Carl

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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 ...

  • ...Meanwhile, you can still watch and hear what's happening where you were.
  • ...You can re-emerge in a different place altogether.
  • ...You are healed of all harm.
  • ...You can bring someone in and out with you.

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.