I've worked this idea through a few cycles of revision with my homies at
Snail's Pace before bringing it here, but I want to see if there are any more good comments that arise from the scrutiny of a wider audience (or Vincent, even).
What I'd like to hear about:
- This character is supposed to be a bounty-hunter or master-thief kind of person. Is that obvious from the description and moves? If not, what should I be looking to change?
- Are there any outright flaws? I doubt it. I suspect there are merely bits of style that individuals won't like -- and that's fine. But if something is really borked, I'd like to know about it.
- I think that playbooks should (and the extant ones normally are very good at this) allow you to create at least a few quite distinct characters. Does this one do that?
- This doesn't seem like a particularly necessary post-apocalyptic trope. Is that a problem?
- Do you see ways to retool any individual moves so that they are more interesting?
- Would you consider playing this when presented with all the options? Why not?
- Anything else that I forgot or you think I ought to hear.
The FinderApocalypse World is dog-eat-dog. People are always stealing shit or running off. When folks need stuff, or need it back, they talk to you.
To create your finder, choose name, look, stats, moves and Hx.
Name:
Rhodesia, Ethan, Bail, Scout, Rover, Cycle, Skip, Dog, Queen, Rick, Domino, Scarecrow, Baby, Monkey
Look:
Man, woman, ambiguous, or transgressing
Utility wear, uniform wear, scrounge wear or luxe wear
Worn face, sharp face, cruel face, determined face, hard face
Clear eyes, suspicious eyes, unconcerned eyes, appraising eyes, hard eyes
Rangy body, sturdy body, stout body, strong body, small body
Stats:
Chose one set:
Cool-1 Hard=0 Hot+1 Sharp+2 Weird+1
Cool+1 Hard+1 Hot=0 Sharp+2 Weird-1
Cool=0 Hard-1 Hot-1 Sharp+2 Weird+2
Cool+1 Hard-1 Hot+1 Sharp+2 Weird=0
Moves:
You get all the basic moves. You also get
Single-minded pursuit and your choice of one of the other finder moves.
Finder Moves:
Single-minded pursuit: any time that you're not already
in pursuit, you can name a person or thing -- one of a kind or one of a type, and now you are. Make a note of it. Your quarry must be completely unknown or have gone missing. You'll be
in pursuit until you've reached your target or discovered it destroyed. Take +1 forward whenever you act directly in your pursuit. When the MC thinks you're ignoring your quarry, you'll be acting under fire -- your thoughts keep going to the hunt. When you do reach your quarry and are no longer
in pursuit mark xp.
In the zone: when acting in pursuit, you take +1 armor -- you don't have time to get hurt.
Ripcord: Once you've acquired the subject of your pursuit, you both get back home. Roll+weird. On a 10+, spend 3. On a 7-9, spend 1:
- you got home without taking damage
- you got home without being seen
- you didn't take forever getting home
- you remember how you got home
Gotta know where to look: find some place where you can think for a bit and name a person or thing -- one of a kind or one of a type, and roll+sharp. On a hit, you figure out where it is. On a 10+ you intuit some stuff about the surroundings or situation -- the MC will tell you what.
That one thing they need: any time you're using oddments for barter, it's worth one more. The thing you're trading might not generally be worth that much, but you know that this person really wants or needs what you've got.
In and out: when you're seizing by force, you're a racoon, not a bear. Roll+sharp instead of hard. One of the options you choose must be to take definite hold of your goal.
Connects the dots: you get +1 to sharp (sharp+3)
Hx:
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:
- Decide if you're involved in a steady marcantile operation or more of a special operative. If the former, tell everyone +1. If the latter, tell everyone -1.
On the others' turns use any, all or none:
- Choose a character you've done work for before. Whatever number they give you, give it a +1.
- Choose a character who has something you want. Whatever number they give you, give it a +1.
- Choose a character who stiffed you. Whatever number they give you, give it a +2.
Improvement:
__ get +1 cool (max cool+2)
__ get +1 hard (max hard+2)
__ get +1 hot (max hot+2)
__ get a new finder move
__ get a new finder move
__ get a new finder move
__ get 2 gigs (detail) and
moonlighting__ get a gang (detail) for operations, and
leadership__ get a move from another playbook
__ get a move from another playbook