Brink/Torch: Difference between revisions

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* '''''Norman:''''' you seek the advice of your mask. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it.
* '''''Norman:''''' you seek the advice of your mask. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it.
* '''''The Unexpected:''''' when someone sees you unmasked for the first time, they take s-harm, in addition to anything else that happens.
* '''''The Unexpected:''''' when someone sees you unmasked for the first time, they take s-harm, in addition to anything else that happens.
* '''''Beastly:''''' you get +1hard (hard+3).
|Gear=* modified engineer's structural cutter (3-harm hand autofire messy)
|Gear=* modified engineer's structural cutter (3-harm hand autofire messy)
* Vac-safe engineering coveralls (2-armor).
* Vac-safe engineering coveralls (2-armor).
* 1 barter
* 1 barter
|XP=4
|XP=0
|Harm=6
|Harm=6
|Shattered=No
|Shattered=No

Revision as of 05:49, 6 October 2014

Name Torch
Campaign Brink
Player Jason
Playbook Faceless
Look Man, scrounged armor, merciless eyes, muscular body.

Mask: scrounged mask, cracked. It's recognizably the mask worn by the 'neers in the station core, but cracked beaten up.

Cool 1
Hard 2
Hot -1
Sharp 0
Weird 1
Moves
  • Oh yeah! roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and are disoriented and under fire in follow-up actions, leave something behind, or take something with you. Think smashing through walls or pushing through burned out husks of cars.
  • Scent of blood: at the beginning of the session, roll+weird. On a 10+ hold 1+1. On a 7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a battle (a real battle, not intimate violence between a couple people). On a miss, the MC holds 1, and can spend it to have you there and pinned down.
  • Norman: you seek the advice of your mask. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it.
  • The Unexpected: when someone sees you unmasked for the first time, they take s-harm, in addition to anything else that happens.
  • Beastly: you get +1hard (hard+3).
Gear
  • modified engineer's structural cutter (3-harm hand autofire messy)
  • Vac-safe engineering coveralls (2-armor).
  • 1 barter
Hx
  • Cipher: -1 - He helped me do something terrible once.
  • Absinthe: 2 - I think she's pretty.
  • Swan: 3
XP 0
Harm 6
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



Unmasked, you are (choose 2):

  • Irresolute. When you inflict harm, inflict -1harm.
  • Ashamed. You have hard=0 until you cover your face again.

Many years ago, in a misguided attempt to salve his conscience and keep the 'neers from cutting power to some hab compartments, Torch (with a little help from Cipher), destroyed the systems and codes that enable the 'neers to selectively control power distribution. Unfortunately those same controls managed the day-night cycle in the ag dome, causing a disaster called The Great Bake. Torch was ritually exiled from the 'neer clans at that point.