Brink/Torch: Difference between revisions

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* Get a move from another playbook - Bloodcrazed
* Get a move from another playbook - Bloodcrazed
* Choose three basic moves and advance them
* Choose three basic moves and advance them
** Seize by force
** Seduce or manipulate
** Open your brain
* Advance the remaining basic moves
* Advance the remaining basic moves

Revision as of 21:11, 23 November 2014

Name Torch
Campaign Brink
Player Jason
Playbook Faceless
Look Man, scrounged armor, merciless eyes, muscular body.

Mask: scrounged mask, cracked. It's recognizably the mask worn by the 'neers in the station core, but cracked and beaten up. As of session four, it's wired to Torch's broken jaw.

Cool 1
Hard 2
Hot 0
Sharp 0
Weird 1
Moves
  • Oh yeah! roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and are disoriented and under fire in follow-up actions, leave something behind, or take something with you. Think smashing through walls or pushing through burned out husks of cars.
  • Scent of blood: at the beginning of the session, roll+weird. On a 10+ hold 1+1. On a 7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a battle (a real battle, not intimate violence between a couple people). On a miss, the MC holds 1, and can spend it to have you there and pinned down.
  • Norman: you seek the advice of your mask. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it.
  • The Unexpected: when someone sees you unmasked for the first time, they take s-harm, in addition to anything else that happens.
  • Beastly: you get +1hard (hard+3).
  • Bloodcrazed: whenever you inflict harm, inflict +1harm.
  • Rasputin: shot, stabbed, and poisoned, you just keep coming. When you are being scary as fuck and coming at someone, you get +1-armor. You still get shot and stabbed, bleeding just doesn’t bother you that much anymore.
  • Juggernaut: take -2 on all “when you suffer harm” rolls.
  • Advanced Seize by Force, Seduce or Manipulate, and Open Your Brain.
Gear
  • modified engineer's structural cutter (3-harm hand autofire messy)
  • pair of SMGs with loads of ammo (2-harm close autofire loud)
  • shotgun (3-harm close messy) - out of ammo
  • Vac-safe engineering coveralls (2-armor).
  • Oddments worth 0 barter
Hx
  • Cipher: -1 - He helped me do something terrible once.
  • Absinthe: 2 - I think she's pretty.
  • Swan: 1
XP 0
Harm 3
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



Unmasked, you are (choose 2):

  • Irresolute. When you inflict harm, inflict -1harm.
  • Ashamed. You have hard=0 until you cover your face again.

Many years ago, in a misguided attempt to salve his conscience and keep the 'neers from cutting power to some hab compartments, Torch (with a little help from Cipher), destroyed the systems and codes that enable the 'neers to selectively control power distribution. Unfortunately those same controls managed the day-night cycle in the ag dome, causing a disaster called The Great Bake. Torch was ritually exiled from the 'neer clans at that point.

Lives near Swan in ring 23, which is an unpowered wide ring.

Advances Taken:

  • Get +1 Hot
  • Get a new Faceless move - Beastly
  • Get a new Faceless move - Rasputin
  • Get a new Faceless move - Juggernaut
  • Get a move from another playbook - Bloodcrazed
  • Choose three basic moves and advance them
  • Advance the remaining basic moves