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Topics - Jeff Russell

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roleplaying theory, hardcore / Evading the Color-Mechanic Disconnect
« on: February 05, 2011, 06:02:32 PM »
So, this topic is largely continued from "The Problem(s) With In a Wicked Age" but a) the most recent post to that topic seems to be from a spam bot, and b) I wanted to touch on a wider scale here. I wasn't positive which forum this should go in, so please move it somewhere more appropriate if this is off topic. But enough introduction:

Vincent has mentioned that "In a Wicked Age" suffers from the resolution mechanic not having enough connection to the fictional events of the conflict. You *can* go blow by blow and you *should*, but you don't *have to*. Dogs and Apocalypse World both do pretty good at this in a couple different ways, as Vincent has talked about elsewhere: Dogs conflicts plain don't work if you don't describe your raise actions, because it leaves the other side with nothing to respond to, and AW roots the moves in concrete fictional cues, and then has mostly fictional consequences that are spelled out rather than straight mechanical consequences.

So, my question is: what are some other games that *succeed* in tightly linking the fiction to the resolution (and other) mechanics, and how do they do it? Also, if anyone wants to delve deeper into how AW does it, I'd love to hear that too. I'm starting to get a rough idea for how this works, but am having trouble visualizing what it looks like other than the specific examples of moves and DiTV resolution.

blood & guts / Essential Principles
« on: October 26, 2010, 06:26:59 PM »
Ok, so everybody loves talking about moves and gear tags and other familiarly "ruley" stuff (myself included!), but today I want to talk about MC stuff. Specifically the principles, and to a lesser degree, the moves.

I've seen a few people take a stab at changing up the principles to better suit the flavor of their hack, and after starting to do the same for one of mine, I started thinking about which principles/moves are necessary for "MCing" (i.e. GMing the way AW calls for) and which are necessary for MCing AW specifically.

I've got a few ideas, but I'd like to hear what others have to say. But to start off the conversation, I'll give an example of a move that looks like it's Apocalypse specific, but I think is actually core to the broader GMing style: "Barf Forth Apocalyptica".

Obviously for different game styles you wouldn't necessarily "barf" "Apocalyptica", but I think the idea of providing oodles of color, sometimes not fictionally significant color, is necessary to make [game world] seem real, part of the agenda for this style of GMing. What are y'all's thoughts?

Apocalypse World / NPC/PC Pictures
« on: September 03, 2010, 11:57:17 AM »
So, over in the "Organizing NPCs" thread (and elsewhere) there's been lots of talk of printing out pictures of apocalypse people  to put faces to names. I know lots of people might balk at having their imagination constrained so, but I find the idea great!

Unfortunately, I have no idea where/how to find images of appropriately apocalyptical people, so this is my cry for help:

Please post links to collections of AW-useful pictures of people! (Photos, drawings, whatevs)

Or else just tell me what to feed the Google, and I'll be on my way.

Apocalypse World / AP: Jumping in Feet First
« on: August 17, 2010, 04:59:15 PM »
So, with only some Google Wave play under my belt, my first in-person session of AW was as MC with two friends of mine with zero indie/story game/whatever experience (though our D&D was so drifted that it was pretty story-oriented).

At any rate, we begin play with Maji the Hocus, leader of a messianic water cult whose story is that he was cured of his blindness in a waterfall by the great water/storm spirit Marono, and with Sanjay the Angel, a wiry doctor with an appetite for knowledge who dislikes violence but acts with ruthless efficiency when it's necessary.

First off, I quickly discovered that having an Angel and Hocus wasn't necessarily the most situation-grabby combination possible, but we got some really good relationships and potential complications going, especially since Maji's player has decided that while he's pretty sincere and well meaning in his preaching, he also uses his position to sleep with his followers (and really pretty much any other women he can get his hands on). His followers move established that he suffered from desertion and growth at the same time, so I decided that one of his followers left angrily with his wife who had been sleeping with Maji, and meanwhile one of the Hardholder's simpler gang members pledged his belief and received the baptism. I can see both causing issues later on, but I really want to draw the Angel into them too.

Meanwhile, a band of gypsies who are all 'concealed gender' (flowy robes, goggles, masks, et cetera) have come into town to trade in their winnebagos and trailers and camels and what not, and Sanjay hears that medical supplies are part of their wares. When he goes to look into this, he flubs a "read a situation" roll, and his decision to make it a 'charged situation' informs my decisions on how to treat their relationship, and since he fails it hard (snake eyes, actually), I make the gypsies very off-putting and decide they've already sold their medical goods to the local hard holder, and they drive a hard bargain on the busted electric razor he eventually does decide to buy.

