Torments of the Righteous/Tendahl: Difference between revisions
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|Campaign=Torments of the Righteous | |Campaign=Torments of the Righteous | ||
|Player=Jason | |Player=Jason | ||
|Playbook=Savvyhead | |Playbook=Savvyhead, retired to safety | ||
|Look=Man, utility wear + tech, plain face, squinty eyes, strange body (twisted by scoliosis) | |Look=Man, utility wear + tech, plain face, squinty eyes, strange body (twisted by scoliosis) | ||
|Cool= | |Cool=-1 | ||
|AWCoolHighlighted= | |AWCoolHighlighted=Yes | ||
|Hard= | |Hard=-1 | ||
|AWHardHighlighted= | |AWHardHighlighted=No | ||
|Hot=-2 | |Hot=-2 | ||
|AWHotHighlighted=No | |AWHotHighlighted=No | ||
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|Weird=3 | |Weird=3 | ||
|AWWeirdHighlighted=Yes | |AWWeirdHighlighted=Yes | ||
|Hx=Hike | |Hx=* Egon -1 | ||
Inga | * Hike +1 | ||
* Inga +1 | |||
Carl + | * Carl +1 | ||
|AWHxHighlighted=No | |AWHxHighlighted=No | ||
|Moves=* '''''Things speak''''': whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1: | |Moves=* '''''Things speak''''': whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1: | ||
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* '''''Deep insights''''': you get +1weird (weird+3). | * '''''Deep insights''''': you get +1weird (weird+3). | ||
* '''''Charismatic''''': when you try to manipulate someone, roll+weird instead of roll+hot. | * '''''Charismatic''''': when you try to manipulate someone, roll+weird instead of roll+hot. | ||
* '''''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 an experience circle. | |||
|Gear=2 barter | |Gear=2 barter | ||
knife (2-harm hand) | knife (2-harm hand) | ||
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leather apron and face shield (1-armor) | leather apron and face shield (1-armor) | ||
|XP=0 | |XP=0 | ||
|AWStabilized= | |Harm=10 | ||
|AWStabilized=Yes | |||
|AWcome back with -1hard=No | |AWcome back with -1hard=No | ||
|AWcome back with +1weird (max+3)=No | |AWcome back with +1weird (max+3)=No | ||
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http://www.hill10.com/aw/ten.pdf | http://www.hill10.com/aw/ten.pdf | ||
= Debilities = | |||
* A parabolic reflector assembly that can be quickly attached to or removed from a torch | * Disfigured during the 2019-01-06 session and reduced to Hot -2. | ||
* Broken during the 2019-07-21 session and reduced to Hard -1. | |||
* Shattered during the 2019-09-08 session and reduced to Cook -1. | |||
= Workspace = | |||
Tendahl's workspace has a junkyard of raw materials, machining tools, a relic of the golden age past, and booby traps. It's in a cart so it can be moved. | |||
= Current projects = | |||
* A parabolic reflector assembly that can be quickly attached to or removed from a torch - built | |||
= Secrets = | = Secrets = | ||
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From the 2019-02-10 session: Barbarossa knows that once, when Tendahl was a teenager, a teenage asshole named Max finally teased Tendahl to the breaking point. Tendahl, being big and muscly even then, beat the crap out of Max, but felt terrible about it, and the whole town blamed him for overreacting. Max lost the lottery a few years later, so there was never any closure. That contributed to Tendahl's preference for living away from people, and also his unwillingness to fight people. | From the 2019-02-10 session: Barbarossa knows that once, when Tendahl was a teenager, a teenage asshole named Max finally teased Tendahl to the breaking point. Tendahl, being big and muscly even then, beat the crap out of Max, but felt terrible about it, and the whole town blamed him for overreacting. Max lost the lottery a few years later, so there was never any closure. That contributed to Tendahl's preference for living away from people, and also his unwillingness to fight people. | ||
From the 2019-03-17 session: Barbarossa knows about the bright world that could be glimpsed from the cave under the Dark Pool. He also knows that for all Tendahl's talk about closing the connection and letting the bright world go, he really wants, at an emotional level, to give the world he grew up in the finger and try to get through to the sunlit realm. | |||
From the 2019-04-21 session: Hike knows that Tendahl has truly embraced the Damerrung heresy. | |||
From the 2019-10-06 session: Carl knows that if they can uncorrupt the well at the tor, he's going to go through and try to live on the other side. | |||
= Advances = | = Advances = | ||
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* get +1 Hard (max hard +2) | * get +1 Hard (max hard +2) | ||
* get a move from another playbook (Charismatic, from the Hocus) | * get a move from another playbook (Charismatic, from the Hocus) | ||
* 2 options to your workspace (it's on a cart, and it contains a relic of the golden age past) | |||
* get a new savvyhead move (Oftener Right) | |||
* add life support to your workspace, and now you can work on people there too | |||
* Advance 3 basic moves (Seduce or manipulate, read a sitch, open your brain) | |||
* Retire your character to safety | |||
= Notes = | = Notes = | ||
Latest revision as of 05:37, 14 October 2019
Name | Tendahl |
---|---|
Campaign | AW: Torments of the Righteous |
Player | Jason |
Playbook | Savvyhead, retired to safety |
Look | Man, utility wear + tech, plain face, squinty eyes, strange body (twisted by scoliosis) |
Cool | -1 |
Hard | -1 |
Hot | -2 |
Sharp | 2 |
Weird | 3 |
Moves |
Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and missed the roll.
|
Gear |
2 barter knife (2-harm hand) hammer (2-harm hand messy) leather apron and face shield (1-armor) |
Hx |
|
XP | 0 |
Harm | 10 |
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/ten.pdf
Debilities
- Disfigured during the 2019-01-06 session and reduced to Hot -2.
- Broken during the 2019-07-21 session and reduced to Hard -1.
- Shattered during the 2019-09-08 session and reduced to Cook -1.
Workspace
Tendahl's workspace has a junkyard of raw materials, machining tools, a relic of the golden age past, and booby traps. It's in a cart so it can be moved.
Current projects
- A parabolic reflector assembly that can be quickly attached to or removed from a torch - built
Secrets
From the 2018-11-18 session: Hike knows that Tendahl's outward calm is a front, and he's really just on the verge of losing his shit all the time.
From the 2019-02-10 session: Barbarossa knows that once, when Tendahl was a teenager, a teenage asshole named Max finally teased Tendahl to the breaking point. Tendahl, being big and muscly even then, beat the crap out of Max, but felt terrible about it, and the whole town blamed him for overreacting. Max lost the lottery a few years later, so there was never any closure. That contributed to Tendahl's preference for living away from people, and also his unwillingness to fight people.
From the 2019-03-17 session: Barbarossa knows about the bright world that could be glimpsed from the cave under the Dark Pool. He also knows that for all Tendahl's talk about closing the connection and letting the bright world go, he really wants, at an emotional level, to give the world he grew up in the finger and try to get through to the sunlit realm.
From the 2019-04-21 session: Hike knows that Tendahl has truly embraced the Damerrung heresy.
From the 2019-10-06 session: Carl knows that if they can uncorrupt the well at the tor, he's going to go through and try to live on the other side.
Advances
- get +1 Hard (max hard +2)
- get a move from another playbook (Charismatic, from the Hocus)
- 2 options to your workspace (it's on a cart, and it contains a relic of the golden age past)
- get a new savvyhead move (Oftener Right)
- add life support to your workspace, and now you can work on people there too
- Advance 3 basic moves (Seduce or manipulate, read a sitch, open your brain)
- Retire your character to safety