Torments of the Righteous/Tendahl: Difference between revisions

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|Weird=3
|Weird=3
|AWWeirdHighlighted=Yes
|AWWeirdHighlighted=Yes
|Hx=Hike +2
|Hx=Hike +3
Inga 0
Inga 0
Barbarosa +1
Barbarosa +2
Carl +2
Carl +1
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves=* '''''Things speak''''': whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
|Moves=* '''''Things speak''''': whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:

Revision as of 06:05, 22 April 2019

Name Tendahl
Campaign AW: Torments of the Righteous
Player Jason
Playbook Savvyhead
Look Man, utility wear + tech, plain face, squinty eyes, strange body (twisted by scoliosis)
Cool 0
Hard 0
Hot -2
Sharp 2
Weird 3
Moves
  • Things speak: whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
    • Who handled this last before me?
    • Who made this?
    • What strong emotions have been most recently nearby this?
    • What words have been said most recently nearby this?
    • What has been done most recently with this, or to this?
    • What’s wrong with this, and how might I fix it?

Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and missed the roll.

  • Deep insights: you get +1weird (weird+3).
  • Charismatic: when you try to manipulate someone, roll+weird instead of roll+hot.
  • 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 an experience circle.
Gear

2 barter knife (2-harm hand) hammer (2-harm hand messy) leather apron and face shield (1-armor)

Hx

Hike +3 Inga 0 Barbarosa +2 Carl +1

XP 0
Harm
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/ten.pdf

Pronounced ten-DOLL

Debilities

  • Disfigured during the 2019-01-06 session and reduced to Hot -2.

Workspace

Tendahl's workspace has a junkyard of raw materials, machining tools, a relic of the golden age past, and booby traps. It's in a cart so it can be moved.

Current projects

  • A parabolic reflector assembly that can be quickly attached to or removed from a torch - built

Secrets

From the 2018-11-18 session: Hike knows that Tendahl's outward calm is a front, and he's really just on the verge of losing his shit all the time.

From the 2019-02-10 session: Barbarossa knows that once, when Tendahl was a teenager, a teenage asshole named Max finally teased Tendahl to the breaking point. Tendahl, being big and muscly even then, beat the crap out of Max, but felt terrible about it, and the whole town blamed him for overreacting. Max lost the lottery a few years later, so there was never any closure. That contributed to Tendahl's preference for living away from people, and also his unwillingness to fight people.

From the 2019-03-17 session: Barbarossa knows about the bright world that could be glimpsed from the cave under the Dark Pool. He also knows that for all Tendahl's talk about closing the connection and letting the bright world go, he really wants, at an emotional level, to give the world he grew up in the finger and try to get through to the sunlit realm.

Advances

  • get +1 Hard (max hard +2)
  • get a move from another playbook (Charismatic, from the Hocus)
  • 2 options to your workspace (it's on a cart, and it contains a relic of the golden age past)
  • get a new savvyhead move (Oftener Right)

Notes