I get my chance to set up my first PC-NPC-PC triangle when Maji decides he wants to screw Millions, the hot young mechanic (and girlfriend of Barker, the gang leader), whilst Sanjay wants her to fix his newly acquired tech (the razor). I plan on strengthening the ties/conflicts of interest there, obviously, but it looks like it's shaping up into a delightfully unstable situation.

Sanjay goes to see the hardholder about the medical supplies, since he's on pretty good terms with the powers that be and is "the town doc". The hardholder reveals that he has a plan to use the medical supplies as leverage against the warlord to whom he has to pay tribute, and whose men have come down with a mysterious disease. He wants Sanjay to go with some of the gang to use the medicine (antibiotics) as a bargaining chip to alter the balance of power. The hocus wants to go along to proselytize and also to get some parts for Millions to make a sweet custom bike for Barker (definitely future badness in that set up). In order to secure the cooperation of the gypsies in getting some of these parts, he attempted to manipulate one into joining his faith, and the "concrete assurance" required turned out to be a miracle, as he's advertised his ability to find water.

This gave us the chance to flex the augury move, and described a pretty cool and muddy group ritual (his followers disdain fashion and hygiene) that went off great, and with some fairly loose interpretation of the augury choices, we determined that he located a large source of water well outside of town, where he plans to perform a cleansing miracle tomorrow.

At this point, it was about 5 in the morning and I was fading fast and having trouble keeping up with what was going on, so we called the session. Overall I felt it went pretty well, though at times it seemed "flat" and like  I wasn't making the MC moves and principles pop the way they should. The players also weren't very aggressive about getting into move-doing situations (probably mostly my fault). And no violence! We need to fix that pretty quick next time we play. They seemed to be pretty into their characters and seemed enthusiastic about playing again (it's gonna be sporadic, unfortunately, they live about 5 hours away). Oh, and my funny voice abilities are definitely rusty. Everyone came off with a strange southern accent that wasn't quite right in most cases. Ah well.

I think with some front/threat prep a lot of stuff will come together for how to treat the next session and make it "pop" a little more.

A Song of Ice and Fire Hack / A Proto-Character
« on: August 04, 2010, 07:11:09 PM »
So, I'm having some ideas on a number of interacting parts (moves, qualities, stats, et cetera) that I think need to be discussed together, so  I figured I'd whip up a proto-type character. Plus I figure that will force my hand into committing to some design ideas that I'm juggling in my head and provide some more fruitful discussion.

For now, any moves given might be basic, might be playbook based, might be available to buy individually, I'm not sure. Likewise with qualities.

[[commentary looks like this]]

So here goes:

Name: Bran Snow
Look: Young Man, Utilitarian Armor and tunic, long, shaggy hair, blue eyes
A Sworn Sword

Ice: +1
Fire: +1
Steel: +2
Flesh: 0
Shadow: -1

[[I thought it would be neat to have 'ice' and 'fire' in the stats, and the vague nature of the stats got me to some thinking that I'll show more a little later. Ice is how cold, calculating, and unfeeling you are. Fire is how passionate, zealous, and so forth you are. Steel is how hard and sharp you are. Flesh is how much you're linked to your body - lithe, sexy, gluttonous, what have you. Shadow is your connection to the weird and strange. Better stats than flesh and shadow are welcome]]

Status +1 (strata 1)

[[I figure stratum 1 is about where retainers of lords hang out. Men at arms, sworn swords, maesters, that kind of thing.]]


Swordsman: when you fight with a blade:
Additionally, add the following options to your fight move:
* your opponent loses his footing
* you inflict terrible harm
* you take no harm

Devoted to a cause: when you roll to sway someone to your side, roll+fire

Bastard Born: You're a bastard, with all that entails. When making status rolls involving nobles, you count as one stratum lower.

