Barbarossa

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Name Barbarossa
Campaign AW: Torments of the Righteous
Player Joe
Playbook Gunlugger (deceased)
Look Worn, scarred face with sad eyes and a wry smile. Wiry body. Scrounged, mismatched armor
Cool 2
Hard 3
Hot -2
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.

Leadership: when you have to order your gang to advance, regroup, hold position, hold discipline, or put their damn backs into it, roll+hard. On a hit, they do it. On a 10+, they snap to; take +1forward. On a miss, they do it, but you’ll hear about it later.

Gear

many pistols (2 harm/close)

shotgun (3 harm close messy) AP

broad sword (3 harm hand)

Armor 2

Stock 1

The holding has: • 60–80 souls

• for gigs, scavenging, crude farming, and some minor trade (surplus: 1-barter, want: anxiety)

• a relatively secure house or small compound

• for gigs, add a manufactory (the mill.) Surplus: +1barter, want: +idle.

• your people include eager, enthusiastic, and successful recruiters. Surplus: +growth.

• your population is decadent and perverse. Surplus: -1barter, want: +savagery.

Hx

Hike +1

Inga +2

Tendal +1

Carl +1

XP
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

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

Get a gang and pack alpha

Leadership from the Hardholder playbook