The Damaged
This world is harsh for everybody, and those it doesn’t kill, it doesn’t necessarily make stronger. Maybe you were abandoned, maybe you saw too much, maybe the psychic maelstrom hit you enough to make you crazy but not enough to be a visionary. You stay alive, scraping along on this and that. Most people ignore you, and most of the time you prefer it that way.
But somewhere inside you there’s something no one recognizes, something that one day might change the world.
Creating a DamagedTo create your Damaged, choose name, look, stats, moves, gear, and Hx.
NameKid, Tommy, Betsy, Flowers, Old Chris, Rummy, Cap’n, Jesse, Haywire,
Look
Man, woman, ambiguous, transgressing, or concealed.
Casual wear, tattered uniform, survival wear, fantasy wear.
Innocent eyes, bloodshot eyes, no eyes, haunted eyes, weeping eyes.
Cute face, sad face, blank face, haunting face, screaming face, or gaunt face.
Young body, broken body, scrawny body, worn-out body, .
StatsCool=0, Hard=0, Hot-1, Sharp+1, Weird+2
Cool=0, Hard=0, Hot-1, Sharp+1, Weird+2
Cool=0, Hard+1, Hot=0, Sharp=0, Weird+2
Cool=0, Hard+1, Hot-2, Sharp+1, Weird+2
Basic MovesYou get all the basic moves.
Damaged MovesYou get these 2:
Just a...Pick one of the following:
- Kid: 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.
Addict: Each day, roll +cool. On a hit, you take +1 forward for the day. On a miss, you either lose 1-barter getting your fix, or you take -1 forward for the day.
Burnout: Pick another playbook, and one move from that. Roll +cool. On a success, you can use that move once
Crazy: +1 Weird, -1 Sharp
Not worth a bulletIn combat, as long as you don’t Go Aggro or Sieze by Force, no one can do the same to you either.
And choose 2 more:
You mean like this?When another character fails to gather information or acquire a resource, you can roll +sharp to succeed where they failed
Ear to the GroundPeople tend to ignore you and sometimes they let information slip. When you read a situation or person, roll +weird instead of +sharp
Amscrayname your escape route and roll+cool. On a 10+ 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.
Fools, children and drunkardsWhen you do something Under Fire, roll +weird instead of +cool.
GearYou get:
- One small knife (1-harm hand)
Oddments worth 1-barter
Fashion suitable to your look (you detail).
HxEveryone introduces their character by name, look, and outlook.
List the other character's names.
Go around again for Hx. On your turn:
Tell everyone Hx+1. People may not like you, but everybody knows you.
On the others' turns choose the player with the highest hot and tell them Hx+4. If it's a tie, choose. You pick one person as your protector.
Damaged SpecialIf you and another character have sex, your Hx with them on your sheet goes immediately to +3, and they immediately get +1 to their Hx with you on their sheet. If that brings their Hx with you to +4, they reset it to +1 instead, as usual, and so mark experience. This works even on the Battlebabe.
Damaged ImprovementWhenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
Each time you choose to improve, choose one of the following. Check it off, you can't choose it again.
__ get +1 cool (max +2)
__ get +1 hard (max +2)
__ get +1 sharp (max +2)
__ get a new Shifted move
__ get a new Shifted move
__ get a new Shifted move
__ start a new playbook. The Damaged has been transformed. The Kid grows up, the Addict sobers up, the Burnout gets his mojo back, the Crazy learns to use her abilities
BarterBy a combination of scrounging, begging and menial jobs, you can sustain yourself but with no surplus. On a cool roll, you can have 1-barter to spare