Wanderers/Spoonman: Difference between revisions
No edit summary |
No edit summary |
||
Line 7: | Line 7: | ||
|Cool=1 | |Cool=1 | ||
|AWCoolHighlighted=No | |AWCoolHighlighted=No | ||
|Hard= | |Hard=2 | ||
|AWHardHighlighted= | |AWHardHighlighted=Yes | ||
|Hot=-1 | |Hot=-1 | ||
|AWHotHighlighted= | |AWHotHighlighted=No | ||
|Sharp=0 | |Sharp=0 | ||
|AWSharpHighlighted=No | |AWSharpHighlighted=No | ||
|Weird=2 | |Weird=2 | ||
|AWWeirdHighlighted=Yes | |AWWeirdHighlighted=Yes | ||
|Hx=Grey Rat + | |Hx=Grey Rat +3<br> | ||
Ace -1<br> | Ace -1<br> | ||
Fifi | Fifi +1<br> | ||
Major Tom 0 | Major Tom 0 | ||
|AWHxHighlighted=No | |AWHxHighlighted=No | ||
Line 29: | Line 29: | ||
what you honestly think the best course is. If they do it, they take +1 to any rolls | 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. | they make in the doing, and you mark experience. | ||
|XP= | |XP=4 | ||
|Harm= | |Harm=6 | ||
|AWStabilized=No | |AWStabilized=No | ||
|AWcome back with -1hard=No | |AWcome back with -1hard=No | ||
Line 51: | Line 51: | ||
* add 2 options to your workspace (proving range, relic of a golden age past) | * add 2 options to your workspace (proving range, relic of a golden age past) | ||
* add life support to your workspace and now you can work on people there too | * add life support to your workspace and now you can work on people there too | ||
* get +1hard (max hard+2) | |||
'''WORKSPACE'''<br> | '''WORKSPACE'''<br> | ||
Line 57: | Line 58: | ||
<li>A truck</li> | <li>A truck</li> | ||
<li>Weird-ass electronica</li> | <li>Weird-ass electronica</li> | ||
<li>A proving range</li> | |||
<li>A relic of a golden age past (nuclear power cell)</li> | |||
</ul> | </ul> |
Revision as of 20:16, 26 November 2016
Name | Spoonman |
---|---|
Campaign | Wanderers |
Player | Jacko |
Playbook | Savvyhead |
Look | Man, scroungewear+tech, expressive face, squinty eyes, fat body |
Cool | 1 |
Hard | 2 |
Hot | -1 |
Sharp | 0 |
Weird | 2 |
Moves |
Bonefeel - at the beginning of the session, roll+weird. On a 10+, hold
1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have
you already be there, with the proper tools and knowledge, with or without any
clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the MC
holds 1, and can spend it to have you be there already, but somehow pinned, caught
or trapped. |
Gear | |
Hx |
Grey Rat +3 |
XP | 4 |
Harm | 6 |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Vehicles
Name | |||
---|---|---|---|
Frame |
semi |
Look |
A wide load flatbed tractor trailer. Muscular, spikes & plates |
Speed | 0 | Handling | 0 |
Armor | 1 | Massive | 4 |
Strengths | Huge, easily repaired | Weaknesses | Loud, cramped |
Battle Options |
1 armor, 1 massive | ||
Harm | 0 |
Name | |||
---|---|---|---|
Frame |
construction/utility |
Look |
Cobbled-together, hardworked |
Speed | 0 | Handling | 0 |
Armor | 0 | Massive | 5 |
Strengths | Capacious, huge | Weaknesses | Cramped, slow |
Battle Options |
+2 massive | ||
Harm | 0 |
Add a vehicle:
Barter: 4
Advancements
- add 2 options to your workspace (proving range, relic of a golden age past)
- add life support to your workspace and now you can work on people there too
- get +1hard (max hard+2)
WORKSPACE
- A junkyard of raw materials
- A truck
- Weird-ass electronica
- A proving range
- A relic of a golden age past (nuclear power cell)