The Breaker Boys
Name | The Breaker Boys |
---|---|
Campaign | Brink |
Player | Joe |
Playbook | Urchins |
Look | Coveralls, grease-smeared - moving toward Goth as they hang out with Cipher |
Cool | 0 |
Hard | 0 |
Hot | 0 |
Sharp | 2 |
Weird | 0 |
Moves |
Luck: At the beginning of the session, roll +sharp. On a hit, give +1 to everyone else making a beginning of session move. On a 10+, mark experience for each other's beginning of session move that also hits with a 10+. On a miss, give -2 to everyone else making a beginning of session move. And where do they keep coming from?: When anyone in your urchin family dies, erase their information and create a new person to replace them. Use the same urchin family segment or an unused one. Fingertips throughout: when you want a thing, could be a small object or a specific piece of information, roll +sharp. On a 10+, one of your family has already managed to filch it or discover it. On a 7-9 you end up with something close. On a miss, someone has noticed your meddling and is not amused. Not to be fucked with: (3-harm gang, small) w/armor according to circumstances. |
Gear | |
Hx |
Torch +1 Absinthe Puff Dr. R. Glinda |
XP | |
Harm | |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
Steff: Teen girl with a rangy build and short peroxide blonde hair
- I've got free passage through Swan's holdings, no questions.*
- I've got something on Puff after watching him take a mark on Ring 10
- I'm one of the few who make my home in a real crib, my parent's old quarters.
- I have a .38 cal revolver (2 harm, close, reload, loud)
Jinty: He is small, nervous, quick eyed and lithe
- I can come and go from Swan's hold unseen.*
- I have a wicked dagger (2 harm, close, messy)
- I have a gig carrying messages for Cipher, worth 1 barter every couple weeks.
- I know how to operate and can get hold of an EVA harness in short order, but don't ask how.