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A list of all pages that have property "AWMoves" with value "Eye on the Door, Reputation". Since there have been only a few results, also nearby values are displayed.

Showing below up to 8 results starting with #1.

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List of results

  • Ghislaine  + ( * '''''Things Speak:''''' whenever you ha</br>* '''''Things Speak:''''' whenever you handle or examine something interesting roll+Weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:</br>** ''who handled this last before me?''</br>** ''who made this?''</br>** ''what strong emotions have been most recently nearby this?''</br>** ''what has been done most recently with this, or to this?''</br>** ''what's wrong with this and how might I fix it?''</br>Treat a miss as though you've opened your brain to the world's psychic maelstrom and missed the roll.</br></br>* '''''Spooky Intense:''''' when you do something under fire, roll+Weird instead of roll+Cool.</br>nder fire, roll+Weird instead of roll+Cool. )
  • Tendahl  + ( * '''''Things speak''''': whenever you ha</br>* '''''Things speak''''': whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:</br>** Who handled this last before me?</br>** Who made this?</br>** What strong emotions have been most recently nearby this?</br>** What words have been said most recently nearby this?</br>** What has been done most recently with this, or to this?</br>** What’s wrong with this, and how might I fix it?</br>Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and</br>missed the roll.</br></br>* '''''Deep insights''''': you get +1weird (weird+3).</br>* '''''Charismatic''''': when you try to manipulate someone, roll+weird instead of roll+hot.</br>* '''''Oftener right''''': when a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle.</br>e doing, and you mark an experience circle. )
  • Inga Muller  + ( * '''''You call this hot?:''''' when you </br>* '''''You call this hot?:''''' when you do something under fire, roll +hot instead of +cool.<br></br>* '''''A devil with a blade:''''' when you use a blade to go aggro, roll +hot instead of +hard.<br></br>* '''''Dangerous & sexy:''''' when you enter into a charged situation, roll+hot. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC present, who freezes or flinches and can't take action until you break it off. On a miss, your enemies identify you immediately as their foremost threat.<br></br>* '''''Merciless:''''' when you inflict harm, inflict +1harm.<br></br>* '''''Leadership:''''' when you have to order your gang to advance, regroup, hold position, hold discipline, or put their damn backs into it, roll +hard. On a hit, they do it. On a 10+ they snap to; take +1 forward. On a miss, they do it, but you'll hear about it later.</br>take +1 forward. On a miss, they do it, but you'll hear about it later. )
  • Ace  + ( * '''Daredevil''' - if you go straight in</br>* '''Daredevil''' - if you go straight into danger without hedging your bets, you get +1armor. If you happen to be leading a gang or convoy, it gets +1armor too<br></br>* '''My other car is a tank''' - you get a specialized battle vehicle (detail with the MC).</br>* '''Impossible reflexes''' - the way you move unencumbered counts as armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.</br>* '''Eye on the door''' - name your escape route and roll+cool. On a 10+, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.</br>* '''Ice Cold''' - when you go aggro on an NPC, roll+cool instead of roll+hard. When you go aggro on another player’s character, roll+Hx instead of roll+hard.</br>player’s character, roll+Hx instead of roll+hard. )
  • Torch  + ( * All basic moves advanced. * '''''Oh yea</br>* All basic moves advanced.</br>* '''''Oh yeah!''''' roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and are disoriented and under fire in follow-up actions, leave something behind, or take something with you. Think smashing through walls or pushing through burned out husks of cars.</br>* '''''Beastly:''''' you get +1hard (hard+3).</br>* '''''Juggernaut:''''' take -2 on all “when you suffer harm” rolls.</br>* '''''Charismatic:''''' when you try to manipulate someone, roll+weird instead of roll+hot.</br>* '''''Fortunes:''''' fortune, surplus and want all depend on your followers.</br>At the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share.</br>* '''''Frenzy:''''' When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. On a miss, the mob turns on you. Spend your hold 1 for 1 to make the mob:</br>** bring people forward and deliver them.</br>** bring forward all their precious things.</br>** unite and fight for you as a gang (2-harm 0-armor size appropriate).</br>** fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing, celebrating, as you choose.</br>** go quietly back to their lives.</br>* '''''Fucking wacknut:''''' you get +1weird (weird+3).</br>* '''''Dark Radiant Fear:''''' in an enclosed space or at night, you can roll +weird to get the effects of going aggro without going aggro. Your victim has to be able to see you, but you don't have to interact. If they suck it up, the fear counts as s-harm.</br>* '''''Indomitable:''''' when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to:</br>** Name an npc within your reach. You kill, disable or disarm them (MC’s choice).</br>** Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky.</br>** Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.</br>** Name a character within your reach. While you keep fighting, you intercept any attack directed at them and they suffer no harm.</br>** Ignore all harm to yourself from an incoming attack.</br>l harm to yourself from an incoming attack. )
