O'Bannon - Touchstone (maxmcgloin)
TOUCHSTONE, FORMER GUNLUGGER
NAME: O'Bannon
LOOK: Man, Battered Old Armor, Weathered Face, Sad Irish eyes, Hard Body

Hx:O'Bannon is descended from a long line of Irish gangsters, though he would probably say warriors, poets and kings. O'Bannon reviles in his Irish blood and heritage often singing old Irish drinking songs and ballads depending on his mood. Like many Irishmen those moods shift, sometimes he is quite gregarious and other times dark and introverted. It is unclear when he came to Beantown but whether native born or an immigrant his accent is more Irish than Beantown.

O'Bannon is a man of contradictions, a product of the times no doubt. While he loves kids and can even be quite gentle with the ladies he is also capable of brutal acts of violence. While highly skilled with firearms O'Bannon is more than capable of killing men with nothing more than his bare hands.

O'Bannon like many warriors is never far from his weapons. His favorite is waht he calls his 'Pig', a machine gun that has settled many a score. But he carries an smg, a sawed of as well as a number of grenades. The big man is often sporting a wound or two as well.




HARM:

STATS:
Cool   +2       (Do something under fire)
Hard   +3*      (Go aggro;seize by force)
Hot    -1       (seduce or manipulate)
Sharp  +3       (read a sitch;read a person)
Weird   0       (Open your brain)

MOVES:
TOUCHSTONE MOVES
(X)Visionary: when you share your vision of the future with another player’s
   character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over
   them. Whenever you like, you can spend your hold, 1 for 1, to have them
   mark experience. On a miss, they hold 1 over you, on the same terms.
(X)Know your enemy: when you open your brain to the world’s psychic maelstrom,
   roll+hard instead of roll+weird.
( )Clear-eyed: when you read a person, roll+hard instead of roll+sharp.
(X)Towering presence: when you give someone an order or a warning, roll+hard.
   On a hit, they choose:
   • They do it, following your order or heeding your warning.
   • They freeze.
   • They back away, hands where you can see them.
   • They attack you.
   On a 10+, take +1forward against them as well. On a miss, they do what they
   like and you take -1forward against them.
(X)Long history: choose a move from another playbook. (During initial character
   creation, choose it from a playbook that isn’t otherwise in play.)
(X)Indomitable: when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9,
   hold 2. On a miss, hold 1, but take -1forward. During the battle you can
   spend your hold 1 for 1 to:
   • Name an npc within your reach. You kill, disable or disarm them (MC’s
     choice).
   • Name a character within your reach. You redirect their attack to another
     character within your reach, or else to nowhere — into the ground or a
     wall or the sky.
   • Name a character on the scene, but outside your reach. You cross the
     distance between you before they have time to adjust or react.
   • Name a character within your reach. While you keep fighting, you
     intercept any attack directed at them and they suffer no harm.
   • Ignore all harm to yourself from an incoming attack.

Other Moves
(X)Battle-hardened: when you act under fire, roll+hard instead of roll+cool.
(X)Fuck this shit: name your escape route and roll+hard. On a 10+, sweet,
   you’re gone. On a 7–9, you can go or stay, but if you go it costs you:leave
   something behind, or take something with you, the MC will tell you what. On
   a miss, you’re caught vulnerable, half in and half out.
(X)Insano like Drano: you get +1hard (hard+3).*
(X)Prepared for the inevitable: you have a well-stocked and high-quality first
   aid kit. It counts as an angel kit (cf) with a capacity of 2-stock.
   To use it to stabilize and heal someone at 9:00 or past: roll+stock spent.
   On a hit, they will stabilize and heal to 6:00, but the MC will choose 1 (on
   a 10+) or 2 (on a 7–9):
   • they need to be physically stabilized before you an move them.
   • even narcostabbed, they fight you; you’re acting under fire.
   • they’ll be in and out of consciousness for 24 hours.
   • stabilizing them eats up your stock; spend 1-stock more.
   • they’ll be bedridden, out of action, for at least a week.
   • they’ll need constant monitoring and care for 36 hours.
     On a miss, they take 1-harm instead.
(X)Bloodcrazed: whenever you inflict harm, inflict +1harm.
(X)NOT TO BE FUCKED WITH: in battle, you count as a gang (3-harm gang small),
   with armor according to the circumstances.
(X)Daredevil: if you go straight into danger without hedging your bets, you get
   +1armor. If you happen to be leading a gang or convoy, it gets +1armor too.
(X)Perfect Instincts: when you’ve read a charged situation and you’re acting on
   the MC’s answers, take +2 instead of +1.
(X)Easy to trust: when you try to seduce or manipulate another player’s
   character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of
   roll+hot.
(X)Impossible reflexes: the way you move unencumbered counts as armor. If
   you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion,
   1 armor. If you’re wearing armor, use it instead.
(X)Merciless: whenever you inflict harm, inflict +1harm.


GEAR:
TOKEN OF HOPE
The Flag, a symbol of the past.
It’s just a symbol, replaceable. It’s precious for what it means, not what it is.
-When you go among people, offering hope, they respond by giving you food,
 shelter, companionship, trust, and any small thing you need, worth 1-barter or
 less, generously or grudgingly according to their nature.
-When you go among people, exploiting their hope, they respond by giving you
 food, shelter, companionship, trust, any small thing you need, or even
 straight-up jingle, worth 1- or 2-barter. ey won’t suffer you forever.
-When you go among people, acting with hope, they respond by spreading your
 name everywhere they go, to everyone they meet, with admiration, revulsion,
 fear, or contempt, according to their nature

• Sniper Rifle (3-harm /far)
• Sawed-off (3-harm close reload messy)
• SMG (2-harm close area loud)
• machete (3-harm close messy)
• Angel Kit (2 Barter)
• oddments worth 4-barter (2 barter Angel gear, Radio, Gold Teeth.)