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{{#forminput:form=BasicPlace|button text=Add a place|link type=|query string=BasicPlace[Campaign]=Brink&super_page=Brink&preload=Brink/PlacePreloadTemplate}}
{{#forminput:form=BasicPlace|button text=Add a place|link type=|query string=BasicPlace[Campaign]=Brink&super_page=Brink&preload=Brink/PlacePreloadTemplate}}


= Custom Moves =
* When you '''''go naked into the void''''' (i.e. encounter hard vaccuum without the benefit of an intact vac-suit or breathing apparatus), you are taking 2-harm (ap) per tick you spend depressurized. Further, anything you attempt is '''''acting under fire'''''. This situation can be helped by:
** breathing gear, which reduces the harm to 1-harm (ap) per tick.
** a damaged vac-suit, which removes the '''''act under fire''''' condition.
* When you '''''rummage through your oddments''''' to find something useful to your present situation, roll+Sharp. On a 10+ you have just the thing, or near enough that it'll work more or less like you need it to. On a 7-9 you can ''make'' it work if you have to, but using it this way will be '''''acting under fire'''''. On a miss, you ''try'' to make it work and something goes horribly wrong in the process.
[[Category:Campaign]]{{#set:gamedesc=Brink|system=Apocalypse World|GM=Munin}}{{DISPLAYTITLE:Apocalypse World: Brink}}
[[Category:Campaign]]{{#set:gamedesc=Brink|system=Apocalypse World|GM=Munin}}{{DISPLAYTITLE:Apocalypse World: Brink}}

Revision as of 22:40, 30 September 2014

The Station was the major habitation and transshipment point for goods moving from The Gate to Earth and all the colonies and settlements on this side. Decades ago, the Gate failed catastrophically, and we've been on our own ever since. Key adjectives for the campaign: cold, vast, dark, degenerate.

Game Logs

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Recent logs:


House Rules

  • When you get a move from another playbook, if that playbook is already in use, you must receive permission from the player using that playbook. Players have the discretion to preserve the uniqueness of their character.
  • You can only get xp from using a highlighted stat once per move per scene.

PCs

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NPCs

NameRoleHarmArmorGang Size
AbnerSwan's tunnel rat
AnastasiaPerson most important to Cipher
ApolloChronos' second in command
BoobooBig dumb construction worker
CalibanosVendor at the Farmer's Market
CatoMember of Cutter's gang, deceased
ChainsawWeapons dealer in the Den
ChaunceySwan's repair man
ChelseaManager at the Waxing Gibbous
CletusHead of molten metal in the Din
CoozeConstable in Absinthe's neighborhood
CrankForeman at the Den, deceased
CutterMuscle for hire, aspirant warlord
Dr OculusLeader of the Farsight Brotherhood
EyeballSwan's surveillance expert
FalstaffMember of Cooze's gang
FarquharWorks for Savage in Maintenance
Farsight BrotherhoodFaction dedicated to reopening the gate.
FistMember of Cutter's gang
FlailMember of Swan's gang
FletchDoctor
FlintRe-pressurization engineer for the station
FlorenceAg worker
FungusBouncer at the Waxing Gibbous
FustyOwner of Fusty's bar, duh
GerardResearch weenie
Grovermember of Torch's gang
HenriBroker
HephaestusChronos' engineer
HermesChronos' gofer
HoneyMutual friend of Absinthe and Cipher
JanetFreelance intelligence operative
KylieMachinist in the Den
LibbyRuns things on part of Ring 12
LouRed Stripe heavy
LouisDoctor, biologist, possible botanist
LucyAbsinthe's cousin, diamond trader
MiteCooze's 2nd in command
MouseRuns a makeshift hydroponics bay in Ring 23
NeedhamMember of Torch's gang
NeersTribe that run the reactor
NovaSwan customer in Control
PaintSenior survivor from the old Din security crew
PeanutServer at the Waxing Gibbous
PhelpsAbsinthe's representative in the ship's techs
PlinkoMember of Torch's flock
Plinko the Peg-legMember of Torch's flock
Private SykesTorch's right hand
RaskolSmall time grifter, deceased.
RattleFletch's enemy
RockoMember of Cutter's gang
RogerLouis' assistant
SavageDepartment chief in maintenance
SkinnyHead of Electrical in the Den
SoverMember of Torch's gang
SparkyDen chief of maintenance
TableSwan's EVA specialist
TakahashiMarine leader on Ark 17
TatsukoCipher's lab assistant
TestFixer, rumored not to be as cunning as Swan
TetonFixer who deals in secrets
TraceUnion's second-in-command
TrinaMember of Cooze's gang
TurfMember of Cutter's gang
TwerpBouncer at the Waxing Gibbous. Deceased.
UnionGang leader in the shell, opposed to Turf
VertMember of Torch's flock
WarchestMember of Swan's gang
WillieMember of Cutter's gang
WootsVery weird station gang
Yvettemember of Torch's gang


Places


Custom Moves

  • When you go naked into the void (i.e. encounter hard vaccuum without the benefit of an intact vac-suit or breathing apparatus), you are taking 2-harm (ap) per tick you spend depressurized. Further, anything you attempt is acting under fire. This situation can be helped by:
    • breathing gear, which reduces the harm to 1-harm (ap) per tick.
    • a damaged vac-suit, which removes the act under fire condition.
  • When you rummage through your oddments to find something useful to your present situation, roll+Sharp. On a 10+ you have just the thing, or near enough that it'll work more or less like you need it to. On a 7-9 you can make it work if you have to, but using it this way will be acting under fire. On a miss, you try to make it work and something goes horribly wrong in the process.