Brink/Swan: Difference between revisions

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|Weird=-1
|Weird=-1
|AWWeirdHighlighted=No
|AWWeirdHighlighted=No
|Hx=Cipher - HX 0
|Hx=Cipher - HX 0<br />
Absinthe - HX +2
Absinthe - HX +2<br />
Torch - HX +2
Torch - HX +2<br />
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves='''Moonlighting''' - you get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit from all the gigs you chose. On a 7–9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The gigs you aren’t working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1juggling.
|Moves='''Moonlighting''' - you get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit from all the gigs you chose. On a 7–9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The gigs you aren’t working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1juggling.

Revision as of 16:53, 6 October 2014

Name Swan
Campaign Brink
Player Jacko
Playbook Operator
Look Ambiguous, utility wear, pretty face, sharp eyes, energetic body.
Cool 2
Hard 1
Hot 1
Sharp 0
Weird -1
Moves

Moonlighting - you get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit from all the gigs you chose. On a 7–9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The gigs you aren’t working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1juggling.

Easy to Trust - when you try to seduce or manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.

Eye on the door - name your escape route and roll+cool. On a 10+ you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.

Gear

9mm Pistol - 2H close loud
Vac-suit covered in pouches and tools - 1 Armor
3 Barter

Hx

Cipher - HX 0
Absinthe - HX +2
Torch - HX +2

XP 4
Harm 9
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



Swan is so-called due to his long, snowy-white braided dreads and nearly paper-white skin. He's pretty enough that people begin to question themselves and his joking requests for good-luck kisses on the cheek are usually granted (though often rebuked by him).

Swan brought Absinthe and Torch as backup when doing a deal with Cutter. Things went sour and he thinks Absinthe cut out and left him in the lurch while Torch hung tough and faced down serious violence to get them out of that jam. Swan still has a bone to pick with Absinthe.

Crew
Abner - Filthy rat of a navigator
Chauncey - Lazy and smarmy techie, Mr. Fix-It
Torch - The muscle
Table - EVA pilot, runner
Eyeball - Surveillance and security, has her eye on the customers

Advancements
get a new operator move: Eye on the door.

What Cipher knows
Cipher has sussed out that Swan ain't from around here. He's most likely from ring 7, where most of the cryo-tube facilities are. 'Seveners' are reputed to 'cull the herd' of those left on ice from time to time and cannibals are no laughing matter.

What Torch knows

What Absinthe knows