Swan

From AAFNRPWiki
Revision as of 00:56, 16 February 2015 by Jacko (talk | contribs)
Jump to navigationJump to search
Name Swan
Campaign Brink
Player Jacko
Playbook Hard holder
Look Ambiguous, utility wear, pretty face, sharp eyes, energetic body.
Cool 3
Hard 3
Hot 1
Sharp 1
Weird -1
Moves

Leadership - when your gang fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:
• make a hard advance
• stand strong against a hard advance
• make an organized retreat
• show mercy to their defeated enemies
• fight and die to the last
On a miss, your gang turns on you or tries to hand you over to your enemy.

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. The precise values of your surplus and want depend on your holding, as follows.

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.

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:
• giving you something you want
• acting as your eyes and ears
• fighting to protect you
• doing something you tell them to
For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:
• they distract themselves with the thought of you. they’re acting under fire.
• they inspire themselves with the thought of you. they take +1 right now.
On a miss, they hold 2 over you, on the exact same terms

Towering presence - when you give someone an order or a warning, roll+hard. On a hit, they choose:
• they do it, following your order or heeding your warning.
• they freeze.
• they back away, hands where you can see them.
• they attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them.

Hold

  • Manufactory
  • Sophisticated Armory
  • Tall, deep, mighty compound
  • Large population
  • Lazy and drug stupored
  • Pack of fucking hyenas
  • Large gang instead of medium, 60 violent people or so
  • Gear

    9mm Pistol - 2H close loud
    Assault Rifle - 3H close autofire loud
    Vac-suit covered in pouches and tools - 1 Armor
    3 Barter

    Hx

    Cipher - HX 0
    Absinthe - HX +1
    Torch - HX +2
    Chronos - HX +3
    Dr. Raskolnikov - +3

    XP 2
    Harm 0
    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.

    Swan was able to unseat Chainsaw from The Den on Ring 11 and is now the man in charge of operations, though he lost most of his left cheek and ear after setting off a booby-trapped grenade.

    Crew
    Abner - Filthy rat of a navigator
    Absinthe - Sexy and dangerous
    Chauncey - Lazy and smarmy techie, Mr. Fix-It
    Chronos - EVA pilot, vintage ride and a tank!
    Eyeball - Surveillance and security, has her eye on the customers
    Flail - Cat-o-nine expert, female muscle
    Torch - The 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)
    add a gig and you may change your crew
    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
    get a move from another playbook: Towering presence
    get +1sharp (max sharp+1)
    get +1 to any stat (max stat+3)
    get a new operator move: Reputation
    change your character to a new type: Hardholder
    erase an option from your holding: your population is lazy and drug-stupored.
    choose a new option for your holding: your gang is well-disciplined.
    choose a new option for your holding: your gang is large instead of medium, 60 violent people or so.
    get a move from another playbook: Visionary
    get +1hot (max hot+2)

    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.

    Swan left Ring 8 about 6 years ago, and it took him over 2 years to convince people he wasn't working for the Eighters, especially Dr. Satin.

    What Absinthe knows

    What Chronos knows

    What Dr. Raskolnikov knows