[AW] Alonzo the Touchstone

edited September 2012 in Out-Of-Game


Cool +1
Hard +3
Hot 0
Sharp +2
Weird -1
Man, comfort wear, weatherbeaten face, caring eyes, solid body

Alonzo is older than young. He looks hard, but close up he wants to give hope and help. He can fuck you up though, and will to protect others.
He is kind and gentle and generous. He wants people to treat each other with respect, so that is always his default position in dealing with others. He doesn't hold a grudge and sincerely hopes for everyone to become better than their past.
He does have a breaking point and is not afraid of using violence to get respect from others and reward others for lack of respect. Also, he is quick to resort to violence to protect the weak and those whom he loves. This makes him seem mercurial to some.


Token of Hope (a small brass spigot)

Visionary: when you share your vision of the future with another player’s character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.

Towering presence: when you give someone an order or a warning, roll+hard. On a hit, they choose:
# They do it, following your order or heeding your warning.
# They freeze.
# They back away, hands where you can see them.
# They attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them.

Indomitable: when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to:
# Name an npc within your reach. You kill, disable or disarm them (MC’s choice).
# Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky.
# Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.
# Name a character within your reach. While you keep fighting, you intercept any attack directed at them and they suffer no harm.
# Ignore all harm to yourself from an incoming attack.

Know your enemy: when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird.

NOT TO BE FUCKED WITH: in battle, you count as a gang (3-harm gang small), with armor according to the circumstances.

# token of hope
# machete (3-harm hand messy)
# magnum (3-harm close reload loud)
# oddments worth 1-barter
## bits of plumbing paraphernalia
## etc
# comfy "old-man"clothes. Slacks, red chuck taylors, button-up shirt. Sweater.
# 1-armor


  • edited December 2012


    Winter +1
    Ambrose +1
    Amiette +2
    Bones +1
    Grekkor +2
  • edited February 2013
    [ ] [ ] [ ] [ ] [>]improve
    X get +1hard (max hard+3)
    __ get +1cool (max cool+2)
    __ get +1hot (max hot+2)
    X get +1sharp (max sharp+2)
    X get a new touchstone move (Know Your Enemy)
    __ get a new touchstone move
    __ get a followers (detail) and fortunes
    X get a gang (detail) and leadership
    X get a move from another playbook (NTBFW, gunlugger)
    __ get a move from another playbook
    __ get +1 to any stat (max stat+3)
    __ retire your character (to safety)
    __ create a second character to play
    __ change your character to a new type
    x choose 3 basic moves and advance them. (SBF, Go Aggro, Brain Open)
    __ advance the other 4 basic moves.
  • After a shave and a haircut.
    Pete Postlewaite
  • A new gang

    By default, your gang consists of about 15 violent bastards with scavenged and makeshift weapons and armor (2-harm gang
    small 1-armor). ?en, choose 2:
    • your gang consists of 30 or so violent bastards. Medium instead of small.
    • your gang’s well-armed. +1harm.
    • your gang’s well-armored. +1armor.
    • your gang’s self-sufficient, able to provide for itself by raiding and scavenging. It gets +rich.

    And choose 1:
    • your gang’s armory is for shit. It gets -1harm.
    • your gang disdains armor (why? are they fucking stupid?). It gets -1armor.
    • your gang is a pack of fucking hyenas. It gets +savage.
    • your gang’s loose-knit, with members coming and going as they choose. Vulnerable: desertion.
    • your gang is in significant debt to someone powerful. Vulnerable: obligation.
    • your gang is filthy and unwell. Vulnerable: disease.
    • your gang is lax about security and likes to drink and brag. Vulnerable: reprisals.
  • The Grays
    • well-armored. +1armor.
    • self-sufficient, able to provide for itself by raiding and scavenging. It gets +rich.
    • armory is for shit. It gets -1harm.
Sign In or Register to comment.