![]() |
| ||
|
Visitor : ![]() ![]() ![]() |
Atticus - Hardholder (RIP) |
---|
HARDHOLDER NAME: Atticus LOOK: Man, display wear, stern face, commanding eyes, massive body HARM: Come closer and he'll give you some STATS: Cool+1, Hard+2, Hot+1, Sharp+1, Weird-2 XP: ( ) ( ) ( ) ( ) ( ) MOVES: (x) Leadership (x) Wealth (x) Holding GEAR: • sawed-off (3-harm close reload messy) • machete (3-harm hand messy) • fashion worth one armor • gauntlets (1-harm hand worn) IMPROVEMENT: ( ) get +1hard (max hard+3) ( ) get +1weird (max weird+2) ( ) get +1cool (max cool+2) ( ) get +1hot(max hot+2) ( ) get +1sharp (max sharp+2) ( ) choose a new option for your holding ( ) choose a new option for your holding ( ) erase an option from your holding ( ) get a move from another playbook ( ) 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 ( ) choose 3 basic moves and advance them ( ) advance the other 4 basic moves Holding: Surplus: 2-barter Wants: hungry, reprisals, savagery, disease, obligation, and idle • your population is large, 200-300 souls. Surplus: +1barter, want: +disease. • your population is decadent and perverse. Surplus: -1barter, want: savagery. • a makeshift compound of concrete, sheet metal and rebar. Your gang gets +1armor when fighting in its defense. • an armory of scavenged and makeshift weapons. • your gang is large instead of medium, 60 violent people or so. • for gigs, a mix of hunting, crude farming, and scavenging (surplus: 1-barter, want: hungry). • for gigs, add protection tribute. Surplus: +1barter, want: +obligation. • for gigs, add a bustling, widely-known market commons. Surplus: +1barter, want: +idle. • your holding owes protection tribute. Surplus: -1barter, want: +reprisals. Leadership: when your gang fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang: • make a hard advance • stand strong against a hard advance • make an organized retreat • show mercy to their defeated enemies • fight and die to the last On a miss, your gang turns on you or tries to hand you over to your enemy. Wealth: If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. The precise values of your surplus and want depend on your holding, as follows. Special Move: If you and another character do it, you can give the other character gifts worth 1-barter, at no cost to you. |