Drinking & Dragons

S&S/PC:Mackie

From Drinking and Dragons
Revision as of 03:29, 18 October 2015 by Wizardoest (talk | contribs) (→‎Stunts and Extras)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Mackie Refresh 2

Mantle: Criminal

Aspects

High Concept: Biggest Badass Around
Trouble: My Gang Family Demands Too Much Time

Aspect: Mindy will make our gang infamous
Aspect: Want to Make my Momma Proud
Relates to Oil Riot: Hell on Wheels

Approaches

  • Careful +0
  • Clever +1
  • Flashy +3
  • Forceful +2
  • Quick +1
  • Sneaky +2

Stunts and Extras

Rep: People know who you are. They might even be a little afraid of you. You can use that to your advantage. When you trade on your criminal reputation to convince someone to do something for you, you may check off boxes of Heat for a bonus on the roll, +2 per box checked.

I Know A Guy: Once per session, when you need some special item or piece of equipment, you can declare that you “know a guy” who can get it for you. It’ll take at least a full scene to get it, and it won’t be free, but you’ll get it. At the GM’s discretion, it might also be an aspect with a free invoke. You can use this again in the same session, but you have to check off two heat to do so each time after the first.

Martial Artist: You’re a student of one or more martial arts. When Flashy Attacking using hand-to-hand combat you get +2.

Brigands (reskinned Parameter): You’re a member of the Brigands gang, and can call on them for help. Once per session, you can ask the Brigands a question. Sometime in the next scene or two, you’ll get an answer. The information you get is an aspect that you can invoke once for free.

Stress and Conditions

Stressed (fleeting) 1 each — [ ] [ ] [ ] [ ] [ ] [ ]
A fleeting condition goes away when you get a chance to catch your breath and calm down.

In Peril (Sticky) 4 [ ]
Clear out In Peril when you’ve done something concrete to resolve whatever the nature of the peril is—getting medical attention if it’s an injury, bribing someone to remove the marker, and so on. Usually, this means you’ll need to overcome an obstacle against an opposition of Great (+4) or higher.

Doomed (Lasting) 6 [ ]
When you’re Doomed, you’re in serious, serious trouble. If it’s an injury, you’re holding your guts in. If it’s an emotional problem, you probably need counseling. Check off Doomed to cancel six shifts from any attack. Start recovering from being Doomed when you’ve done something concrete to mitigate the nature of your doom—spending time in a hospital if you’re injured, going to therapy, etc. Usually, this means you’ll need to overcome an obstacle against an opposition of Great (+4) or higher. (You may want to put a check mark by the condition, to indicate it’s recovering but not cleared.) Clear out Doomed at the end of the next session after you’ve successfully started recovery.

Heat (sticky): [ ] [ ] [ ] [ ] [ ]
When you have Heat, you’re in some amount of trouble with the law. The more boxes you have checked off, the more trouble you’re in; if you only have one or two checked off, you might get hauled in for questioning if you get taken out of a scene. With four or five checked, you might be arrested instead. In addition, any law enforcement agents looking for you get +1 to their rolls for each box of heat checked. Every scene you spend not getting in trouble with the law (and not generating more heat) allows you to clear one check box.