Difference between revisions of "Critters"
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Revision as of 01:28, 13 September 2023
Critters
Barley
Insight | 2 | Hunt | – | Study | 1 | Survey | – | Tinker | 3 |
Prowess | 1 | Finesse | 2 | Prowl | – | Skirmish | – | Wreck | – |
Resolve | 2 | Attune | – | Command | 1 | Consort | – | Sway | 1 |
Species Abilities:
- Dexterous Paws
- Night Vision
Job Ability:
- Knowing Your Enemy
Vice: Playing Gameboy
Kith and Kin:
Barley tries to be an advocate for the creatures of the Plastic Jungle. Unofficial town mayor.
Ignatius (Iggy)
Insight | 2 | Hunt | – | Study | 1 | Survey | 2 | Tinker | – |
Prowess | 1 | Finesse | 1 | Prowl | – | Skirmish | – | Wreck | – |
Resolve | 3 | Attune | – | Command | 1 | Consort | 2 | Sway | 1 |
Species Ability:
- Sharp Senses
Job Abilities:
- Doe-Eyed Stare
- Too Familiar
Kith and Kin:
- Littermate with Barley
Fangs
Indoor-outdoor cat. Blackberry cat.
Insight | 2 | Hunt | 2 | Study | – | Survey | 1 | Tinker | – |
Prowess | 3 | Finesse | 1 | Prowl | 1 | Skirmish | 1 | Wreck | – |
Resolve | 1 | Attune | 2 | Command | – | Consort | – | Sway | – |
Alias: Theseus
Species Ability:
- Hypnotic Suggestion
Job Abilities:
- On Edge
- Peepers Peeled
Vice: Catnip
Fly: Buzz Buzz
Air Jordan
Insight | 2 | Hunt | – | Study | 1 | Survey | 2 | Tinker | – |
Prowess | 2 | Finesse | 2 | Prowl | 3 | Skirmish | – | Wreck | – |
Resolve | 0 | Attune | – | Command | – | Consort | – | Sway | – |
Species Abilities:
- Glide
- Camouflage
Job Abilities:
- Under Wing
Vice:
Kith and Kin:
- Recruited by Iggy
Was a rich kid's pet, ran away after not being well taken care of. Ended up in the Plastic Jungle.
Crew
Contacts
- Dowler, an explorer
- Laroze, of the city watch
- Amancio, a deal broker
- Fitz, a collector
- Adelaide, a noble
- Rigney, a tavern owner
Special Abilities
- Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
- Ghost Echoes: From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Seattle that exists in the ghost field.
- Second Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
- Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.
Lair Upgrades
- Hidden Lair: Your lair has a secret location and is disguised to hide it from view.
- Pack Rats: Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
- Secure Lair: Your lair has locks, alarms, and traps to thwart intruders.
- Workshop: Your lair has a workshop appointed with tools for tinkering.
Cohort
- A gang or single expert NPC working for your crew. More experienced and capable than typical members of your pack.
- For a gang, select the gang's specialty (e.g., scholars, tinkerers, spies, scavengers, scouts, thieves, brawlers).
- For an expert, select their profession (e.g., healer, investigator, assassin).
- For either a gang or expert, give them one or two edges...
- Fearsome: The cohort is terrifying in aspect and reputation.
- Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
- Loyal: The cohort can’t be bribed or turned against you.
- Tenacious: The cohort won’t be deterred from a task.
- ... and a corresponding number of flaws:
- Principled: The cohort has an ethic or values that it won’t betray.
- Savage: The cohort is excessively violent and cruel.
- Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.
- Wild: The cohort is drunken, debauched, and loud-mouthed.