Brink/Dr Raskolnikov: Difference between revisions
(Created page with "{{AWCharacter |Name=Dr Raskolnikov |Campaign=Brink |Player=Jason |Playbook=The Wolf |Look=Man, environmental wear, wild face, wild eyes, fat body. |Cool=2 |AWCoolHighlighted=N...") |
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|Moves=* '''''He's got a gun!''''': When you're in a tense situation, you can say something crazy or sudden and roll +cool. On a hit, other people present react with violence before doing anything else. Choose options. On a 10+, choose 3. On a 7-9, choose 2: | |Moves=* '''''He's got a gun!''''': When you're in a tense situation, you can say something crazy or sudden and roll +cool. On a hit, other people present react with violence before doing anything else. Choose options. On a 10+, choose 3. On a 7-9, choose 2: | ||
** you are not targeted in the initial exchange | ** you are not targeted in the initial exchange | ||
** somebody takes a blow meant for you | ** somebody takes a blow meant for you |
Revision as of 19:09, 30 December 2014
Name | Dr Raskolnikov |
---|---|
Campaign | Brink |
Player | Jason |
Playbook | The Wolf |
Look | Man, environmental wear, wild face, wild eyes, fat body. |
Cool | 2 |
Hard | -1 |
Hot | 0 |
Sharp | 1 |
Weird | 1 |
Moves |
On a miss, nobody needs to start fighting if they don't want to and everybody present knows what you were trying to do there. You are no longer exempt from getting hit first if a fight does start.
On a miss, your target sees the depths of your true nature and can turn a question back on you. |
Gear |
|
Hx | |
XP | |
Harm | |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
Suitcase of Secrets
You carry things in your suitcase connected to the apocalypse and they drive you purposefully forward. At any given time the things in your suitcase might be:
- a book filled with names
- a small device that glows
- a gun that shoots something other than bullets
- thousands of slips of green paper
- a mask made of human skin and a knife carved from bone
- a gigantic insect
- black and white photographs
- dozens of objects (you detail)
- something else
By default, your suitcase always holds 0-secrets. At the beginning of the session, roll +weird. On a 10+, choose 3, on a 7-9, choose 2:
- Your suitcase holds 1-secret. Choose this again for 2-secrets or 3-secrets.
- Your suitcase can obscure you from scrutiny. Anyone who reads you is acting under fire.
- Your suitcase is always in hand and deflects others' attacks. +1 armor.
- Your suitcase is a curious object. Anybody who sees it today must open their brain or suffer -1 ongoing for the rest of the session.
- Activate the want of a hold, gang, or followers.
- Give a hold, gang, or followers a temporary want of your choice.
On a miss, the MC will ask you a question. Answer truthfully.
Whenever any player's character attempts to go aggro, seize by force, or read a person against you, as long as you have your suitcase in hand, subtract your suitcase's secrets from the roll.
When you consult the suitcase it takes time and leaves you vulnerable. Roll +secrets. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold 1-for-1 from the following list:
- Your suitcase has food inside, enough to feed one person for one day.
- Your suitcase has a weapon inside (tell the MC it's either a distinctive weapon or a weapon that gives pause, your call, and the MC will give you something suitable).
- Your suitcase impresses, awes, or frightens everyone present. They will now treat you with admiration, fear, or revulsion, as appropriate.
- Take +1 forward on your next roll.
- While you look into your suitcase, it is a conduit to the psychic maelstrom. You may open your brain and treat is as though you rolled a 10+.
On a miss, your suitcase wants something from you, and the MC is encouraged to make a hard and direct move against you if you don't give up what the suitcase wants.
The suitcase can also be used for augury.
Wolf Special
When you and another character have sex, you automatically use predator advantage on them, whether you have the move or not. Roll +cool as normal. However, the MC chooses which questions the other character's player answers.