Barf Forth Apocalyptica

the swamp provides => Apocalypse|State => Topic started by: john anderson on September 09, 2010, 08:40:47 AM

Title: [A|S] Mapmaker
Post by: john anderson on September 09, 2010, 08:40:47 AM
The Mapmake

Commerce and criminality with The City are often one and the same. Companies, gangs, and guilds work in an atmosphere of mutual mistrust and borderline paranoia. To bridge the gaps and facilitate deals, the mapmakers exist. With staunchly maintained independence and a carefully constructed reputation, they broker, arrange, and communicate. They take a small percentage or a flat fee for their troubles, walking away once the deal has been struck. A|State page 161

Creating a Mapmaker
To create your mapmaker, choose name, look, stats, moves, gear and Hx.

Choose a first name, a family name and/or street name from the list of names in The City.

Male, female, obscured
Smart business attire, street clothes, 
Open face, rugged face, inscrutable face, calm and measured look
Calm green eyes, intense blue eyes, nervous brown eyes, scary grey eyes

Stats (Cool, Hard, Rep, Smarts and Hope) range from -1 to +2, distribute stats so that the total equals +3.
Experience Stat: Cool (you gain experience when you roll cool)

Basic Moves:
You get all the basic moves

Mapmaker Moves
You get:
Skilled negotiator: When negotiating between two or more individuals, parties or groups, roll+smarts. The art of skillful negotiation is difficult at the best of times, within The City it can be brutal. Each party will provide a stake which is the primary single result they wish to see emerge from the negotiations. These two or more stakes are inherent to the process of negotiation. You are attempting to smooth the process and try to make everyone happy.
Between NPCs,
Between PCs,
Note: The MC needs to make sure the stakes of each party are clear and achievable prior to the roll.

Choose 1: 
Criminal culture: When you need to contact an NPC from within the criminal world roll, roll+rep.

Mapmakers walk a quaking tightrope between violently aggressive organisations, maintaining a careful balancing act, to ever avoid dropping into the abyss.  A|State page 161
People person: When you read a situation, roll+cool.

Mapmakers know many things, much of which must remain forever hidden. To betray secrets is the mark of death for a mapmaker. A|State page177
Keeper of secrets: When you wish to declare a secret about an important individual (NPC) or group, roll+rep,
The MC can also offer a hard choice or go straight for dealing harm.

Note: the player should declare the fact prior to the roll, and the table as a whole has the right to call foul or to offer suggestions as to how the fact could be changed to be more appropriate.

Once trust is lost, then life finishes; either dying by slow inches as work dries up, or ending up as a cooling corpse slumped in an alley. A|State page177
Of course you can trust me!: when trying to seduce or manipulate an NPC roll+cool, if a PC, roll+Hx.

You get:

Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn, choose 1, 2, or all 3:

Each time you improve, choose one of the following. Check it off; you can’t choose it again.