Brink/Cipher: Difference between revisions
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(Added In brain puppet strings) |
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* '''''Spooky Intense:''''' Do something under fire, roll +Weird instead of +Cool | * '''''Spooky Intense:''''' Do something under fire, roll +Weird instead of +Cool | ||
* '''''Oftener Right:''''' When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing and you mark experience. | * '''''Oftener Right:''''' When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing and you mark experience. | ||
* '''''In brain puppet strings:''''' when you have time and physical intimacy with someone | |||
— again, mutual or 1-sided — you can plant a command inside their mind. Roll+weird. | |||
On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can | |||
spend your hold 1 for 1: | |||
** inflict 1-harm (ap) | |||
** they take -1 right now | |||
If they fulfill your command, that counts for all your remaining hold. On a miss, you | |||
inflict 1-harm (ap) upon your subject, to no benefit. | |||
|Gear=* Scalpels (3-harm intimate hi-tech)<br> | |Gear=* Scalpels (3-harm intimate hi-tech)<br> | ||
* Violation glove (hand, hi-tech)<br> | * Violation glove (hand, hi-tech)<br> |
Latest revision as of 05:52, 4 May 2015
Name | Cipher |
---|---|
Campaign | Brink |
Player | Joe |
Playbook | SavvyHead (ex-Brainer) |
Look | Ambiguous, fetish-bondage wear (1 Armor), smooth face, dead eyes, awkward, angular body |
Cool | 1 |
Hard | 0 |
Hot | 1 |
Sharp | 1 |
Weird | 3 |
Moves |
Whenever acting on the answer requires a roll, take +1. If you’d like to ask further questions, roll+sharp. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more, but you stand musing, and if time’s urgent you stand musing too long.
Treat a miss as though you've opened your brain to the physic maelstrom and missed the roll.
— again, mutual or 1-sided — you can plant a command inside their mind. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can spend your hold 1 for 1:
If they fulfill your command, that counts for all your remaining hold. On a miss, you inflict 1-harm (ap) upon your subject, to no benefit. |
Gear |
His workshop includes: weird-ass electronica, machining tools, and relic of the golden age past.
|
Hx |
|
XP | 0 |
Harm | |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
Lives on Ring 15.
Cipher's vac suit is all kinds of Ziggy Stardust weirdness. Silvery white and glittery, with a tight corset, puffy sleeves, external nipple clamps, and a bulging codpiece.
He has a pillow that he got from Swan that has a Woot design on it. When he sleeps with the pillow, the Woot queens influence his dreams.
Farquar gave him a golden retriever, Molly, who lives and works with him in the workshop. Tatsuko, his lab assistant was killed by Torch when she freaked out at seeing the contagion in the Den.
Current focus: Swan is holding 2 over him, one of which will be discharged when Cipher successfully plants a suggestion in Fletch's mind to take an apprentice.
Future possibilities: Every time Cipher's Moonlighting gig fucking succeeds, that's another person that he's been able to do a deep brain scan on another person. To date, he's had 3 clients
Absinthe's Secret: She's Honey's cousin and knows that it wasn't Honey that we pushed out of the airlock.
Eyeball shared a night of indescribable passion and now distrusts Cipher because she thinks she imagined it.
Swan knows that I have spoken to psychic maelstrom and have concerns about the gate. What he learns is that I have reason to believe that Doctor Oculus is trying to reopen the Gate and invite the King in Yellow on to the station. That's why I want to close the Gate permanently.
Dr. R's Secret: Cipher has talked with Mamma Woot several times and even seen her as the Triple Goddess. He thinks that the Woots are the key to the resistance that will eventually rise up and stop the Farsight Brotherhood.