acjcjjc - polyhedral nonsense

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Visit Our Website at www.hexgames.com ©2012, Hex Games. Permission is granted to reproduce for personal use. Body Brain Nerve Job: Hobo power: Gimmick: weakness: Old life: WWPhitm? Tag line: Dumb fact: Ride the rails. Have more fun! Skills acjcjjc Hobo Name: Bad Mojo Yum Yums Health Points c Notes: The Blues Qik Start Rules 1. Roll 1d20/2+6 five times and put them into Body, Brain, Nerve, Job, and Gimmick. 2. Weakness is equal to Gimmick. 3. Health Points is equal to Body. 4. Old Job is equal to (16-Job)/2. 5. Choose 3 Skills at +3, +2, and +1. 6. The Blues and Bad Mojo start at 0. 7. Roll 1d20/5 to determine starting Yum Yums. Vow: Hacksaw Sally Hobomancer 13 8 Seen It All 10 Getting Old 10 13 Nurse 2 Bea Arthur It aint' easy 15 0 0 4 8 Avatar (Judge) Patchin Wounds 1 Hobo Lore 2 Alchemy 3 Good friends with Eleanor Roosevelt Never gamble

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Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.

Body

Brain

Nerve

Job:

Hobo power:

Gimmick:

weakness:

Old life:

WWPhitm?

Tag line:

Dumb fact:

Ride the rails. Have more fun!

Skills

acjcjjcHobo Name:

Bad Mojo

Yum Yums

Health Pointsc

Notes:

The Blues

Qik Start Rules1. Roll 1d20/2+6 five times and put

them into Body, Brain, Nerve, Job, and Gimmick.

2. Weakness is equal to Gimmick.

3. Health Points is equal to Body.

4. Old Job is equal to (16-Job)/2.

5. Choose 3 Skills at +3, +2, and +1.

6. The Blues and Bad Mojo start at 0.

7. Roll 1d20/5 to determine starting Yum Yums.

Vow:

Hacksaw Sally

Hobomancer 138

Seen It All 10

Getting Old 10

13 Nurse 2

Bea Arthur

It aint' easy

15

0 0

4

8

Avatar (Judge)Patchin Wounds 1 Hobo Lore 2 Alchemy 3

Good friends with Eleanor Roosevelt

Never gamble

Hacksaw Sally

AvatarWhile all hobomancers call upon the Spirits to assist them, especiallywhen performing magic rituals, the avatar is a walking incarnation ofa particular Spirit. A character can use this Hobo Power to performany action normally associated with the Spirit he represents. Forexample, an avatar of the Steel Driver can perform amazing feats ofphysical strength and endurance, while the General’s avataris a born leader with an innate sense of strategy and tactics. Theplayer must choose a specific Spirit that he represents. Sample Uses of the Power (by Spirit):

• The Judge: Determine a person’s guilt just by looking intotheir eyes; find a clue at a crime scene.

Hobo Magic

Songline Abilities

Songline SensitivitySongline Healing

Hobo Ritual Magic

Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew

Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior

Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.

Body

Brain

Nerve

Job:

Hobo power:

Gimmick:

weakness:

Old life:

WWPhitm?

Tag line:

Dumb fact:

Ride the rails. Have more fun!

Skills

acjcjjcHobo Name:

Bad Mojo

Yum Yums

Health Pointsc

Notes:

The Blues

Qik Start Rules1. Roll 1d20/2+6 five times and put

them into Body, Brain, Nerve, Job, and Gimmick.

2. Weakness is equal to Gimmick.

3. Health Points is equal to Body.

4. Old Job is equal to (16-Job)/2.

5. Choose 3 Skills at +3, +2, and +1.

6. The Blues and Bad Mojo start at 0.

7. Roll 1d20/5 to determine starting Yum Yums.

Vow:

Big Raymond Detroit

Hobomancer 1015

Big Lug 8

Punch Drunk 8

6 Boxer 3

Sylvester Stallone

Put up your dukes!

12

0 0

2

13

ChampionPunching 3 Cooking 2 Harmonica 1

Encylopedic knowledge of light opera

Never use any weapon other than bare hands.

