

You Think Evil Can Be Killed with Bullets? - when you go into battle, roll+weird. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1-for-1 to:

  • heal one segment of harm to yourself
  • ignore the effects of an attack upon you

On a miss, everyone present identifies you as the foremost threat and responds accordingly�

Gear

1 evil weapon: wicked rusty blade (3-harm hand messy tetanus)
9mm pistol (2-harm close loud)
oddments worth 1-barter
fashion suited to the look: scrounged hard vac-suit (1-armor)

Hx

Cipher - -2
Absinthe - 0
Torch - -1
Dr. Raskolnikov - +3
Glinda - +1
Breaker Boys - -2

XP 2
Harm 6
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



THE HUNGER OF THE DAMNED

CURRENT HUNGER: 3

The Gluttonous: who consume more than their due.
The Greedy: who hoard what belongs to all.

You begin play with hunger+4.

At the beginning of the session, roll+hunger. On a 10+, hold 3. On a 7-9, hold 1. During the session, you can spend your hold, 1-for-1 to mar any character (PC or NPC) whose actions identify them as the kind of sinner you most despise, and take +1forward against them. If you punish a marked sinner for their actions, give yourself -1hunger. If you have any hold left at the end of the session, add it to your hunger to a maximum of hunger+4. On a miss, you immediately go to hunger+4 and name a character you consider more innocent than most. You'll be acting under fire if you ever use violence against them in the future.

When you suffer harm, you get +1hunger, to a maximum of hunger+4.

When you are mocked, challenged or humiliated by a marked sinner, you get +1hunger, to a maximum of hunger+4.

When you drink fresh blood or eat warm flesh, give yourself -1hunger. If your victim is alive when you begin, you must inflict at least 2-harm.

When you have hunger+4, take -1ongoing.

BACKGROUND

Puff won't say much about why he's out and about. His easy-going and bizarrely helpful nature is noticed more often than the carefully arranged and deliberately scrounged vac-suit that covers the worn (but not too worn) clothing. That artificiality extends even to his pale, symmetrical features. Puff seems to know a little about everything but isn't a self-proclaimed expert at anything, by any means. He's got to be hiding something but whatever it is, he's looking to put down new roots if he can find a ring that suits his tastes.

ADVANCEMENTS

get +1weird (max weird+3)
get a new damned move (You Think Evil Can Be Killed with Bullets?)

SECRETS

What Cipher Knows

What Absinthe Knows

What Torch Knows

What Dr. Raskolnikov Knows

What Glinda Knows