Wanderers/Spoonman: Difference between revisions

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|Sharp=1
|Sharp=1
|AWSharpHighlighted=Yes
|AWSharpHighlighted=Yes
|Weird=2
|Weird=3
|AWWeirdHighlighted=Yes
|AWWeirdHighlighted=Yes
|Hx=Ace +1<br>
|Hx=Ace +1<br>
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holds 1, and can spend it to have you be there already, but somehow pinned, caught
holds 1, and can spend it to have you be there already, but somehow pinned, caught
or trapped.
or trapped.
'''Deep Insights''' - you get +1weird (weird+3)


'''Oftener right''' - when a character comes to you for advice, tell them
'''Oftener right''' - when a character comes to you for advice, tell them
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'''Seeing souls''' - when you help or interfere with someone, roll+weird instead of roll+Hx.
'''Seeing souls''' - when you help or interfere with someone, roll+weird instead of roll+Hx.
|Gear=bass cannon (3 s-harm loud+ area hi-tech)
|Gear=bass cannon (3 s-harm loud+ area hi-tech)
|XP=3
|XP=1
|Harm=3
|Harm=0
|AWStabilized=No
|AWStabilized=No
|AWcome back with -1hard=No
|AWcome back with -1hard=No
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* get a move from another playbook (Seeing souls - Hocus)
* get a move from another playbook (Seeing souls - Hocus)
* get a new savvyhead move (Deep Insights)
* get a new savvyhead move (Deep Insights)
* advance the other 3 moves


'''WORKSPACE'''<br>
'''WORKSPACE'''<br>

Latest revision as of 09:56, 24 April 2017

Name Spoonman
Campaign Wanderers
Player Jacko
Playbook Savvyhead
Look Man, scroungewear+tech, expressive face, squinty eyes, fat body
Cool 2
Hard 3
Hot -1
Sharp 1
Weird 3
Moves

Bonefeel - at the beginning of the session, roll+weird. On a 10+, hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there, with the proper tools and knowledge, with or without any clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to have you be there already, but somehow pinned, caught or trapped.

Deep Insights - you get +1weird (weird+3)

Oftener right - when a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark experience.

Reality’s fraying edge - some component of your workspace, or some arrangement of components, is uniquely receptive to the world’s psychic maelstrom (+augury). Choose and name it, or else leave it for the MC to reveal during play.

Seeing souls - when you help or interfere with someone, roll+weird instead of roll+Hx.

Gear

bass cannon (3 s-harm loud+ area hi-tech)

Hx

Ace +1
Fifi +2
Grey Rat +1
Major Tom +1
Violence -1

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

Vehicles

Name

Land Carrier

Frame

semi

Look

A wide load flatbed tractor trailer. Muscular, spikes & plates

Speed 0 Handling 0
Armor 1 Massive 4
Strengths Huge, easily repaired Weaknesses Loud, cramped
Battle Options

1 armor, 1 massive

Harm 0
Name

Taco truck

Frame

construction/utility

Look

Cobbled-together, hardworked

Speed 0 Handling 0
Armor 0 Massive 5
Strengths Capacious, huge Weaknesses Cramped, slow
Battle Options

+2 massive

Harm 0


Add a vehicle:



Barter: 4

Advancements

  • add 2 options to your workspace (proving range, relic of a golden age past)
  • add life support to your workspace and now you can work on people there too
  • get +1hard (max hard+2)
  • get +1cool (max cool+2)
  • get +1sharp (max sharp+2)
  • get a new savvyhead move (Reality's Fraying Edge)
  • get +1 to any stat (max stat+3) (Hard)
  • advance 3 basic moves (do something under fire, read a sitch, open your brain)
  • get a move from another playbook (Seeing souls - Hocus)
  • get a new savvyhead move (Deep Insights)
  • advance the other 3 moves

WORKSPACE

  • A junkyard of raw materials
  • A truck
  • Weird-ass electronica
  • A proving range
  • A relic of a golden age past (nuclear power cell)