Apocalypse World: Purgatoria After Dark/Konstantine: Difference between revisions

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{{AWCharacter
{{AWCharacter
|Name=Major Konstantine Ryzhkov
|Name=General Konstantine Ryzhkov
|Campaign=Apocalypse World: Purgatoria After Dark
|Campaign=Apocalypse World: Purgatoria After Dark
|Player=Jason
|Player=Jason
|Playbook=Quarantine
|Playbook=Hardholder (ex-Quarantine)
|Look=Man, pre-Collapse officer's uniform, young face, scared eyes, athletic body
|Look=Man, pre-Collapse officer's uniform, young face, sharp eyes, athletic body
|Cool=3
|Cool=3
|AWCoolHighlighted=No
|AWCoolHighlighted=No
|Hard=2
|Hard=3
|AWHardHighlighted=Yes
|AWHardHighlighted=Yes
|Hot=-1
|Hot=-1
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|AWSharpHighlighted=Yes
|AWSharpHighlighted=Yes
|AWWeirdHighlighted=No
|AWWeirdHighlighted=No
|Hx=Semyon: 1
|Hx=Babushka: +3
Urchins: -1
Nastia: 0
Natalia: -2
Adrian: 2
Demetri: 0
Violetta: 0
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves=* '''''Combat veteran:''''' you get +1cool (cool+3).
|Moves=* '''''Combat veteran:''''' you get +1cool (cool+3).
* '''''Leave no one behind:''''' in battle, when you help someone who’s rolling, don’t roll+Hx. You help them as though you’d hit the roll with a 10+.
* '''''Easy to trust:''''' when you try to seduce or manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.
* '''''Eager to know:''''' when you go to someone for advice, they must tell you honestly what they think the best course is. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
* Advanced all basic moves
* '''''Ice cold:''''' when you go aggro on an NPC, roll+cool instead of roll+hard. When you go aggro on another player’s character, roll+Hx instead of roll+hard.
* '''''Leadership:''''' when your gang fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:
** make a hard advance
** stand strong against a hard advance
** make an organized retreat
** show mercy to their defeated enemies
** fight and die to the last
On a miss, your gang turns on you or tries to hand you over to your enemy.
* '''''Wealth:''''' If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. Stasis currently has 1-barter surplus, want: anxiety, want: disease, and want: savagery.
|Gear=* Assault rifle (3-harm close loud autofire)
|Gear=* Assault rifle (3-harm close loud autofire)
* Nagant revolver (2-harm close loud)
* Nagant revolver (2-harm close loud)
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* Photo of former wife (Lesya) and child (name unknown)
* Photo of former wife (Lesya) and child (name unknown)
|XP=1
|XP=1
|Harm=6
|Harm=0
|Shattered=No
|Shattered=No
|Crippled=No
|Crippled=No
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Stasis has remained untouched by outsiders. Why? Choose 1 or more:
Stasis has remained untouched by outsiders. Why? Choose 1 or more:
It’s securely hidden. They’re in awe or terror of the undying people within.
It’s securely hidden. They’re in awe or terror of the undying people within.
= Holding (Stasis) =
* 50-60 souls (surplus: +1barter, want: anxiety)
* for gigs, a mix of hunting, crude farming, and scavenging.
* a hidden underground compound of concrete, alloy, armor, and hi-tech defenses. Your gang gets +2armor when fighting in its defense.
* a sophisticated and extensive armory.
* a gang of about 40 well-disciplined people (4-harm gang medium 1-armor).
* your population is filthy and unwell. Want: +disease
* your gang is a pack of <s>fucking hyenas</s> trained killers with hibernation psychosis. Want: savagery.


= Advances =
= Advances =
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* Unlock another stasis facility - infirmary
* Unlock another stasis facility - infirmary
* Get +1 Sharp
* Get +1 Sharp
* Get a move from another playbook - Easy to Trust from the Operator
* Advanced Go Aggro, Seize by Force, and Seduce or Manipulate
* Unlock another stasis facility - release
* Advance the other four basis moves
* change your character to a new type (Quarantine to Hardholder)
* Get +1 Hard (Hardholder advance)