Horseman: you can gain full benefit from riding a horse, cross country or in battle

[[Okay, so where I was going with the vague stats above is that I think the stat to move match up might be considerably more fluid than normal here. Different characters might fight with +steel, or +ice, or +fire, even though all of them might be choosing the effects of 'seize by force' or its equivalent]]


When you fight someone, roll+flesh
On a 10+ choose 2, on a 7-9 choose 1
* inflict harm on your enemy
* take little harm
* maneuver to an advantageous position

When you read a person or a situation, roll+ice

When you seduce or manipulate someone, roll+flesh

When you try to sway someone to a cause, roll+fire

[[these are presented as the 'default' moves, that can be modified by qualities, both as to options and as to what stat is rolled. The last few were left blank just because they'd work basically like AW]]

Unfortunately, I didn't have nearly as much for this as I thought I did just now. Anything here seem particularly cool or particularly lame? Going in good or bad directions?

brainstorming & development / [Little Idea] Qualities
« on: July 18, 2010, 04:00:08 PM »
Okay, so I've been thinking a lot about the 'Qualities' as discussed in the Knife & Candle hack, as well as reading the Failbetter Games Blog about some of the design decisions behind Echo Bazaar, and I've come up with a real quick and dirty way to combine AW with 'any quality can be used in a test'.

Basically you roll+quality whenever you do something involving that quality, and keep the 10+ is total success, 7-9 is mixed success, and 6- is failure breakdown. Throw in strata if you want to have a range of values for qualities over -3 through +3.

Pros: you can create and add qualities on the fly, character modularity is extremely easy to achieve, and qualities can go up and down from in game events, making stats more dynamic.

Cons: you lose the laser-focus of moves and the clear instructions those give to players about 'things you do in the game', as well as the clear instructions they provide to the MC for 'when something goes wrong'. If you do want specific results per quality, then that's a hell of a lot of custom moves. Players may try to wrangle for using one quality when another makes more sense, making the 'to do it, do it' and 'when you do it, you do it' rules much harder to interpret and apply.

Does anybody think there's any merit in this (not for every game, obviously)? I can't tell right now if it would ever be good, or if it's a step in the wrong direction from what makes AWs moves and stats so good at what they do.

Eschaton / Character Sheet: the Scarver
« on: July 15, 2010, 09:46:21 AM »
The Scarver is basically a Bulwarkified hack of "The Swapper/The Capital", and the character sheet is basically a Bulwarkified hack of John Harper's awesome sheets, but check it out:

Scarver Character Sheet

A Song of Ice and Fire Hack / Qualities
« on: July 04, 2010, 08:08:39 AM »
Another innovation that I believe I will be purloining from the 'Knife and Candle' hack is the concept of 'qualities'. These strike me as an excellent and modular way to customize individual characters and their associations and such like in a mechanical way distinct from full-on moves or a whole new playbook.

I plan on coming up with a number of 'ready to go' qualities but also to provide guidance for the MC to make his own. Along these lines, I think one thing that has yet to be explored in hacks is custom front guidelines. The fronts presented in AW are wonderfully broad and can be applied to all manner of threatening situations, but I think flavorful fronts for individual hacks will be a big step towards making it a game and not just a supplement for AW.

At any rate, with qualities, I think these are going to be the primary way I do 'race' or 'nationality' or whatever you want to call it. I figure at character creation, you choose which of the Seven Kingdoms you're from, and that will make a small modification (like adding a choice or two to one of the basic moves). Maybe the player-created house would also provide a quality/qualities. Then, as the game goes on, you'd gain qualities for your intrigues and alliances and what not (and borrowing from Echo Bazaar, negative qualities too).

I was going to come up with some examples, but that's going to take some more head scratching than I realized.

brainstorming & development / Western World
« on: July 03, 2010, 10:13:36 AM »
Western World

A quick and dirty AW hack for westerns

Cool becomes Nerve
Hard stays Hard
Hot stays Hot
Sharp stays Sharp
Weird becomes Spooky (or Hunch or something)

The Playbooks:
Angel - Doc
Battlebabe - Gunfighter
Brainer - (Medicine Man)
Chopper - Outlaw
Driver - Wagonneer/Roper
Gunlugger - Lawman
Hardholder - Boss
Hocus - Preacher
Operator - Cowpoke
Savvyhead - (Inventor/Blacksmith)
Skinner - Entertainer

I recommend having or not having the Medicine Man and Inventor depending on the level of weirdness you want. If you want a savvyhead type and a more normal game, make him a blacksmith/gunsmith or some such and limit his activities to more realistic stuff.

Opening your brain becomes listening to your gut and is less psychic and more general awareness and picking up on hunches.

