Torments of the Righteous/Barbarossa: Difference between revisions
m (2nd advancement) |
(190303 Update) |
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Inga +1 | Inga +1 | ||
Tendal +3 | Tendal +3 | ||
Carl | Carl +2 | ||
|AWHxHighlighted=No | |AWHxHighlighted=No | ||
|Moves='''Battlefield instincts''': when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle. | |Moves='''Battlefield instincts''': when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle. | ||
Line 25: | Line 25: | ||
'''Prepared for the inevitable''': you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock. | '''Prepared for the inevitable''': you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock. | ||
''''Wealth'''': If your hold is secure and your rule unchallenged, at the beginning of the | |||
session, roll+hard. On a 10+, you have surplus at hand and available for the needs of | |||
the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold | |||
is compromised or your rule contested, your hold is in want. e precise values of your | |||
surplus and want depend on your holding, as follows. | |||
|Gear=many pistols (2 harm/close) | |Gear=many pistols (2 harm/close) | ||
Line 34: | Line 40: | ||
Stock 1 | Stock 1 | ||
|XP= | |XP=2 | ||
|Harm= | |Harm=3 | ||
|AWStabilized=No | |AWStabilized=No | ||
|AWcome back with -1hard=No | |AWcome back with -1hard=No | ||
Line 55: | Line 61: | ||
+1 Cool | +1 Cool | ||
Gain a holding and ''''wealth'''' |
Revision as of 08:14, 4 March 2019
Name | Barbarossa |
---|---|
Campaign | AW: Torments of the Righteous |
Player | Joe |
Playbook | Gunlugger |
Look | Worn, scarred face with sad eyes and a wry smile. Wiry body. Scrounged, mismatched armor |
Cool | 2 |
Hard | 3 |
Hot | -1 |
Sharp | 2 |
Weird | 0 |
Moves |
Battlefield instincts: when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle. Insano like Drano: you get +1hard (hard+3). Prepared for the inevitable: you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock. 'Wealth': If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. e precise values of your surplus and want depend on your holding, as follows. |
Gear |
many pistols (2 harm/close) shotgun (3 harm close messy) AP broad sword (3 harm hand) Armor 2 Stock 1 |
Hx |
Hike +2 Inga +1 Tendal +3 Carl +2 |
XP | 2 |
Harm | 3 |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
http://www.hill10.com/aw/barb.pdf
Used to ride with Hike until he joined the Dammerung
Barter = 0
- Owe Tendhal a secret - Barbarossa left the Torchbringers when they decided to leave a young girl staked out as a sacrifice. He saved the girl but cannot forgive them for leaving the girl to her doom instead of fighting the darkness.
Advancement:
+1 Sharp
+1 Cool
Gain a holding and 'wealth'