Big Raymond Detroit

ChampionAll hobomancers must be ready to battle the so-and-sos, what-nots,and other foes they meet in their travels, but champions are giftedwith an innate sense of battle and the discipline to perform impressivemartial feats.

Sample Uses of the Power:• Perform combat-related tricks such as trick shots/throws or

punching through a cinder block.• Add 1 / 3 Job roll to the Damage Bonus of an improvised

weapon.• Combat Prowess: At the beginning of combat, the champion

makes a Job roll. If the roll succeeds, the champion gets anumber of bonuses equal to the roll that he can use in thecombat scene. He may increase his chance to make a combat-related roll, increase the Success Degree of a combat-relatedroll, or decrease the damage he takes from an attack byspending these bonuses. Each bonus spent gives the charactera +1 bonus or Success Degree or reduces damage by 1 HPThe champion can spend as many bonuses per round as hewants. He can also spend 3 bonuses to get a Yum Yum.Unused bonuses (and unused Yum Yums bought withbonuses) disappear at the end of the combat scene.

Hobo Magic

Songline Abilities

Songline SensitivitySongline Healing

Hobo Ritual Magic

Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew

Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior

Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.

Body

Brain

Nerve

Job:

Hobo power:

Gimmick:

weakness:

Old life:

WWPhitm?

Tag line:

Dumb fact:

Ride the rails. Have more fun!

Skills

acjcjjcHobo Name:

Bad Mojo

Yum Yums

Health Pointsc

Notes:

The Blues

Qik Start Rules1. Roll 1d20/2+6 five times and put

them into Body, Brain, Nerve, Job, and Gimmick.

2. Weakness is equal to Gimmick.

3. Health Points is equal to Body.

4. Old Job is equal to (16-Job)/2.

5. Choose 3 Skills at +3, +2, and +1.

6. The Blues and Bad Mojo start at 0.

7. Roll 1d20/5 to determine starting Yum Yums.

Vow:

Right Reverend Cotton Curtis

Hobomancer 1111

Gift of Gab 15

Touched in the Head 15

12 Preacher 3

Christopher Walken

Scripture tells us...

14

0 0

1

11

Sky PilotBible Study 3Fast Talk 2History 1

Carries a tattered King James bible at all times. He has written corrections on almost every page.

Briefly Lt. Governor of West Virginia

Charity to all

Right Reverend Cotton Curtis

Sky PilotHobomancers who come from a religious background are often ableto combine the teachings of their faith with their magical training inorder to achieve powerful results.

Sample Uses of Power:• Bless a weapon or create holy water for use in fighting a

demon.• Cast out a demon that is possessing someone.• Heal by prayer and laying on of hands.

Hobo Magic

Songline Abilities

Songline SensitivitySongline Healing

Hobo Ritual Magic

Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew

Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior

Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.

Body

Brain

Nerve

Job:

Hobo power:

Gimmick:

weakness:

Old life:

WWPhitm?

Tag line:

Dumb fact:

Ride the rails. Have more fun!

Skills

acjcjjcHobo Name:

Bad Mojo

Yum Yums

Health Pointsc

Notes:

The Blues

Qik Start Rules1. Roll 1d20/2+6 five times and put

them into Body, Brain, Nerve, Job, and Gimmick.

2. Weakness is equal to Gimmick.

3. Health Points is equal to Body.

4. Old Job is equal to (16-Job)/2.

5. Choose 3 Skills at +3, +2, and +1.

6. The Blues and Bad Mojo start at 0.

7. Roll 1d20/5 to determine starting Yum Yums.

Vow:

Sleepy Jim Alaska

Hobomancer 1213

God Loves Fools and Drunks 12

Narcolepsy 12

11 Gandy Dancer 2

Jeff Bridges

One More for the Road

13

0 0

3

13

Brewmaster 15Hard Drinker 3 Scrounging 2 Train Hopping 1

Secret heir to French throne

Never turn down a request from a man of God

Sleepy Jim Alaska

BrewmasterSometimes called an “apothecary,” “druggist,” or “hobo alchemist,”the brewmaster’s abilities extend well beyond a natural talent formaking booze. The brewmaster uses chemicals, liquids, plantextracts, and whatever else is available to create some very potentpotables as well as the occasional poultice, balm, or pill.

