Wanderers/Spoonman: Difference between revisions
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'''Advancements''' | '''Advancements''' |
Revision as of 05:17, 27 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 |
bass cannon (3 s-harm loud+ area hi-tech) stun mitts (3 s-harm intimate reload hi-tech) |
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: 2
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)