  • Bank  + ( * You call this hot? when you do somethin</br>* You call this hot? when you do something under fire, roll+hot instead of roll+cool.</br>* Everybody eats, even that guy: when you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:</br>** how are they doing? what’s up with them?</br>** what or who do they love best?</br>** who do they know, like and/or trust?</br>** when next should I expect to see them?</br>** how could I get to them, physically or emotionally?</br>* Fingers in every pie: put out the word that you want a thing — could be a person, could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached.</br>* Artful & gracious: when you perform your chosen art — any act of expression or culture — or when you put its product before an audience, roll+hot. On a 10+, spend 3. On a 7–9, spend 1. On a miss, you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well. Spend 1 to name an NPC member of your audience and choose one:</br>** this person must meet me</br>** this person must have my services</br>** this person loves me</br>** this person must give me a gift</br>** this person admires my patron.</br>* Insano like Drano: you get +1hard (hard+3).</br>. * Insano like Drano: you get +1hard (hard+3). )
  • Demetri  + (Acquisitive eye Appraising eye Why won't you die)
  • Aurora  + (Eye on the Door, Reputation)
  • Corr  + (Fortunes Frenzy Charismatic)
  • Violetta  + (Fortunes: : fortune, surplus and want all Fortunes: : fortune, surplus and want all depend on your followers. At the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share.</br></br>Fucking wacknut: you get +1 weird (weird+3)</br></br>Divine protection: your gods give you 1-armor. If you wear armor, use that instead, they don’t add.</br></br>Augury (Followers) When you use your followers or your workspace for augury,roll +weird. On a hit, you can choose 1:</br>• Reach through the world’s psychic maelstrom to something or someone connected to it.</br>• Isolate and protect a person or thing from the world’s psychic maelstrom.</br>• Isolate and contain a fragment of the world’s psychic maelstrom itself.</br>• Insert information into the world’s psychic maelstrom.</br>• Open a window into the world’s psychic maelstrom.</br>By default, the effect will last only as long as you maintain it, will reach only shallowly into the world’s psychic maelstrom as it is local to you, and will bleed instability. On a 10+, choose 2; on a 7–9, choose 1:</br>• It’ll persist (for a while) without your actively maintaining it.</br>• It reaches deep into the world’s psychic maelstrom.</br>• It reaches broadly throughout the world’s psychic maelstrom.</br>• It’s stable and contained, no bleeding.</br>On a miss, whatever bad happens, your antenna takes the brunt of it.</br></br>Insight: (Followers) When you use your followers for insight, ask your followers what they think your best course is, and the MC will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t</br>accomplish your ends, you mark experience.</br></br>Charismatic: when you try to manipulate someone, roll +weird instead of +hot)</br></br>Eye on the Door: name your escape route and roll+cool. On a 10+ you’re</br>gone. On a 7–9, you can go or stay, but if you go it costs you: leave something</br>behind, or take something with you, the MC will tell you what. On a miss,</br>you’re caught vulnerable, half in and half outre caught vulnerable, half in and half out)
  • Commissar Freitag von Mannschaft  + (Fuck this shit: name your escape route andFuck this shit: name your escape route and roll+hard. On a 10+, sweet, you’re gone.</br>On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take</br>something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half</br>in and half out.</br></br>Insano like Drano: you get +1hard (hard+3).</br></br>Bloodcrazed: whenever you inflict harm, inflict +1harm</br></br>NOT TO BE FUCKED WITH: In battle, you count as a gang (3-harm, gang small), with armor according to the circumstances.</br></br>Reputation: when you meet someone important (your call), roll+cool. On a hit,</br>they’ve heard of you, and you say what they’ve heard; the MC will have them respond</br>accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss,</br>they’ve heard of you, but the MC will decide what they’ve heard.but the MC will decide what they’ve heard.)
  • The Breaker Boys  + (Luck: At the beginning of the session, rolLuck: 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.</br></br>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.</br></br>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.</br></br>Not to be fucked with: (3-harm gang, small) w/armor according to circumstances.small) w/armor according to circumstances.)
  • The Vnuchata (Grandchildren)  + (Luck: at the beginning of the session, rolLuck: 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.</br></br>And where do they keep coming from?: When anyone of your urchin family dies, erase their information from your playbook and create a new person to replace them. Use the same urchin family segment or an unused one.</br></br>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.</br></br>Martyr: when you take a blow for another player’s character, mark experience. When anyone of your urchin family dies, mark experience.</br></br>Eye on the door: name your escape route and roll+cool. On a 10+ you’re gone. On</br>a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take</br>something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half</br>in and half out.</br></br>Divine protection: your gods give you 1-armor. If you wear armor, use that instead,</br>they don’t add.r armor, use that instead, they don’t add.)
  • Adrian, the Armorer  + (Things Speak<br> Bonefeel)
  • Skip Skeevy  + (Unflappable Persona, Rally to the Cause)