Wanderers/Spoonman: Difference between revisions
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|Cool=2 | |Cool=2 | ||
|AWCoolHighlighted=No | |AWCoolHighlighted=No | ||
|Hard= | |Hard=3 | ||
|AWHardHighlighted=No | |AWHardHighlighted=No | ||
|Hot=-1 | |Hot=-1 | ||
|AWHotHighlighted= | |AWHotHighlighted=Yes | ||
|Sharp=1 | |Sharp=1 | ||
|AWSharpHighlighted= | |AWSharpHighlighted=No | ||
|Weird=2 | |Weird=2 | ||
|AWWeirdHighlighted=Yes | |AWWeirdHighlighted=Yes | ||
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Ace 0<br> | Ace 0<br> | ||
Fifi +3<br> | Fifi +3<br> | ||
Major Tom + | Major Tom +2 | ||
|AWHxHighlighted=No | |AWHxHighlighted=No | ||
|Moves='''Bonefeel''' - at the beginning of the session, roll+weird. On a 10+, hold | |Moves='''Bonefeel''' - at the beginning of the session, roll+weird. On a 10+, hold | ||
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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. | ||
|Gear=bass cannon (3 s-harm loud+ area | |||
'''Reality’s fraying edge''' - some component of your workspace, or some arrangement of components, is uniquely receptive to the world’s psychic maelstrom (+augury). Choose and name it, or else leave it for the MC to reveal during play. | |||
|XP= | |Gear=bass cannon (3 s-harm loud+ area hi-tech) | ||
|Harm= | |XP=1 | ||
|Harm=11 | |||
|AWStabilized=No | |AWStabilized=No | ||
|AWcome back with -1hard=No | |AWcome back with -1hard=No | ||
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* get +1cool (max cool+2) | * get +1cool (max cool+2) | ||
* get +1sharp (max sharp+2) | * get +1sharp (max sharp+2) | ||
* get +1 to any stat (max stat+3) (Hard) | |||
'''WORKSPACE'''<br> | '''WORKSPACE'''<br> |
Revision as of 14:45, 22 January 2017
Name | Spoonman |
---|---|
Campaign | Wanderers |
Player | Jacko |
Playbook | Savvyhead |
Look | Man, scroungewear+tech, expressive face, squinty eyes, fat body |
Cool | 2 |
Hard | 3 |
Hot | -1 |
Sharp | 1 |
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. 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. Reality’s fraying edge - some component of your workspace, or some arrangement of components, is uniquely receptive to the world’s psychic maelstrom (+augury). Choose and name it, or else leave it for the MC to reveal during play. |
Gear |
bass cannon (3 s-harm loud+ area hi-tech) |
Hx |
Grey Rat +3 |
XP | 1 |
Harm | 11 |
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: 7
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)
- get +1cool (max cool+2)
- get +1sharp (max sharp+2)
- get +1 to any stat (max stat+3) (Hard)
WORKSPACE
- A junkyard of raw materials
- A truck
- Weird-ass electronica
- A proving range
- A relic of a golden age past (nuclear power cell)