Hossfield - Savvyhead (Arobicha)
Name: "Hoss" Hossfield
Looks: Pretty faced woman with a wiry body, dancy eyes, and utility wear + tech.

Cool  -1 ( )
Hard  +1 ( )
Hot   +1 ( )
Sharp +1 ( )
Weird +2 (X)

Kilaya   -1
O'Bannon +1
Gabe     +1
Morgan   +3
Burke    +3
Absinthe +3

(X) Things speak: whenever you handle or examine something interesting, roll+weird.
On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
  - who handled this last before me?
  - who made this?
  - what strong emotions have been most recently nearby this?
  - what words have been said most recently nearby this?
  - what has been done most recently with this, or to this?
  - what’s wrong with this, and how might I fix it?
Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and missed the roll.

( ) Bonefeel: at the beginning of the session, roll+weird. On a 10+, hold 1+1.
On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have
you already be there, with the proper tools and knowledge, with or without any
clear explanation why. If your hold was 1+1, take +1forward now. On a miss,
the MC holds 1, and can spend it to have you already be there, but somehow pinned,
caught or trapped.

(X) Oftener right: when a character comes to you for advice, tell them what you
honestly think the best course is. If they do it, they take +1 to any rolls they make
in the doing, and you mark an experience circle.

(X) Reality’s fraying edge: some component of your workspace, or some arrangement
of components, is uniquely receptive to the world’s psychic maelstrom (+augury).
Choose and name it, or else leave it for the MC to reveal during play.

(X) Spooky intense: when you do something under fire, roll+weird instead of roll+cool.

( ) Deep insights: you get +1weird (weird+3).

Moves from another playbook
Direct-brain whisper projection: you can roll+weird to get the effects of
going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to
interact. If your victim forces your hand, your mind counts as a weapon
(1-harm ap close loud-optional).

(X) Moonlighting
you get 2-juggling. Whenever there’s a stretch of downtime in play, or between
sessions, choose a number of your gigs to work. Choose no more than your
juggling. Roll+cool. On a 10+, you get profit from all the gigs you chose.
On a 7–9, you get profit from at least 1; if you chose more, you get
catastrophe from 1 and profit from the rest. On a miss, catastrophe all around.
The gigs you aren’t working give you neither profit nor catastrophe. Whenever
you get a new gig, you also get +1juggling.

  - Technical Work (2-barter, Shut-out)
  - Scavenging (1-barter, impoverished)

Special Moves
If you and another character have sex, they automatically speak to you, as though they were a
thing and you’d rolled a 10+, whether you have the move or not. The other player and the MC
will answer your questions between them. Otherwise, that move never works on people, only things.

Hoss' workshop contains:
  - A relic from the golden age past: A library of advanced textbooks on electronic engineering.
  - A junkyard of scrap material.
  - Machining tools.

Gear & Barter
  - Hunting rifle (3-harm far loud).
  - MIT Submachinegun 2-harm (close autofire ap hi-tech)
  - Fashion worth 1-armor.
  - Many knives (2-harm hand infinite).
  - 2 High-efficiency Lights. (Worth ~1 barter)
  - A black & white knit sweater.
  - About 1 barter worth of electronic doodads.

Hoss wears a half-buttoned jumpsuit with a t-shirt she's been wearing since she was 12 -
it's several sizes too small, and barely covers her, but the jumpsuit covers the rest pretty well.
When she gets overly worried about anything, she throws on an old toque  (pron. two-k) her
dad gave her, shaped like a cow. Whenever she has it on she gets this really weird aura about her,
but she seems calmer and more capable with it on - so nobody questions it. She normally wears
combat boots, but has been looking for a pair of slippers to match her cow hat for a really long time.

(X) (X) ( ) ( ) (>)

( ) get +1cool (max cool+2)
(X) get +1hard (max hard+2)
( ) get +1sharp (max sharp+2)
(X) get a new savvyhead move
(X) get a new savvyhead move
(X) get 2 gigs (detail) and moonlighting
(X) get a gang (detail) for security, and leadership
( ) add life support to your workspace, and now you can work on people there too
(X) get a move from another playbook
( ) get a move from another playbook
-- On 5+ Improvements --
( ) 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
(X) choose 3 basic moves and advance them. (Open your brain, Manipulate/Seduce, Go Aggro)
( ) advance the other 4 basic moves.