Apocalypse World: Purgatoria After Dark/The Vnuchata (Grandchildren): Difference between revisions
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* Took a move from another playbook (Operator - Eye on the Door) | * Took a move from another playbook (Operator - Eye on the Door) | ||
* Took a move from another playbook (Hocus - Divine protection) | |||
<<DECEASED>> | <<DECEASED>> |
Revision as of 21:27, 17 January 2016
Name | The Vnuchata (Grandchildren) |
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Campaign | Apocalypse World: Purgatoria After Dark |
Player | Joe |
Playbook | Urchins |
Look | A gaggle of unkept, dirty pre-teen children |
Cool | |
Hard | |
Hot | |
Sharp | 3 |
Weird | |
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 of your urchin family dies, erase their information from your playbook 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. Martyr: when you take a blow for another player’s character, mark experience. When anyone of your urchin family dies, mark experience. 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. Divine protection: your gods give you 1-armor. If you wear armor, use that instead, they don’t add. |
Gear |
Tokarov pistol (taken from one of the dead Inspectors) - Ruslan |
Hx |
Natalia +3 Semion The Major +3 |
XP | |
Harm | |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
Ruslan - +2 hard/-1 hot - pale, slight, handsome. Boy. wicked dagger and know how to throw it (2-harm, close, messy) He has a gig doing violence for pay worth 1 barter every couple of weeks. I have a fortified hovel he calls home in the basement of Coffee Mecto. +1 armor in defense.
Inga - +2 cool/-1 weird - willowy, golden eyed girl. She has access to the Semion's living space. I have wicked knives (2-harm hand) and a distinctive presence in the local population. I command attention when I come into the room and is the shop's singer. (NB. She's the cleanest and most seen in public)
Anton - +2 cool/-1 hard - A tall, thickset boy with a nervous look and quick eyes. He can come and go from Vitaly's hold unseen. He also knows how to ride, and can get hold of, a bicycle in short order but don't ask how. He carries a wicked dagger (2-harm, close, messy)
Lidiya - +2 hot/-1 hard - Long haired, arresting, tattooed. She has access to Coffee Mecto's shop and can sometimes get useful stuff from there. She has a cheap pistol (2-harm close/far) and scrounged armor (1-armor). She has decorated my squat with icons, like the shrine my babushka used to take me to. I get get +1 to bare my soul within it.
- Took an urchin move (Martyr)
- Sharp +1
- Took a move from another playbook (Operator - Eye on the Door)
- Took a move from another playbook (Hocus - Divine protection)
<<DECEASED>> Maxime - +2 hot/-1 hard - Long haired, sharp-featured boy. I have access to Coffee Mecto's shop and can sometimes get useful stuff from there. I have a cheap pistol (2-harm close/far) and scrounged armor (1-armor). I have decorated my squat with icons, like the shrine my babushka used to take me to. I get get +1 to bare my soul within it.
Rada - +2 weird/-1 hot - I conceal myself in a baggy set of coveralls and shaggy hair. She has a an older sister Keladry, to whom lots of people owe favors. She is oddly imperturbable and get +1 when acting under fire. I have oddiments worth 2 barter.
<<DECEASED>>