= Secrets =
= Secrets =
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* The Grandchildren woke Major Ryzhkov from Stasis. Whatever they did actually opened two capsules. Major Yvgeny Blokov woke up but the world’s psychic maelstrom inflicted 2-harm, killing him. The children just saw him collapse, experiencing some sort of breakdown or fit, and then die bleeding from all sorts of inappropriate places. Konstantine also experienced some sort of attack or fit. Amidst the falling down, the thrashing, the seizing, etc, he was sobbing and begging someone named Lesya to take it back, not to say such things, etc.
* The Grandchildren woke Major Ryzhkov from Stasis. Whatever they did actually opened two capsules. Major Yvgeny Blokov woke up but the world’s psychic maelstrom inflicted 2-harm, killing him. The children just saw him collapse, experiencing some sort of breakdown or fit, and then die bleeding from all sorts of inappropriate places. Konstantine also experienced some sort of attack or fit. Amidst the falling down, the thrashing, the seizing, etc, he was sobbing and begging someone named Lesya to take it back, not to say such things, etc.
* Natalya overheard the Major rambling while he was drugged out and recovering from his injuries. He kept telling someone named Obrakov that the Beta Site was not secure.
* Natalya overheard the Major rambling while he was drugged out and recovering from his injuries. He kept telling someone named Obrakov that the Beta Site was not secure.
* Natalya knows that the Major is totally disconnected from his ancestors (no Weird score).

Latest revision as of 21:11, 8 May 2016

Name General Konstantine Ryzhkov
Campaign Apocalypse World: Purgatoria After Dark
Player Jason
Playbook Hardholder (ex-Quarantine)
Look Man, pre-Collapse officer's uniform, young face, sharp eyes, athletic body
Cool 3
Hard 3
Hot -1
Sharp 2
Weird
Moves
  • Combat veteran: you get +1cool (cool+3).
  • Easy to trust: when you try to seduce or manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.
  • Advanced all basic moves
  • Leadership: when your gang fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:
    • make a hard advance
    • stand strong against a hard advance
    • make an organized retreat
    • show mercy to their defeated enemies
    • fight and die to the last

On a miss, your gang turns on you or tries to hand you over to your enemy.

  • Wealth: If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. Stasis currently has 1-barter surplus, want: anxiety, want: disease, and want: savagery.
Gear
  • Assault rifle (3-harm close loud autofire)
  • Nagant revolver (2-harm close loud)
  • military body armor (2-armor valuable hi-tech)
  • Pre-collapse uniform
  • stasis armory - stasis includes 6 assault rifles (3-harm close loud autofire) and 6 suits of military body armor (2-armor valuable hi-tech), intended to arm the rest of your unit. Unlock its armory and they’re yours. The med lab in Stasis has been looted.
  • Photo of former wife (Lesya) and child (name unknown)
Hx

Babushka: +3 Nastia: 0 Adrian: 2 Violetta: 0

XP 1
Harm 0
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



Cannot open his brain to the world's psychic maelstrom.

As things stand at the beginning of play, anyone released from stasis suffers both 2-harm area ap and Ψ-harm.

You emerged from stasis a few days ago.

Remaining in stasis are the rest of your unit, plus your colleagues and your superiors.

Stasis has remained untouched by outsiders. Why? Choose 1 or more: It’s securely hidden. They’re in awe or terror of the undying people within.

Holding (Stasis)

  • 50-60 souls (surplus: +1barter, want: anxiety)
  • for gigs, a mix of hunting, crude farming, and scavenging.
  • a hidden underground compound of concrete, alloy, armor, and hi-tech defenses. Your gang gets +2armor when fighting in its defense.
  • a sophisticated and extensive armory.
  • a gang of about 40 well-disciplined people (4-harm gang medium 1-armor).
  • your population is filthy and unwell. Want: +disease
  • your gang is a pack of fucking hyenas trained killers with hibernation psychosis. Want: savagery.

Advances

  • get a move from another playbook - Ice Cold from the Battlebabe
  • Get +1 Hard
  • Unlock another stasis facility - infirmary
  • Get +1 Sharp
  • Get a move from another playbook - Easy to Trust from the Operator
  • Advanced Go Aggro, Seize by Force, and Seduce or Manipulate
  • Unlock another stasis facility - release
  • Advance the other four basis moves
  • change your character to a new type (Quarantine to Hardholder)
  • Get +1 Hard (Hardholder advance)

Secrets

  • The Grandchildren woke Major Ryzhkov from Stasis. Whatever they did actually opened two capsules. Major Yvgeny Blokov woke up but the world’s psychic maelstrom inflicted 2-harm, killing him. The children just saw him collapse, experiencing some sort of breakdown or fit, and then die bleeding from all sorts of inappropriate places. Konstantine also experienced some sort of attack or fit. Amidst the falling down, the thrashing, the seizing, etc, he was sobbing and begging someone named Lesya to take it back, not to say such things, etc.
  • Natalya overheard the Major rambling while he was drugged out and recovering from his injuries. He kept telling someone named Obrakov that the Beta Site was not secure.
  • Natalya knows that the Major is totally disconnected from his ancestors (no Weird score).