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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.

Search by property

A list of all pages that have property "AWMoves" with value "Things Speak<br> Bonefeel". Since there have been only a few results, also nearby values are displayed.

Showing below up to 2 results starting with #1.

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List of results

  • 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.)