Weapons probably oughta be tweaked around a little bit, with most having reload and maybe more 3 harm pistols around. Hatchets make a nice messy hand weapon. Probably change 'hi-tech' to 'fancy' and make it pretty rare. And autofire oughta be super rare (like, maybe a gatling gun if you're feeling crazy) unless you're going for some steampunkiness.

For the playbooks, most would work pretty well as is, with some flavor changes. Obviously the doc's kit's contents are gonna be way different, and heck, some custom moves that involve amputating things might be fun.

As mentioned above, the brainer/medicine man is the most troublesome in a 'straight' western. I took the easy way out for this quick and dirty approach and figured 'use it if you want weirdness, don't if you don't'

The car/bike rules are a bit of a stretch when applied to, you know, horses, so some more tweaking is probably in order there, but the chopper and driver can probably get away with having horses with different stats. If I were going into this more, I'd probably replace a lot of the car/bike specific cool stuff with neat tricks horse riding specialists could do.

For the boss/hardholder, color the gigs a little different (for a ranch owner, saloon owner/crime-lord/et cetera) and the details of the holding. Otherwise, looks pretty good.

The lawman, preacher, and cowpoke work pretty good as is, again with the flavor changed somewhat. The operator gigs work surprisingly well for odd-jobs in a western setting.

The breadth of options available to the savvyhead don't translate so well to a low-tech setting, so probably use them only in a steampunk type game or severely limit what he can do to 'realistic' stuff.

The skinner/entertainer works pretty well as is, too, if you make allowance for a bit of weirdness with "Lost".

Otherwise, armor is pretty problematic (unless you strap a potbelly stove front under your poncho there, Clint). Maybe you should just not get shot or get too attached to your character.

Modifying the fronts would take some more work, and obviously there's some holes in character types. I bet the swapper/capital would fit right in here as an enterprising businessman.

And that's all I got! I'm sure a more detailed and specialized hack would give some fun opportunities, but I think this would work with very little legwork.

A Song of Ice and Fire Hack / Strata Galore
« on: July 02, 2010, 04:03:45 PM »
Okay, so, as I think up ways to represent Westeros, strata keep coming to mind (as discussed in the Knife and Candle forum). I'm actually afraid that I'm turning to strata as the 'cure all' and limiting myself from some more clever design decisions.

At any rate, some things I'm thinking ought to be handled by strata:

  • Size of Fighting Groups (See Fighting and Crap and Stuff)
  • Wealth - I'm thinking that individual coin will work kinda like barter, then 'Wealth' will be your house's holding's resources, and will be more of a stat than something you spend
  • Influence - representing your general political and unofficial clout. I figure you'll have steps (like, I dunno, personal, local, house, region, realm, or whatever) and that when your influence reaches +4 or -4 it goes up or down a step

A Song of Ice and Fire Hack / Fighting and Crap and Stuff
« on: July 02, 2010, 03:49:13 PM »
So, some thoughts on weapons, gear, and fighting as they come:

I want to keep the same range of harm as in the base game, with the same general effects and such. Obviously a lot fewer ranged weapons, but most weapons will be 2 harm, serious ones will be 3, and 4 will be reserved for really ridiculous stuff.

Armor will mostly still be 1 or 2 points. I figure 1 will cover a mail shirt, leather, et cetera, while 2 represents an average knight's armor, and 3 will represent expensive, fancy, full on plate mail, like tourney plate. Thus 3 armor will be more common than in AW, but still not so common.

Okay, I've got a rough idea on how to handle group combats. Basically, it's the gang system plus strata. My idea is that you have one or two guys, then small, medium, and large gangs as in AW. But then above that, you have small, medium, and large troops, and above that you have small, medium and large armies. There are two ways I can think of to do inter-level conflicts: either you have them all on one spectrum (such that a small troop is an extra large gang), or you just say that a smaller tier can't stand up to a larger tier in a meaningful way. For edge cases (like large gang against small troop) I thought maybe that the smallest size in a tier counts as two of the largest group in the tier below it (continuing our example, a small troop counts as two large gangs, for example).

I figure guys on horse fighting guys on foot count as one size bigger (so one or two guys mounted against one or two foot count as a small gang).

I figure AP will go to things like longbows and warhammers and be fairly uncommon.

That's all I have on this topic for now, but please throw in your thoughts!

A Song of Ice and Fire Hack / Playbooks
« on: July 02, 2010, 02:42:23 PM »
Okay, this thread is gonna be to talk about the characters to play in the game, their moves, and how to divide them up. Right now I'm working on the assumption of playbooks as in standard AW, but Gregor Vuga's Sagas of the Icelanders has a more modular approach (that's divided by gender! Damn!) that looks cool. So I'm open to other suggestions.

