I had this idea in the middle of the last game I played - when one of my characters got killed while I was retiring another character and suddenly had nothing to play
consider this a rough draft, comments and criticism welcome
CREATING A RED SHIRTTo create your Red Shirt, choose name, look, stats, moves, gear and Hx.
NAMEBranson, Carlisle, Chilton, Dern, Haskell, Hawk, Hendorff, Kaplan, Leslie, Mallory, Marple, Monroe, Nell, Rizzo, Tasha, Thompson
LOOKMale, Female, Ambiguous, Hidden, or Transgressing
Display wear, scrounge biker wear, showy wear, casual wear, or vintage wear
Rugged face, sweet face, severe face, weathered face, or strong face
Dazed eyes, cold eyes, calm eyes, narrow eyes, or wide eyes
Compact body, wiry body, sturdy body, stout body, or fir body
STATSChoose one set:
? 0=Cool, +1 Hard, +1 Hot, +1 Sharp, -1 Weird
? +1 Cool, +1 Hard, 0=Hot, +1 Sharp, -1 Weird
? 0=Cool, +1 Hard, 0=Hot, +1 Sharp, 0=Weird
? 0=Cool, +1 Hard, -1 Hot, +1 Sharp, +1 Weird
MOVESYou get all the basic moves. You get
Follower and
Respawn, then choose another
Red Shirt move.
GEARYou get:
? oddments worth 1-barter
? one common firearm (see list on p.421)
? fashion suitable to your look, including at your option a piece worth 1-armor (you detail)
HXEveryone introduces their characters by name, look, and outlook. Take your turn.
List the other character's names.
Go around again for Hx. On your turn, choose both:
? You follow one of them. Tell that player Hx+3 and their HX with you will never rise or fall from that number.
? You don't trust one of them. Tell that player Hx-1.
Tell everybody else Hx+1, everybody knows who you work for.
On the other players's turns:
? Ignore the number the one you follow tells you and write Hx+3 next to the character’s name instead.
? For everybody else, write whatever number they tell you next to their character’s name.
RED SHIRT MOVESFollower: you start as a member of another character's gang or crew, subject to their approval. Your role within the gang or crew should be defined between you and the other player. They are your
leader. At the start of the session you can declare one of the gang's vulnerable tags as inactive, and the MC is not allowed to use that tag during a hard move unless you fail a roll and it makes sense to use the tag against you. The player you follow can make any start of session moves at +1forward as if you rolled HX and hit 10+, only your presence as a follower is needed for this. If there are no gangs or crews for you to join at the start of a game, then you can join the first gang or crew that another player gets without needing to justify how or why.
Respawn: your Harm clock only has 4 segments and you can't take debilities, but if you die you can return as part of the same gang or crew with a new Name, Look, Outlook and all of the same Stats and Moves. You
respawn with zero barter and one common weapon, NOT a firearm (p.241) If you were not part of another player's gang or crew, you cannot
Respawn.
Pack Beta: when your
leader misses a
Pack Alpha roll, you can intercept the bid to replace them. Roll+hard. On a hit, you can take the brunt of whatever attack might be coming at them. On a 10+, take +1forward or -1 to your harm move, whichever is more appropriate.
Number One: when your
leader makes a roll+hard move that involves hold, they hold +1.
Miracle Worker: if your
leader has a
workspace, you count as a crew all by yourself. Any time they use their
workspace, the MC can't pick more than 3 requirements for a project but can still string all 3 together with "and."
I am the cavalry: when your
leader goes to 10 o'clock harm or higher you can arrive on the scene immediately, without any clear explanation why, by their side or in an advantageous position, your choice.
Backup planning: when your
leader rolls
moonlighting, they get +1juggling. If they don't have
moonlighting then you give it to them, pick a job from the list and tell them they have +1juggling with it, if they pick up up
moonlighting later then they get +2juggling instead.
The Burdens We Carry: when you
read a situation, you can always ask "who is going to move against _*_ next?" even on a miss.
_*_ is always the name of your
leader.