Torments of the Righteous/Barbarossa: Difference between revisions
(190303 Update) |
(Detailed my holding) |
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Line 15: | Line 15: | ||
|Weird=0 | |Weird=0 | ||
|AWWeirdHighlighted=No | |AWWeirdHighlighted=No | ||
|Hx=Hike + | |Hx=Hike +3 | ||
Inga + | Inga +2 | ||
Tendal + | Tendal +1 | ||
Carl + | Carl +1 | ||
|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 40: | Line 40: | ||
Stock 1 | Stock 1 | ||
|XP= | |||
|Harm= | The holding has: | ||
• 60–80 souls | |||
• for gigs, scavenging, crude farming, and some minor trade (surplus: | |||
1-barter, want: anxiety) | |||
• a relatively secure house or small compound | |||
• for gigs, add a manufactory (the mill.) Surplus: +1barter, want: +idle. | |||
• your people include eager, enthusiastic, and successful recruiters. | |||
Surplus: +growth. | |||
• your population is decadent and perverse. Surplus: -1barter, want: | |||
+savagery. | |||
|XP=5 | |||
|Harm=6 | |||
|AWStabilized=No | |AWStabilized=No | ||
|AWcome back with -1hard=No | |AWcome back with -1hard=No | ||
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Barter = 0 | Barter = 0 | ||
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: | Advancement: |
Revision as of 21:39, 10 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 The holding has: • 60–80 souls • for gigs, scavenging, crude farming, and some minor trade (surplus: 1-barter, want: anxiety) • a relatively secure house or small compound • for gigs, add a manufactory (the mill.) Surplus: +1barter, want: +idle. • your people include eager, enthusiastic, and successful recruiters. Surplus: +growth. • your population is decadent and perverse. Surplus: -1barter, want: +savagery. |
Hx |
Hike +3 Inga +2 Tendal +1 Carl +1 |
XP | 5 |
Harm | 6 |
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
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'