Under the assumption of 'defined playbooks, no duplicates' as in the regular game, I'm thinking it works best to have the players be members of the same house, which still leaves plenty of room for cooperation and competition.

Okay, so, I want to do some pretty extensive hacking, but I'm thinking that the following character types will be "inspired by" the standard playbooks listed, meaning not just borrowed and modified moves, but the sort of role they play in relation to one another:

  • The Lord - Hardholder
  • The Lady - more complicated, I want the option of being a female lord, basically, or playing up her expected gender role (skinner moves?)
  • The Maester - a funky mash-up of Savvyhead and Angel, but probably not as good at healing as the Angel
  • The Septon/Septa - stuff from the hocus, but a little less wacknut by default
  • Sworn Sword/Man at Arms/Retainer - gunlugger
  • Vassal (or the heir?) - Chopper
  • Craftsman - operator?
  • Sell Sword - battlebabe?

Okay, so I can't think of any sort of driver analogue, and obviously the missing brainer is a big hole, especially since I do want there to be some subtle weirdness (prophetic dreams, skinchangers, et cetera). Moreover, any more jobs I can think of from the Ice and Fire direction start to seem super specialized and less genre-central, like sailors or singers or what not.

Oh, also, I don't want this to be a 'no girls allowed' kind of game, and right now the lady is the only role up there really 'for' women in the setting. Oh, and the septa. But there are lots of powerful and influential women in teh series, and there should be in the game too!

So who's got some ideas on why the above sucks or what other characters should be available and anything else?

A Song of Ice and Fire Hack / Welcome!
« on: July 02, 2010, 02:20:50 PM »
So, for anyone not familiar, "A Song of Ice and Fire" is a series of fantasy novels by George R.R. Martin, taking place primarily in the Seven Kingdoms of Westeros (really one kingdom, but they used to be seven).

It is a series that deals with intrigue and betrayal and sex and loyalty. Good, meaty stuff, and perfect for an AW Hack. So here we go.

brainstorming & development / A Song of Ice and Fire
« on: June 26, 2010, 04:14:08 PM »
Okay, so, some talk about a SoIF hack was bandied about on Story Games, and I've been doing some thinking about this (yeah, I've had AW and hacks on the brain a lot recently). I want to work on the Dark Heresy stuff some, but my Dark Heresy books are currently being shipped back to America, whereas I have my Martin books here with me for reference, so I think I can go into more depth with this right now.

Taking Orly's advice, I'm trying to think of the characters and what their moves are as the starting point, since that's what drives the game most, and I think in a feudal world, "classes" or playbooks make sense. I might want to rip off Gregor's gender differentiated moves from Sagas of the Icelanders, or at least the basic concept there, since Lords and Ladies do very different things in Westeros.

Oh yeah, I think I'm gonna focus on Westeros for now, maybe pushing out to the east after I nail those down.

So, without any cool guy moves yet, here's some ideas I had for what playbooks ought to get made:

* Lord
* Lady
* Lord's Son
* Knight (should hedge knights get their own?)
* Sellsword
* Maester
* Smallfolk
* Man at Arms
* Septon/Septa

Am I missing anything obvious or cool? Collapsing anything into too few books?

In addition to the characters, I'm thinking that there should be some way to represent 'house', maybe with custom house moves that anyone associated with a house gets in addition to their playbook moves, to represent the differences between Dornish knights and Northmen knights and what not.

Well, that's all I got right now, hopefully have something more concrete soon!

Apocalypse World / Introducing: the Scrapper
« on: June 25, 2010, 01:49:05 PM »
Okay, I decided to take a page out of Orly's book and cook up a custom playbook to force myself to get into the nitty gritty of how the playbooks work (partially in prep for a hack, but also because it's fun).

While I was coming up with my guy, though, the "Swapper" was posted, which covers a lot of the same area in a different way, and is probably more clever than mine. I mean, I stole John Harper's scavenge in the ruins move wholesale. Anyway, here goes:


The Scrapper
Choppers need bikes. Drivers need cars, gunluggers need guns, hardholders need armor and rebar and whatnot. Who the fuck knows what savvyheads need down in their shops. Trouble is, folks ain't makin stuff like they used to in Apocalypse world. So you gotta go out there and find it, or something near enough. Or you hire a scrapper to do it for you.

