CW Playbooks

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Transcript of CW Playbooks

  • The Alienist Name: __________________________________ Looks: Face: __________________________________ Clothing: _______________________________ Body: ___________________________________

    Motivation: ____________________________ Primary Stats Modifier Debility Awareness Brain Bravery Brawn Charm Co-Ordination Secondary Stats Modifier Mythos Wealth Health Sanity Languages (___) ______________________________________________________________________________________

    Bonds

    Moves Access to Records: Because of your occupation, you can request access to official records kept by your organization in hospitals and mental institutions. Psychoanalysis: When you get someone on the couch, make a roll and add Charm. On a 6- you can do little for them right now your patient requires lots of therapy. On a 7-9 your patient regains 1 Sanity as long as they have taken 3 or less Sanity Shock damage. On a 10+ your patient regains 1 Sanity regardless of how much Sanity loss they have sustained. Keen Observer: When you watch someones body language, make a roll and add Awareness. On a 6- you do not pick up on any clues they are subconsciously giving. On a 7-9 you can learn enough about them to carry +1 forward to any Read the Crowd or Make Friends and

    Influence People Move you make that involves this person. On a 10+, you can tell if they are lying as well as receiving the benefits of a 7-9 roll. Dream Journal: When you record your dreams and analyse them, you can sometimes find hints of what to do next or make connections that your subconscious recognises but which your conscious mind rejects. Roll and add Awareness. On a 6-, your dreams are mundane. On a 7-9 you gain insight into your quest, allowing you to carry +1 forward to your next Move. On a 10+ you make a strong connection. Your GM may give you a clue you missed earlier, give you advice on what to do next, or, in certain circumstances, even give you access to the Dreamlands. Shock Therapy: When another character falls to 0 Sanity and has to choose between incurable insanity and a Debility, roll and add Brain. On a 12+ they come back to sanity but no not have to take a Debility. The Rational Approach: If you have to make a Keep it Together Move, add +1 to your roll and use either Bravery or Brain.

  • Gear

    Spells

    Notes

    XP: __________

    Advances Add +1 to any stat (max +3) Add +1 to any stat (Max +2) Add +1 to any stat (Max +2) Add +1 to any stat (Max +1) Add +1 to any stat (Max +1) Take another Alienist Move Take another Alienist Move Take another Alienist Move Take another Alienist Move Take a Move from another Occupation in your Occupation Group Take any 3 Advanced Moves When you have taken at least 5 Advances from the list above: Take +1 to any stat (Max +3) Take a Move from another Occupation Take another 4 Advanced Moves Take another 4 Advanced Moves

    Creating Your Character Choose one set of stats and assign them to your primary stats as you please: o +2, +1, +1, 0, 0, -1 o +2, +2, +1, 0, -1, -2 o +2, +2, 0, 0, 0, -2 Your starting Wealth is +1 and your starting

    Mythos is -2. Your Sanity is 5 your starting Bravery stat. Your Health is 5 your starting Brawn stat. Shade in squares after that number. Choose a Name (suggestions): Dr Markov, Dr Anderson, Dr Kleinrute Choose a Look (some examples): Face: Stern, Friendly, Intense Clothing: Smart, Rumpled, Expensive Body: Well-Fed, Angular, Hunched Choose a Motivation (See the back of the Basic Moves sheet for details) Choose one other PC. You have a +2 Bond with them. Choose two other PCs. You have a +1 Bond with each of them. Mark a 0 Bond with every other PC. Choose one Move from the list given. You have the following Gear: Medical Bag or Briefcase, Choose one of: Automobile, Pistol, Walking Stick.

  • The Anthropologist Name: __________________________________ Looks: Face: __________________________________ Clothing: _______________________________ Body: ___________________________________

    Motivation: ____________________________ Primary Stats Modifier Debility Awareness Brain Bravery Brawn Charm Co-Ordination Secondary Stats Modifier Mythos Wealth Health Sanity Languages (___) ______________________________________________________________________________________

