[CharSheet] Emily Syndrome

edited July 2013 in ANN_pilot
Emily Syndrome
  • Former freelance infiltration-and-acquisition operative
  • Reinvented herself as a fixture in the world fine-art and maker spheres
  • Last known whereabouts: Mexico Federal District
Infiltrator +
Stealthy, Perceptive, Quick, Subtle, Precise, Agile, [Acrobatics], [Ambush], [Security Systems], [Dodge]

Culture Jammer +
Clever, Artful, Subterfuge, Persuasive, Plugged In, Hotwire, [Gunplay], [Sabotage], [Strong], [Social Network]

Scenester+
Wealthy, Connected, Posh, Charismatic, Educated, Creative, Savoir Faire, [Dancer], [Supercool],

Hacker Maven+
Hacker, Designer, Break, Repair, Tools, [Improvised Weapons], [Prepared], [Surprising]


CONDITIONS:
o Furious
o Exhausted
o Impaired
o Hunted
o Trapped
o Malfunction

o INJURED
o DYING
o DEAD


Keys
  • Key of the Broker
    Emily's rapport is impeccable. Earn XP when you make a new contact, exchange a favor, or use your connections to further the mission.
    Buyoff: Cut yourself off from your network
  • Key of the Traveler
    Emily seems to know someone everywhere. Earn XP in any scene where you encounter someone you already know (or someone knows you) or when your character relays exposition for the GM by talking about local culture or trivia.
    Buyoff: Pass up the chance to see something new.
  • Key of the Communicator
    Emily is an artist experienced at changing minds and conveying ideas. Earn XP when you change someone's mind, create art, or lead someone to a touch realization.
    Buyoff: Give up on trying to change someone's mind.

± Edge: Versatility
Once per session you can gather dice by activating Tags from two Traits at once. Rearm this Edge when you buy off a Key.

± Edge: Exquisite Dodge
Once per session you can ignore a Condition the GM gives you for missing a roll and assign that Condition to another target in the scene. (This might take out the target, reduce their Difficulty by 1 or 2 steps, or affect them in other ways.) Ask the GM what Condition you're dodging before you commit to using this Edge. Rearm this Edge when you buy off a Key.

Flashbacks:
A. +Intimidating or +Seductive
B. +Disarming or+Turnabout

Comments

  • GAME RULES SUMMARY

    Getting and Giving Stunt Dice
    Begin play with the stunt dice in a central “pot.” Each player draws two stunt dice to start off the game. A player can never have more than 7 stunt dice in their possession at one time.

    Players earn stunt dice when other players award them. Any time you think another player has come up with an awesome description, clever action, great bit of dialogue, or otherwise needs a stunt die, you may award that player one die from the pot. No player can award more than one stunt die per turn. Awarded dice can be used immediately or saved for future rolls, as the awarded player prefers.

    Rolling the Dice
    To overcome an obstacle in the fiction, roll dice. Start with one die if you have a Trait that can help you. Add another die for each Tag from that Trait that applies to the action. Finally, add any number of stunt dice you like from the number you’ve got in your possession.

    Roll the dice you've gathered. Each die that shows an even number is a hit. You need hits equal to the Difficulty number to pass the obstacle:
    • 2 = easy—take out a thug
    • 3 = tough—take out a trained foe
    • 4 = challenging—take out an expert foe
    • 5 = extreme—take out a masterful foe

    If your hits meet or exceed the difficulty, you succeed, overcome the obstacle, and discard to the pot any stunt dice you rolled.

    If your hits don’t meet the difficulty, you miss what you were after but you keep any stunt dice you rolled. The GM may escalate the situation, increase the Difficulty, impose a Condition, or any combination thereof before you try again.

    Targeted and Untargeted Rolls
    Usually you aim your rolls at specific goals and obstacles, like taking out a corporate ninja or flying a helicopter through enemy fire. Those goals have specific Difficulties known to the GM at the time you roll and if your hits equal the difficulty you overcome the obstacle or achieve your goal. These are called targeted rolls.

    Sometimes, especially during fights with simple minions, the GM says you can roll first and then spend your hits on available targets. So, if you get 4 hits you could take out two thugs, each rated at Difficulty 2, even if you didn't declare that at first. These are called untargeted rolls.