Creating a Scrapper
To create your scrapper, choose name, look, stats, moves, gear, and Hx.

Tinker, Grip, Griff, Shiv, Kay,  Eddie, King, Switch . . . (need more names!)

Man, woman, ambiguous, transgressing, or concealed.

Utility wear plus armor, scrounge wear plus armor, scrounged together, mismatched armor

Weathered face, bony face, dirty face, friendly face

Quick eyes, hard eyes, squinty eyes, calculating eyes, sharp eyes, or weary eyes

Wiry body, sturdy body, slight body, or fat body

Choose one set:
* Cool=0 Hard-1 Hot+1 Sharp+2 Weird+1
* Cool+1 Hard+1 Hot-1 Sharp+2 Weird=0
* Cool+1 Hard+1 Hot=0 Sharp+2 Weird-1
* Cool-1 Hard+2 Hot-1 Sharp+2 Weird=0

Basic Moves
You get all the basic moves (p72-74)

Scrapper Moves
You get this one:
 Scavenge in the ruins: when you search for valuable scrap in the ruins,  roll+sharp.
On a 10+, choose two and find an oddment worth 1-barter. On a
7–9, choose one and find an oddment worth 1-barter:
• You find it quickly.
• You find it with relatively little trouble.
• You find an item that is valuable.
• You find an item that is hi-tech

Then choose 1:
An eye for detail: you get +1sharp (sharp+3)

Jerry-rigged: when you try to fix something, roll+sharp. On a 10+, choose two and it'll work long enough to get to someone who knows what he's doing. On a 7-9, choose one and it'll probably make it to a savvyhead's shop:
• You fix it quickly.
• You don't cause more serious longer term problems with it.
• You don't need any help fixing it.

I think I saw that somewhere: when you search your  pockets
and rucksack for something, roll+sharp. It has to be something
small enough to fit, and it can't be hi-tech. On a 10+, you happen to have just
the thing, or close enough. On a 7–9,  you happens to have
something pretty close, but it might worse for wear. On a miss, you used to have just the
thing, but it turns out that you traded it to somebody for something shiny.

Canny: when you roll to manipulate someone, roll+sharp instead of roll+hot.

You get:
• 2 handy weapons
• oddments worth 2-barter
• a scrapping kit (saws, wrenches, screwdrivers, etc. Some items in it can be used as weapons in a pinch)
• fashion suitable to your look, either fashion worth 1-armor or armor worth 2-armor (you detail)

Handy weapons (choose 2):
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• big knife (2-harm hand)
• sawed-off (3-harm close reload messy)
• machete (3-harm hand messy)
• crowbar (2-harm hand messy)
• magnum (3-harm close reload loud)

Everyone introduces their characters by name, look and outlook.
Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn, choose 1, 2, or all 3:
• One of them is your best customer. Tell that player Hx+2.
• One of them ripped you off, big time. Tell that player Hx-1.
• You think one of them is your ticket to a big opportunity. Tell that player Hx+2.

Tell everyone else Hx-1, by nature you're pretty cagey

On the others' turns:
• Whatever number they tell you, give it +1 and write it next to their character’s name. You survive by noticing small and important details.

At the end, find the character with the highest Hx on your sheet.
Ask that player which of your stats is most interesting, and
highlight it. ?e MC will have you highlight a second stat too.

Scrapper Special
If you and another character have sex, you can choose to promise to find them some particular thing. If you do, you get +1 forward and they act as if they rolled a 10+ to read a person on you.

Scrapper Improvement
__ get +1hard (max +2)
__ get +1cool (max +2)
__ get +1weird (max +2)
__ get a new scrapper move
__ get a new scrapper move
__ get a shop (workspace, detail) and crew
__ get 2 gigs (detail) and moonlighting
__ get a gang (detail) and pack alpha
__ get a move from another playbook
__ get a move from another playbook

1-barter will cover a month’s living expenses, if your tastes
aren’t too grand.
As a one-time expenditure, and very subject to availability,
1-barter might count for: any weapon, gear or fashion not valuable
or hi-tech; the material costs of a crash resuscitation by an angel;
repair of a piece of hi-tech gear by a savvyhead; a week’s hire of
the protective companionship of a battlebabe or gunlugger; a year’s
tribute to a warlord; a month’s maintenance and repairs for a hiperformance
vehicle well-used; bribes, fees and gifts sufficient to get

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