Sample Uses of the Power:• Create an anti-venom for a rattlesnake bite.• Mix up a poultice that heals wounds.• Brew a potion that will put the drinker into a deep sleep.

Hobo Magic

Songline Abilities

Songline SensitivitySongline Healing

Hobo Ritual Magic

Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew

Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior

Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.

Body

Brain

Nerve

Job:

Hobo power:

Gimmick:

weakness:

Old life:

WWPhitm?

Tag line:

Dumb fact:

Ride the rails. Have more fun!

Skills

acjcjjcHobo Name:

Bad Mojo

Yum Yums

Health Pointsc

Notes:

The Blues

Qik Start Rules1. Roll 1d20/2+6 five times and put

them into Body, Brain, Nerve, Job, and Gimmick.

2. Weakness is equal to Gimmick.

3. Health Points is equal to Body.

4. Old Job is equal to (16-Job)/2.

5. Choose 3 Skills at +3, +2, and +1.

6. The Blues and Bad Mojo start at 0.

7. Roll 1d20/5 to determine starting Yum Yums.

Vow:

Queenie Fontaine

Hobomancer 1412

Sixth Sense 11

Alcoholic 11

14 Fortune Teller 1

Jessica Lange

The spirits call to me...

16

0 0

3

12

Haint CallerKnitting 1Mooching 2Poker 3

Carries a small derringer pistol.

Has a pet snake - Hortense

Do not travel while the moon is out

Queenie Fontaine

Haint CallerThe haint caller can communicate with the dead, including bothghosts who have for some reason remained in this world and thespirits of those who have moved on. If the haint caller wishes tosummon a specific spirit from beyond, he needs to either possess anitem or be in a place that was significant to the person when he wasalive.

Sample Uses of the Power:• Convince a ghost to move on to the next life.• Gather information about the history of a town by questioning

the spirits of those buried in the local cemetery.• Find clues to a murderer’s identity by questioning the ghost of

his victim.

Hobo Magic

Songline Abilities

Songline SensitivitySongline Healing

Hobo Ritual Magic

Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew

Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior

Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.

Body

Brain

Nerve

Job:

Hobo power:

Gimmick:

weakness:

Old life:

WWPhitm?

Tag line:

Dumb fact:

Ride the rails. Have more fun!

Skills

acjcjjcHobo Name:

Bad Mojo

Yum Yums

Health Pointsc

Notes:

The Blues

Qik Start Rules1. Roll 1d20/2+6 five times and put

them into Body, Brain, Nerve, Job, and Gimmick.

2. Weakness is equal to Gimmick.

3. Health Points is equal to Body.

4. Old Job is equal to (16-Job)/2.

5. Choose 3 Skills at +3, +2, and +1.

6. The Blues and Bad Mojo start at 0.

7. Roll 1d20/5 to determine starting Yum Yums.

Vow:

Dapper Dave McGillicuddy

Hobomancer 1413

Classical Education 14

Highfalutin’ 14

13 Senator 2

Bob Hopkins

Excuse me sir, I wonder if you might have any temporary employment opportunities available for me and my esteemed associates of the road.

16

0 0

2

13

Train WhispererFast Talkin' +3Dirty Tricks +2Ball Room Dancing +1

Claims to be from Middle Dakota

Leave any train you ride cleaner than you found it.

Dapper Dave McGillicuddy

Train WhispererWhen a train first rolls off the line, it’s just a machine,but as it travels along the songline, it develops its ownpersonality and story, and some claim that well-traveledtrains even have something like a soul. The trainwhisperer can learn a lot about a train by simply listeningto its song and watching it roll along the rails. He can alsoaffect the operation of a train through sheer force of will.

Sample Uses of Power:• Determine basic information about the train, its cargo, and its

crew.• Get a rough idea of where the train has been. For example, its

last stop or whether it’s recently encountered corruptsonglines, rough track, or bad weather.

• Command the train. For example, the train whisperer canconvince the train to run hot in order to guarantee that it willstop at the next water tank, or nudge the train into movingfaster or slower than the conductor intends. In order to usethis ability, the character must be on board the train.

Hobo Magic

Songline Abilities

Songline SensitivitySongline Healing

Hobo Ritual Magic

Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew

Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior