Swan
Name | Swan |
---|---|
Campaign | Brink |
Player | Jacko |
Playbook | Operator |
Look | Ambiguous, utility wear, pretty face, sharp eyes, energetic body. |
Cool | 3 |
Hard | 2 |
Hot | 1 |
Sharp | 0 |
Weird | -1 |
Moves |
Moonlighting - you get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit from all the gigs you chose. On a 7–9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The gigs you aren’t working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1juggling. Easy to Trust - when you try to seduce or manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot. Eye on the door - name your escape route and roll+cool. On a 10+ you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out. Hypnotic - when you have time and solitude with someone, they become fixated upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. They can spend your hold, 1 for 1, by: |
Gear |
9mm Pistol - 2H close loud |
Hx |
Cipher - HX +2 |
XP | 0 |
Harm | 3 |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
Swan is so-called due to his long, snowy-white braided dreads and nearly paper-white skin. He's pretty enough that people begin to question themselves and his joking requests for good-luck kisses on the cheek are usually granted (though often rebuked by him).
Swan brought Absinthe and Torch as backup when doing a deal with Cutter. Things went sour and he thinks Absinthe cut out and left him in the lurch while Torch hung tough and faced down serious violence to get them out of that jam.
Lives on ring 23.
Crew
Abner - Filthy rat of a navigator
Chauncey - Lazy and smarmy techie, Mr. Fix-It
Torch - The muscle
Table - EVA pilot, runner
Eyeball - Surveillance and security, has her eye on the customers
Flail - Cat-o-nine expert, female muscle
Warchest - Gun bunny, has free license to loot all the guns n' ammo he can from targets and victims
Advancements
get a new operator move: Eye on the door.
get +1cool (max cool+3)
get a move from another playbook: Hypnotic
get +1hard (max hard+2)
choose 3 basic moves and advance them (do something under fire, go aggro, seduce or manipulate)
advance the other 4 basic moves
What Cipher knows
Cipher has sussed out that Swan ain't from around here. He's most likely from ring 8, where most of the cryo-tube facilities are. 'Eighters' are reputed to 'cull the herd' of those left on ice from time to time and cannibals are no laughing matter.
What Torch knows
Torch might remember a prominent Eighter from his time with the 'Neers, Dr. Satin, and damned if he and Swan don't share quite a few of those niggling observable human characteristics that are inherited.
What Absinthe knows