    Bonds

    Moves Well-Travelled: When you arrive in a foreign land, you may have already visited the place before, or know someone here who you met elsewhere. Make a roll and add Charm. On a 6- there is no-one here that can help you; on a 7-9 you make a contact but must help them out first (pay their gambling debts, help them attain the object of their desire, make amends for a previous disagreement), and on a 10+ they will do what they can to help you for old times sake. Cultural Ties: You have lived extensively with indigenous people in several places. When you have any dealings with native peoples, add +1 to any rolls you make. You can also calm tense situations through use of diplomacy. If violence is threatening to break out, make a roll and add Charm to your roll. On a 7-9 there is still some hostility, and any false move could see violence return. On a 10+,

    the immediate threat of violence is gone and your opponents will be willing to talk. Note that some situations are simply too far gone for diplomacy and calm words to have any effect (such as when you interrupt the insane cultists ritual, thus stopping their lifelong held plans to summon an elder god and open a rift so it may enter your world). Linguist: You have great facility with languages, and pick up dialects easily. Gain an extra 2 (living) languages. Forensic Anthropology: When you Read a Scene, add +1 to your roll and use either Awareness or Brain. Cultural Anthropology: When you Read a Crowd, Add +1 to your roll and use either Awareness or Brain. At Home in the Jungle: When you have to make any roll to survive in a hazardous environment (mostly Defy Danger rolls), add +1 to your roll.

  • Gear

    Spells

    Notes

    XP: __________

    Advances Add +1 to any stat (max +3) Add +1 to any stat (Max +2) Add +1 to any stat (Max +2) Add +1 to any stat (Max +1) Add +1 to any stat (Max +1) Take another Anthropologist Move Take another Anthropologist Move Take another Anthropologist Move Take another Anthropologist Move Take a Move from another Occupation in your Occupation Group Take any 3 Advanced Moves When you have taken at least 5 Advances from the list above: Take +1 to any stat (Max +3) Take a Move from another Occupation Take another 4 Advanced Moves Take another 4 Advanced Moves

    Creating Your Character Choose one set of stats and assign them to your primary stats as you please: o +2, +1, +1, 0, 0, -1 o +2, +2, +1, 0, -1, -2 o +2, +2, 0, 0, 0, -2 Your starting Wealth is +1 and your starting

    Mythos is -2. Your Sanity is 5 your starting Bravery stat. Your Health is 5 your starting Brawn stat. Shade in squares after that number. Choose a Name (suggestions): Artemis / Artemisia Cruikshank, Gerald / Geraldine Carter, John / Jane Van Huys Choose a Look (some examples): Face: Tanned, Ravaged, Open Clothing: Khaki, Tweeds, Eclectic Body: Skinny, Toned, Scarred Choose a Motivation (See the back of the Basic Moves sheet for details) Choose one other PC. You have a +2 Bond with them. Choose two other PCs. You have a +1 Bond with each of them. Mark a 0 Bond with every other PC. Choose one Move from the list given. You have the following Gear: Camping Gear. Choose one of the following: Rifle, Pistol, Machete.

  • The Antiquarian Name: __________________________________ Looks: Face: __________________________________ Clothing: _______________________________ Body: ___________________________________

    Motivation: ____________________________ Primary Stats Modifier Debility Awareness Brain Bravery Brawn Charm Co-Ordination Secondary Stats Modifier Mythos Wealth Health Sanity Languages (___) ______________________________________________________________________________________

    Bonds

    Moves Personal Collection: You have amassed quite the library and know just where to look: When making a Raid the Library Move, add +1 and do it in half the time. Consult the Catalogues!: When making an Express your Erudition Move about an object, add +1 to your roll to reflect your knowledge. I Have Just the Thing: If you need a particular artifact for a ritual, to bribe someone with, or for whatever other reason, you know where you can lay hands on it. On a 6- the item is not for sale, or some other buyer beat you to it. On a 7-9 you can get it easily but the current owner wants something in return. Make a roll and add Charm: There is a bidding war for the object; you will have to temporarily expend 1 Wealth (for the next month carry -1 forward to any Wealth rolls you make). On

    a 10+ you have one at the shop or know a supplier who owes you a favour or will give it to you on the shops credit. Friends in High Places: You frequently act as an agent at auctions to important and wealthy clients, which gives you an in to their soirees and parties and dropping their names frequently gives you access elsewhere too. When you want to crash a VIP party, make a roll + Charm. On a 7-9 you gain entrance but the names you drop might not appreciate you using their names in such a manner, which will lead to some complication or other. On a 10+ you gain full access. In addition, if you are strapped for cash, you can sell some gewgaw or other to one of your clients. Once a month you can add +1 to a Spr