Torments of the Righteous/Barbarossa: Difference between revisions

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m (2nd advancement)
(190303 Update)
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Inga +1
Inga +1
Tendal +3
Tendal +3
Carl (Boy) +2
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.
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'''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)


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Stock 1
Stock 1
|XP=0
|XP=2
|Harm=6
|Harm=3
|AWStabilized=No
|AWStabilized=No
|AWcome back with -1hard=No
|AWcome back with -1hard=No
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  +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'