Atticus - Hardholder (RIP)
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: ( ) ( ) ( ) ( ) ( )

(x) Leadership
(x) Wealth
(x) Holding

sawed-off (3-harm close reload messy)
machete (3-harm hand messy)
fashion worth one armor
gauntlets (1-harm hand worn)

( ) 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

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 79, 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 79, 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.