Name
|
Ace
|
Campaign
|
Ghosts in the Grid
|
Player
|
Shade
|
Playbook
|
Chopper
|
Look
|
Man, showy biker wear, strong face, calculating eyes, rangy body
|
Cool
|
1
|
Hard
|
2
|
Hot
|
1
|
Sharp
|
0
|
Weird
|
-1
|
Moves
|
- Pack Alpha: when you try to impose your will on your gang, roll+Hard. On a 10+ all three, on a 7-9, choose 1:
- they do what you want
- they don't fight back over it
- you don't have to make an example of one of them
- Fucking thieves: when you have your gang search their pockets or saddlebags for something, roll+Hard. It has to be something small enough to fit. On a 10+, one of you happens to have just the thing, or close enough. On a 7-9, one of you happens to have something pretty close, unless what you're looking for is hi-tech, in which case no dice. On a miss, one of you used to have just the thing, but it turns out that some asswipe stole it from you.
|
Gear
|
- Bike (fast, responsive, sleek, unreliable)
- Armor (2-armor)
- SMG (2-harm close, area, loud)
- Machete (3-harm, hand, messy)
|
Hx
|
- Din: +1
- Burroughs: -2
- Methane: +1
|
XP
|
2
|
Harm
|
|
Stabilized
|
|
come back with -1hard
|
|
come back with -+1weird (max+3)
|
|
change to a new playbook
|
|
die
|
|
Add a vehicle:
Gang: The Jokers (3-harm, gang, small, savage, 1-armor, mobile), vulnerability: obligation (to Dr. Hannibal)