Torments of the Righteous/Barbarossa: Difference between revisions

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The holding has:
The holding has:
• 60–80 souls
• 60–80 souls
• for gigs, scavenging, crude farming, and some minor trade (surplus:
• for gigs, scavenging, crude farming, and some minor trade (surplus:
1-barter, want: anxiety)
1-barter, want: anxiety)
• a relatively secure house or small compound
• a relatively secure house or small compound
• for gigs, add a manufactory (the mill.) Surplus: +1barter, want: +idle.
• for gigs, add a manufactory (the mill.) Surplus: +1barter, want: +idle.
• your people include eager, enthusiastic, and successful recruiters.
• your people include eager, enthusiastic, and successful recruiters.
Surplus: +growth.
Surplus: +growth.
• your population is decadent and perverse. Surplus: -1barter, want:
• your population is decadent and perverse. Surplus: -1barter, want:
+savagery.
+savagery.

Revision as of 06:40, 11 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'