Barbarossa
| 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 |
| Hx |
Hike +2 Inga +1 Tendal +3 Carl +2 |
| XP | 2 |
| Harm | 3 |
| 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
- Owe Tendhal a secret - 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'