Carl
Name | Carl |
---|---|
Campaign | AW: Torments of the Righteous |
Player | Gary |
Playbook | The Child-Thing |
Look | Boy, scrounge wear, eerie face, pale eyes |
Cool | 1 |
Hard | -1 |
Hot | 0 |
Sharp | 1 |
Weird | 2 |
Moves |
The mother's heartbeat: when you withdraw into the world's psychic maelstrom, roll+weird. On a 10+, choose 2. On a 7-9, choose 1. You emerge again, about an hour later, and ...
On a miss, you are in the dark and warm, listening to the mother's heartbeat, and many hours pass. Feral: at he beginning of the session, you can choose to spend 0-barter for the equivalent of a 1-barter lifestyle. You can survive happily on whatever you can find. |
Gear |
cutting edge (2-harm hand) chopper (2-harm hand messy) 1-barter |
Hx |
Tendahl -1 Hike -1 Inga -1 Barbarosa 0 |
XP | 1 |
Harm | |
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/carl.pdf
Your Den A pipe that drips clean water into a polished basin. A way into ancient underground vaults, cavernous, echoing, and endless. Ways into basically everyone's spaces, even if they've taken pains to close them off.
The Wolves of the Maelstrom Under their disguises, they look like shadows, but they have wolves' faces and awful voices
Child-Thing Special In addition to food, you eat bizarre things: metal, people, plastic, minds, electricity, art. At the end of session, if you've eaten something from this list that belongs or belonged to another player's character, you know them better, and get +1Hx with them.