    Helping Stunts
    If your character is in a position to help another PC, you can roll one of your stunt dice and add its hit to their roll. Describe how your character helps out, citing a Tag on your sheet. If your roll hits, the die goes back in the pot. If it misses, you keep it.

    Conditions
    When you fail a roll, or other events reasonably warrant, the GM may impose a Condition on your character. When you take a Condition, mark it on your sheet and talk with the GM to figure out just what it means in your case and for how long.

    Conditions can impact future rolls. The GM can invoke them to increase the Difficulty of an obstacle by 1 step. You can invoke one Condition to add a die to your roll if the GM isn't invoking it and you can explain how the Condition actually helps your PC. Conditions can sometimes be removed with a successful roll made by you or an ally for that express purpose — in that way they’re another source of obstacles.

    Recovery Scenes
    Between action scenes, you can call for a recovery scene during which you can erase a Condition. Describe where the scene takes place and ask what each character’s doing. Travel makes for good recovery scenes. Each player with a character in the recovery scene can erase one Condition from any one character if they can explain how it happens. Your crew can play multiple recovery scenes in a row but each player can call for only one between action scenes.

    Keys
    When you hit a Key, you earn an experience point (1 XP) or a stunt die from the pot. If you go into danger because of your Key, you get 2 XP (or 1 XP and 1 stunt die from the pot). Hold on to XP and spend them later, even in the middle of an action sequence. Spend 5 XP to do one of the following:
    + Unlock a Tag for an existing Trait (by underlining it)
    + Add a new Key (never have the same key twice; 4 Keys max)
    + Add or swap in a new Edge (never have the same Edge twice; 3 Edges max)

    Each Key also has a buyoff. If the buyoff condition occurs, you have the option of removing the Key and earning 10 XP. You can’t purchase the same Key you just bought off to get those 10 XP (but you can get that Key again in the future with more XP). Your character can’t have more than four Keys at once and probably shouldn't have fewer than two Keys.
  • Pictures of Emily
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  • DOSSIER

    Emily Syndrome was an infiltrator, a spy, a free-lance trespasser and expert eavesdropper. She coaxed out codes and sussed out secrets from petty tyrants and posh kings. She transformed herself a thousand times, playing the damsel, the dame, the damnable foe untouched by police and spy agencies alike. She was everyone and no one...until Josine went away and missions ended.
    Her days as a freelance operative doing deniable ops for an untraceable spymaster were like college - fun, educational - but she's since remade herself again, maybe for keeps.

    Today's Emily Syndrome is a remixed woman, part mogul, part artist, part pop persona. As an artist, she changes minds. As a fashionista, she changes looks. As a DJ, she controls the tempo and volume. Only a fraction of her work is publicly acknowledged - part of her is still the secret trespasser, infiltrating cities and injecting doses of music, art, commentary into the local pop art. The daylight Emily's DJ gigs and magazine covers fund the nighttime Emily's graffiti art and culture jamming.

    She builds, she designs, she dazzles. She doesn't love the spotlight but the spotlight loves her. She's got it right where she wants it.

    Equipment
    Emily's as comfortable with a turntable as she is with a laser cutter. Turn-tables, tablets, dataport, memory socket, lockpicks - she's got all that and a silenced Austrian W99 pistol stashed in her every apartment.

    • Digital Skin: Why have a tattoo when you can have any tattoo at any time? Emily's wired with numerous dermal optics and full-color e-ink subdermal cells that enable her to display tattoos, photos and moving pictures on various parts of her body. Her palms can glow, her forearms can be a computer monitor, she can depict a stylish tattoo one minutes and dismiss it the next, all with a moment and a thought.
    Playing Emily
    • Emily can be a social butterfly or an alpha-female fixer. She's made a life for herself since Josine went away; that makes her powerful and dangerous. Does she want to protect her new gig or is this the moment she's been waiting for?
    • Play Emily if you want to be a confident, connected, and capable agent of intrigue as well as a stealthy ninja operative. Use the element of surprise to your advantage in combat.
    • Emily blends social savvy and clandestine action but she's built to model the Emily that is, not the Emily that was. Buy off a Key and pick up a new one if you want Emily to get XP for pursuing her old ways. Play it up: What does it mean that Emily's willing to sacrifice what she's built?
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