The Mouldering World/Bank: Difference between revisions

From AAFNRPWiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 6: Line 6:
|Look=Man, vintage wear, scarred face, cool eyes, lean body, precise hands. Bank shaves his head and face daily, and the lack of hair combined with his fine features creates an almost androgynous appearance. His tendency to wear a vintage three-piece suit when working the front of the house gives him a veneer of masculinity.
|Look=Man, vintage wear, scarred face, cool eyes, lean body, precise hands. Bank shaves his head and face daily, and the lack of hair combined with his fine features creates an almost androgynous appearance. His tendency to wear a vintage three-piece suit when working the front of the house gives him a veneer of masculinity.
|Cool=0
|Cool=0
|AWCoolHighlighted=No
|AWCoolHighlighted=Yes
|Hard=3
|Hard=3
|AWHardHighlighted=Yes
|AWHardHighlighted=No
|Hot=3
|Hot=3
|AWHotHighlighted=Yes
|AWHotHighlighted=No
|Sharp=1
|Sharp=1
|AWSharpHighlighted=No
|AWSharpHighlighted=Yes
|Weird=-1
|Weird=-1
|AWWeirdHighlighted=No
|AWWeirdHighlighted=No
Line 38: Line 38:
|Gear=* Kitchen knife, 2-harm hand
|Gear=* Kitchen knife, 2-harm hand
* Vintage 3-piece suit, worn over light body armor worth 1-armor, gummed up
* Vintage 3-piece suit, worn over light body armor worth 1-armor, gummed up
|XP=1
|XP=3
|Harm=0
|Harm=0
|Shattered=No
|Shattered=No

Revision as of 17:50, 18 May 2014

Name Bank
Campaign The Mouldering World
Player Jason
Playbook Maestro D'
Look Man, vintage wear, scarred face, cool eyes, lean body, precise hands. Bank shaves his head and face daily, and the lack of hair combined with his fine features creates an almost androgynous appearance. His tendency to wear a vintage three-piece suit when working the front of the house gives him a veneer of masculinity.
Cool 0
Hard 3
Hot 3
Sharp 1
Weird -1
Moves
  • You call this hot? when you do something under fire, roll+hot instead of roll+cool.
  • Everybody eats, even that guy: when you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:
    • how are they doing? what’s up with them?
    • what or who do they love best?
    • who do they know, like and/or trust?
    • when next should I expect to see them?
    • how could I get to them, physically or emotionally?
  • Fingers in every pie: put out the word that you want a thing — could be a person, could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached.
  • Artful & gracious: when you perform your chosen art — any act of expression or culture — or when you put its product before an audience, roll+hot. On a 10+, spend 3. On a 7–9, spend 1. On a miss, you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well. Spend 1 to name an NPC member of your audience and choose one:
    • this person must meet me
    • this person must have my services
    • this person loves me
    • this person must give me a gift
    • this person admires my patron.
  • Insano like Drano: you get +1hard (hard+3).
Gear
  • Kitchen knife, 2-harm hand
  • Vintage 3-piece suit, worn over light body armor worth 1-armor, gummed up
Hx
  • Philotic +3
  • Burnt Amber +2
  • Fluffy +2
  • Jonjo +2
  • Ghislaine 0
XP 3
Harm 0
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



My establishment, known colloquially as Bank's Place, offering luxury food (because Bank's the only guy around how knows how to make anything taste wonderful anymore), drinks, and a vibrant social scene. Bank's Place offers luxury, intimacy, protection, and dancing. Security for Bank's Place comes from the bouncer, Wallace (2-harm 1-armor) and the shotgun behind the bar (3-harm close reload messy).

Bank enjoys the company of Samson, a frequent regular. On the other hand, it would be best for everyone if Ward would quit coming around.

Dogface would love to get his hands into Bank's coffers.

Bank owes Seahorse for his help getting the Place up and running.

Trudy thinks Bank's Place is full of pretentious shitheads and would love to burn it to the ground.

It's known that Bank's an orphan. Only Burnt Amber knows that Bank remembers very little of his early childhood, but does have a clear memory of feeling safe in his mother's kitchen while she baked something sweet, which obviously informs his decision to run a restaurant.

Advances:

  • Plus 1 Hard
  • get a new Maestro D' move - Fingers in every pie
  • take a move from another playbook - Skinner Artful & Gracious
  • Plus 1 Hot
  • take a move from another playbook - Insano Like Drano, with Lisa's permission, 2014-04-28