Brink/The Breaker Boys: Difference between revisions
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|Campaign=Brink | |Campaign=Brink | ||
|Player=Joe | |Player=Joe | ||
|Playbook= | |Playbook=Urchins | ||
|Look=Coveralls, grease-smeared | |Look=Coveralls, grease-smeared - moving toward Goth as they hang out with Cipher | ||
|Cool=0 | |Cool=0 | ||
|AWCoolHighlighted=No | |AWCoolHighlighted=No | ||
|Hard= | |Hard=0 | ||
|AWHardHighlighted=No | |AWHardHighlighted=No | ||
|Hot= | |Hot=0 | ||
|AWHotHighlighted=No | |AWHotHighlighted=No | ||
|Sharp= | |Sharp=2 | ||
|AWSharpHighlighted=No | |AWSharpHighlighted=No | ||
|Weird=0 | |Weird=0 | ||
|AWWeirdHighlighted=No | |AWWeirdHighlighted=No | ||
|Hx=Torch +1 | |||
Absinthe | |||
Puff | |||
Dr. R. | |||
Glinda | |||
|AWHxHighlighted=No | |AWHxHighlighted=No | ||
|Moves= | |Moves=Luck: At the beginning of the session, roll +sharp. On a hit, give +1 to everyone else making a beginning of session move. On a 10+, mark experience for each other's beginning of session move that also hits with a 10+. On a miss, give -2 to everyone else making a beginning of session move. | ||
And where do they keep coming from?: When anyone in your urchin family dies, erase their information and create a new person to replace them. Use the same urchin family segment or an unused one. | |||
Fingertips throughout: when you want a thing, could be a small object or a specific piece of information, roll +sharp. On a 10+, one of your family has already managed to filch it or discover it. On a 7-9 you end up with something close. On a miss, someone has noticed your meddling and is not amused. | |||
Not to be fucked with: (3-harm gang, small) w/armor according to circumstances. | |||
|Shattered=No | |Shattered=No | ||
|Crippled=No | |Crippled=No | ||
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|Broken=No | |Broken=No | ||
}} | }} | ||
Steff: Teen girl with a rangy build and short peroxide blonde hair | |||
* I've got free passage through Swan's holdings, no questions.* | |||
* I've got something on Puff after watching him take a mark on Ring 10 | |||
* I'm one of the few who make my home in a real crib, my parent's old quarters. | |||
* I have a .38 cal revolver (2 harm, close, reload, loud) | |||
Jinty: He is small, nervous, quick eyed and lithe | |||
* I can come and go from Swan's hold unseen.* | |||
* I have a wicked dagger (2 harm, close, messy) | |||
* I have a gig carrying messages for Cipher, worth 1 barter every couple weeks. | |||
* I know how to operate and can get hold of an EVA harness in short order, but don't ask how. |
Revision as of 18:32, 3 May 2015
Name | The Breaker Boys |
---|---|
Campaign | Brink |
Player | Joe |
Playbook | Urchins |
Look | Coveralls, grease-smeared - moving toward Goth as they hang out with Cipher |
Cool | 0 |
Hard | 0 |
Hot | 0 |
Sharp | 2 |
Weird | 0 |
Moves |
Luck: At the beginning of the session, roll +sharp. On a hit, give +1 to everyone else making a beginning of session move. On a 10+, mark experience for each other's beginning of session move that also hits with a 10+. On a miss, give -2 to everyone else making a beginning of session move. And where do they keep coming from?: When anyone in your urchin family dies, erase their information and create a new person to replace them. Use the same urchin family segment or an unused one. Fingertips throughout: when you want a thing, could be a small object or a specific piece of information, roll +sharp. On a 10+, one of your family has already managed to filch it or discover it. On a 7-9 you end up with something close. On a miss, someone has noticed your meddling and is not amused. Not to be fucked with: (3-harm gang, small) w/armor according to circumstances. |
Gear | |
Hx |
Torch +1 Absinthe Puff Dr. R. Glinda |
XP | |
Harm | |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
Steff: Teen girl with a rangy build and short peroxide blonde hair
- I've got free passage through Swan's holdings, no questions.*
- I've got something on Puff after watching him take a mark on Ring 10
- I'm one of the few who make my home in a real crib, my parent's old quarters.
- I have a .38 cal revolver (2 harm, close, reload, loud)
Jinty: He is small, nervous, quick eyed and lithe
- I can come and go from Swan's hold unseen.*
- I have a wicked dagger (2 harm, close, messy)
- I have a gig carrying messages for Cipher, worth 1 barter every couple weeks.
- I know how to operate and can get hold of an EVA harness in short order, but don't ask how.