The Breaker Boys

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Name The Breaker Boys
Campaign Brink
Player Joe
Playbook Urchins
Look Coveralls, grease-smeared
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 -1
Puff -1
Dr. R. -1
Glinda -1

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 (2 Cool/-1 Weird)

  • 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 (2 Cool/-1 Hard)

  • 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.