Torments of the Righteous/Barbarossa: Difference between revisions

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|Campaign=Torments of the Righteous
|Campaign=Torments of the Righteous
|Player=Joe
|Player=Joe
|Playbook=Gunlugger
|Playbook=Gunlugger (deceased)
|Look=Worn, scarred face with sad eyes and a wry smile. Wiry body. Scrounged, mismatched armor
|Look=Worn, scarred face with sad eyes and a wry smile. Wiry body. Scrounged, mismatched armor
|Cool=2
|Cool=2
|AWCoolHighlighted=Yes
|AWCoolHighlighted=No
|Hard=3
|Hard=3
|AWHardHighlighted=No
|AWHardHighlighted=Yes
|Hot=-1
|Hot=-2
|AWHotHighlighted=No
|AWHotHighlighted=No
|Sharp=2
|Sharp=2
|AWSharpHighlighted=Yes
|AWSharpHighlighted=No
|Weird=0
|Weird=0
|AWWeirdHighlighted=No
|AWWeirdHighlighted=Yes
|Hx=Hike +2
|Hx=Hike +1
Inga +1
 
Tendal +3
Inga +2
Carl (Boy) +2
 
Tendal +1
 
Carl +1
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves='''Battlefield instincts''': when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle.
|Moves='''Battlefield instincts''': when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle.
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'''Prepared for the inevitable''': you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock.
'''Prepared for the inevitable''': you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock.
'''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. e precise values of your
surplus and want depend on your holding, as follows.
'''Leadership''': when you have to order your gang to advance, regroup, hold position,
hold discipline, or put their damn backs into it, roll+hard. On a hit, they do it. On a 10+,
they snap to; take +1forward. On a miss, they do it, but you’ll hear about it later.
|Gear=many pistols (2 harm/close)
|Gear=many pistols (2 harm/close)


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Stock 1
Stock 1
|XP=0
 
|Harm=6
The holding has:
• 60–80 souls
 
• for gigs, scavenging, crude farming, and some minor trade (surplus:
1-barter, want: anxiety)
 
• a relatively secure house or small compound
 
• for gigs, add a manufactory (the mill.) Surplus: +1barter, want: +idle.
 
• your people include eager, enthusiastic, and successful recruiters.
Surplus: +growth.
 
• your population is decadent and perverse. Surplus: -1barter, want:
+savagery.
|Harm=3
|AWStabilized=No
|AWStabilized=No
|AWcome back with -1hard=No
|AWcome back with -1hard=No
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Barter = 0
Barter = 0


*Owe Tendhal a secret - Barbarossa left the Torchbringers when they decided to leave a young girl staked out as a sacrifice. He saved the girl but cannot forgive them for leaving the girl to her doom instead of fighting the darkness.
Barbarossa left the Torchbringers when they decided to leave a young girl staked out as a sacrifice. He saved the girl but cannot forgive them for leaving the girl to her doom instead of fighting the darkness.


Advancement:
Advancement:
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  +1 Cool
  +1 Cool
Gain a holding and '''wealth'''
Get a gang and '''pack alpha'''
'''Leadership''' from the Hardholder playbook

Latest revision as of 18:37, 28 July 2019

Name Barbarossa
Campaign AW: Torments of the Righteous
Player Joe
Playbook Gunlugger (deceased)
Look Worn, scarred face with sad eyes and a wry smile. Wiry body. Scrounged, mismatched armor
Cool 2
Hard 3
Hot -2
Sharp 2
Weird 0
Moves

Battlefield instincts: when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle.

Insano like Drano: you get +1hard (hard+3).

Prepared for the inevitable: you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock.

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. e precise values of your surplus and want depend on your holding, as follows.

Leadership: when you have to order your gang to advance, regroup, hold position, hold discipline, or put their damn backs into it, roll+hard. On a hit, they do it. On a 10+, they snap to; take +1forward. On a miss, they do it, but you’ll hear about it later.

Gear

many pistols (2 harm/close)

shotgun (3 harm close messy) AP

broad sword (3 harm hand)

Armor 2

Stock 1

The holding has: • 60–80 souls

• for gigs, scavenging, crude farming, and some minor trade (surplus: 1-barter, want: anxiety)

• a relatively secure house or small compound

• for gigs, add a manufactory (the mill.) Surplus: +1barter, want: +idle.

• your people include eager, enthusiastic, and successful recruiters. Surplus: +growth.

• your population is decadent and perverse. Surplus: -1barter, want: +savagery.

Hx

Hike +1

Inga +2

Tendal +1

Carl +1

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



Add a vehicle:



http://www.hill10.com/aw/barb.pdf

Used to ride with Hike until he joined the Dammerung

Barter = 0

Barbarossa left the Torchbringers when they decided to leave a young girl staked out as a sacrifice. He saved the girl but cannot forgive them for leaving the girl to her doom instead of fighting the darkness.

Advancement:

+1 Sharp
+1 Cool

Gain a holding and wealth

Get a gang and pack alpha

Leadership from the Hardholder playbook