Wanderers/Grey Rat: Difference between revisions
No edit summary |
No edit summary |
||
Line 6: | Line 6: | ||
|Look=Red mouse mascot costume, male, pale face, dead eyes, slight body. | |Look=Red mouse mascot costume, male, pale face, dead eyes, slight body. | ||
|Cool=0 | |Cool=0 | ||
|AWCoolHighlighted= | |AWCoolHighlighted=Yes | ||
|Hard=0 | |Hard=0 | ||
|AWHardHighlighted=No | |AWHardHighlighted=No | ||
|Hot=1 | |Hot=1 | ||
|AWHotHighlighted= | |AWHotHighlighted=No | ||
|Sharp=0 | |Sharp=0 | ||
|AWSharpHighlighted=No | |AWSharpHighlighted=No | ||
|Weird=2 | |Weird=2 | ||
|AWWeirdHighlighted=Yes | |AWWeirdHighlighted=Yes | ||
|Hx=Ace + | |Hx=Ace +3<br> | ||
Spoonman +2<br> | Spoonman +2<br> | ||
Fifi + | Fifi +2<br> | ||
Major Tom +3<br> | Major Tom +3<br> | ||
|AWHxHighlighted=No | |AWHxHighlighted=No | ||
Line 53: | Line 53: | ||
patient’s a fellow player’s character, treat it as though you’ve made that move and missed | 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. | the roll. For patients belonging to the MC, their experience and fate are up to the MC. | ||
'''Lost''' - when you whisper someone’s name to the world’s psychic maelstrom, roll+weird. On a hit, they come to you, with or without any clear explanation why. On a 10+, take +1forward against them. On a miss, the MC will ask you 3 questions; answer them truthfully. | |||
|Gear=hidden knives (2-harm hand infinite)<br /> | |Gear=hidden knives (2-harm hand infinite)<br /> | ||
9mm pistol (2-harm close loud) | 9mm pistol (2-harm close loud) | ||
|XP= | |XP=0 | ||
|Harm= | |Harm=0 | ||
|AWStabilized=No | |AWStabilized=No | ||
|AWcome back with -1hard=No | |AWcome back with -1hard=No | ||
Line 63: | Line 65: | ||
|AWdie=No | |AWdie=No | ||
}} | }} | ||
Barter: | Barter: 3 | ||
brain relay (area close hi-tech) - for purposes of brainer moves, if someone can see your brain relay, they can see you.<br> | brain relay (area close hi-tech) - for purposes of brainer moves, if someone can see your brain relay, they can see you.<br> | ||
Line 71: | Line 73: | ||
* get a new brainer move (deep brain scan) | * get a new brainer move (deep brain scan) | ||
* get a move from another playbook (Angel - healing touch) | * get a move from another playbook (Angel - healing touch) | ||
* get a move from another playbook (Skinner - lost) |
Latest revision as of 06:45, 29 November 2016
Name | Grey Rat |
---|---|
Campaign | Wanderers |
Player | Gary |
Playbook | Brainer |
Look | Red mouse mascot costume, male, pale face, dead eyes, slight body. |
Cool | 0 |
Hard | 0 |
Hot | 1 |
Sharp | 0 |
Weird | 2 |
Moves |
Direct-brain whisper projection - 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 your victim forces your hand, your mind counts as a
weapon (1-harm ap close loud-optional).
In-brain puppet strings - when you have time and physical intimacy with someone—again, mutual or 1-sided—you can plant a command inside their mind. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can spend your hold 1 for 1:
If they fulfill your command, that counts for all your remaining hold. On a miss,
you inflict 1-harm (ap) upon your subject, to no benefit.
Deep brain scan - when you have time and physical intimacy with someone—mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re restrained to a table—you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1: • What was your character’s lowest moment? • For what does your character crave forgiveness, and of whom? • What are your character’s secret pains? • In what ways are your character’s mind and soul vulnerable? On a miss, you infiict 1-harm (ap) upon your subject, to no benefit. 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 also opening your brain, so roll that move next. 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. Lost - when you whisper someone’s name to the world’s psychic maelstrom, roll+weird. On a hit, they come to you, with or without any clear explanation why. On a 10+, take +1forward against them. On a miss, the MC will ask you 3 questions; answer them truthfully. |
Gear |
hidden knives (2-harm hand infinite) |
Hx |
Ace +3 |
XP | 0 |
Harm | 0 |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Vehicles
Name | |||
---|---|---|---|
Frame |
sedan |
Look |
tbd |
Speed | 0 | Handling | 0 |
Armor | 1 | Massive | 2 |
Strengths | tbd | Weaknesses | unreliable |
Battle Options |
tbd | ||
Harm | 0 |
Add a vehicle:
Barter: 3
brain relay (area close hi-tech) - for purposes of brainer moves, if someone can see your brain relay, they can see you.
violation glove (hand hi-tech) - for purposes of brainer moves, mere skin contact counts as time and intimacy.
Advancements
- get a new brainer move (deep brain scan)
- get a move from another playbook (Angel - healing touch)
- get a move from another playbook (Skinner - lost)