Torments of the Righteous/Tendahl: Difference between revisions
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* '''''Deep insights''''': you get +1weird (weird+3). | * '''''Deep insights''''': you get +1weird (weird+3). | ||
* '''''Charismatic''''': when you try to manipulate someone, roll+weird instead of roll+hot. | * '''''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 | |Gear=2 barter | ||
knife (2-harm hand) | knife (2-harm hand) | ||
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* get a move from another playbook (Charismatic, from the Hocus) | * 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) | * 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 = | = Notes = |
Revision as of 21:40, 15 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 |
Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and missed the roll.
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 +2 Inga 0 Barbarosa +1 Carl +2 |
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)