Wanderers/Fifi: Difference between revisions
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2 grenade<br> | 2 grenade<br> | ||
1 9mm (2-harm close loud)<br> | 1 9mm (2-harm close loud)<br> | ||
2 assault rifle (3-harm close/far loud autofire ap)<br> | |||
magnum (3-harm close reload loud ap)<br> | |||
big-ass knife (2-harm hand)<br> | |||
shotgun (3-harm close messy)<br> | |||
ap ammo (ap) add to all your guns | |||
|XP=4 | |XP=4 | ||
|Harm=0 | |Harm=0 |
Revision as of 08:44, 27 November 2016
Name | Fifi |
---|---|
Campaign | Wanderers |
Player | Lisa |
Playbook | Gunlugger |
Look | Ambiguous, scrounged/mismatched armor, bony face, mad eyes, stringy body |
Cool | 1 |
Hard | 2 |
Hot | -1 |
Sharp | 1 |
Weird | 0 |
Moves |
Battle-hardened - when you act under fire, or when you stand overwatch, roll+hard instead of roll+cool. Fuck this shit - name your escape route and roll+hard. On a 10+, sweet, 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. Battlefield instincts - when you open your brain to the world's psychic maelstrom, roll+hard instead of roll+weird, but only in battle. NOT TO BE FUCKED WITH - in battle, you count as a small gang, with harm and armor according to your gear. |
Gear |
2 armor |
Hx |
Gray Rat +2 |
XP | 4 |
Harm | 0 |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Vehicles
Name | |||
---|---|---|---|
Frame |
bike |
Look |
Cobbled together |
Speed | 1 | Handling | 0 |
Armor | 0 | Massive | 1 |
Strengths | Fast, rugged | Weaknesses | Loud |
Battle Options |
+1 speed | ||
Harm | 0 |
Add a vehicle:
Barter: 2
Advancements
- get a new gunlugger move (NOT TO BE FUCKED WITH)