Dr Raskolnikov

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Name Dr Raskolnikov
Campaign Brink
Player Jason
Playbook The Wolf
Look Man, environmental wear, wild face, wild eyes, fat body.
Cool 2
Hard -1
Hot 0
Sharp 1
Weird 1
Moves
  • He's got a gun!: When you're in a tense situation, you can say something crazy or sudden and roll +cool. On a hit, other people present react with violence before doing anything else. Choose options. On a 10+, choose 3. On a 7-9, choose 2:
    • you are not targeted in the initial exchange
    • somebody takes a blow meant for you
    • you get away from the fight
    • name one of the characters present, if they strike first they mark experience, if it's an NPC they definitely strike first.
    • name one of the player's characters that is not present, they show up and start the fight, if they don't want to they're acting under fire

On a miss, nobody needs to start fighting if they don't want to and everybody present knows what you were trying to do there. You are no longer exempt from getting hit first if a fight does start.

  • Predator advantage: when you touch a person, skin on skin, it doesn't matter where or for how long, roll +cool to ask questions. On a 10+, ask 2. On a 7-9, ask 1.
    • What is currently stressing you out the most?
    • Who is most important to you?
    • Where do you feel safest?
    • What could I do to get you to trust me?

On a miss, your target sees the depths of your true nature and can turn a question back on you.

  • Taking care of business: at the beginning of the session, name another player's character. If they inflict harm on anyone other than you or their self during the session, then at the end of the session, you both mark experience.
  • Duck Hunt: at the beginning of the session, roll +weird. On a 10+, hold 2. On a 7-9, hold 1. At any time, you can spend this hold to avoid one segment of damage inflicted upon you. On a miss, the MC will tell you about somebody new who wants you dead.
Gear
  • magnum (3-harm close reload loud)
  • suitcase full of secrets
  • vac suit worth 1-armor
  • oddments worth 1-barter
Hx

Absinthe: +3 Chronos: +1 Cipher: +1 Swan: 2 Torch: N/A Glinda: -1 Puff: +3 Breaker Boys: 01

XP 0
Harm
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



Suitcase of Secrets

You carry things in your suitcase connected to the apocalypse and they drive you purposefully forward. At any given time the things in your suitcase might be:

  • a book filled with names
  • a small device that glows
  • a gun that shoots something other than bullets
  • thousands of slips of green paper
  • a mask made of human skin and a knife carved from bone
  • a gigantic insect
  • black and white photographs
  • dozens of objects (you detail)
  • something else

By default, your suitcase always holds 0-secrets. At the beginning of the session, roll +weird. On a 10+, choose 3, on a 7-9, choose 2:

  • Your suitcase holds 1-secret. Choose this again for 2-secrets or 3-secrets.
  • Your suitcase can obscure you from scrutiny. Anyone who reads you is acting under fire.
  • Your suitcase is always in hand and deflects others' attacks. +1 armor.
  • Your suitcase is a curious object. Anybody who sees it today must open their brain or suffer -1 ongoing for the rest of the session.
  • Activate the want of a hold, gang, or followers.
  • Give a hold, gang, or followers a temporary want of your choice.

On a miss, the MC will ask you a question. Answer truthfully.

Whenever any player's character attempts to go aggro, seize by force, or read a person against you, as long as you have your suitcase in hand, subtract your suitcase's secrets from the roll.

When you consult the suitcase it takes time and leaves you vulnerable. Roll +secrets. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold 1-for-1 from the following list:

  • Your suitcase has food inside, enough to feed one person for one day.
  • Your suitcase has a weapon inside (tell the MC it's either a distinctive weapon or a weapon that gives pause, your call, and the MC will give you something suitable).
  • Your suitcase impresses, awes, or frightens everyone present. They will now treat you with admiration, fear, or revulsion, as appropriate.
  • Take +1 forward on your next roll.
  • While you look into your suitcase, it is a conduit to the psychic maelstrom. You may open your brain and treat is as though you rolled a 10+.

On a miss, your suitcase wants something from you, and the MC is encouraged to make a hard and direct move against you if you don't give up what the suitcase wants.

The suitcase can also be used for augury.

Wolf Special

When you and another character have sex, you automatically use predator advantage on them, whether you have the move or not. Roll +cool as normal. However, the MC chooses which questions the other character's player answers.

I have 2 Hypnotic hold on Swan but -2 forward against him.

Advances

  • Get augury for my suitcase
  • Get a new Wolf move (Taking Care of Business)
  • Get a new Wolf move (Duck Hunt)

Secrets

  • Swan remembers that Dr Satin once hired Dr Raskolnikov to do some consulting on the thermodynamics of the cryo system. Raskolnikov did first-rate work but was never liked. In the years after he left, Satin found that several bits of information he thought were secret had gotten out there. He always suspected Raskolnikov stole them.
  • Nobody knows this, but he loves Janet. She's the only person on the entire station he finds truly remarkable.
  • Cipher thinks Dr Raskolnikov is someone he knew pre-Collapse. Raskolnikov is actually a clone of a pre-Collapse scientist.
  • Swan knows that Raskolnikov has samples of diseased tissue from Deepcore 6 in his suitcase.