Well, I've criticised other people's playbooks a fair amount before, guess it's time to put my barter where my mouth is.
Inspiration is partly the Spectacle's excellent 'moment of clarity' move, partly the Touchstone, and partly the 'wandering loner' archetype, such as seen in the old 'Kung Fu' TV series. Apologies if anyone's trod similar ground before.
Some bits of this, I really like. Others, I just couldn't think of anything better.
The Seeker
Violence. Everywhere you go, it's nothing more than a tool for the strong to oppress the weak.
But it's more than that. Much more. You don't know what it is. But you intend to find out.
One fight at a time.
Name
Windy, Ichi, Knuckles, Bear, Lee, Combo Breaker, Roy, Jet, Chuck, Laughing Chan, Stripes, Cassius, Thumper, Dempsey, Mr. One-Two, Slugger.
Stats
Cool: +0 Hard: +2 Hot: -1 Sharp: +2 Weird: -1
Cool: +1 Hard: +2 Hot: -1 Sharp: +0 Weird: +1
Cool: -1 Hard: +2 Hot: +0 Sharp: +1 Weird: +1
Cool: +2 Hard: +2 Hot: -1 Sharp: -1 Weird: +0
Moves
You get all the basic moves.
You take 'My game, my rules' and 2 other seeker moves
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:
One of the other characters is relying on you to help them. Tell them Hx +3.
One of them views violence as a mere tool. Tell them Hx -2.
One of them has helped you out before, against their better judgement. Tell them Hx +1.
On the others' turns:
One of them doesn't understand violence, and you're going to teach them. Ignore what they say and write Hx +3.
Look
Man, woman, transgressing.
Ragged wear, showy wear, robes, leathers.
Kind face, naïve face, worn face, angry face, determined face.
Serene eyes, piercing eyes, blind eyes, tired eyes.
Strong back, tattooed back, heavily muscled back, weathered back.
Seeker Special
When you have sex with someone else, they mark XP, but are subsequently targeted by enemies. You have +1 ongoing in attempts to protect/rescue/avenge them.
Advancements
Get +1 Cool (max +2)
Get +1 Hard (max +3)
Get +1 Sharp (max +2)
Get +1 Weird (max +2)
Get a new seeker move
Get a new seeker move
Get a move from another playbook
Get a move from another playbook
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Get +1 to any stat (max +3)
Walk off into the sunset
Create a second character to play
Change your character to a new type
Choose 3 basic moves and advance them
Advance the other 4 basic moves.
Moves
My game, my rules
When unarmed and unarmoured, you count as a large gang when defending against gunfire and a medium gang against melee weapons (except bare fists). This goes down to medium and small respectively if you're wielding a melee weapon. In addition, your bare fists do area AP damage.
The Truth in these two fists of mine
When you go aggro on someone in melee, you can not only change what people do, but also what they believe. This needs to be a fundamental truth, such as 'it's better to be loved than feared', and you need to believe it to be true yourself.
Physical communication
When studying someone fight using their full strength and cunning (i.e. not a gunfight), against you or someone else, you can roll +Hard to Read a Person and ask questions without any verbal interaction. In addition to the usual questions, you may also ask 'Why do you fight?'.
At one with the world
When meditating peacefully, you gain augury with your own body as an antenna.
A new beginning
When improving one or more people's lot in life in a significant manner, or giving someone a new start, perspective or direction in life, in a significant and fundamental way, mark XP.
Finishing old business
When your harm clock goes to 12:00, instead of dying, clear the clock back to 0:00 (ignoring any remaining damage), but when the current confrontation is over (which may or may not be more than just the current fight), you walk off into the sunset, never to be seen again.
Unbreakable
You gain XP when you take a debility. In addition, once per session, for one scene, you may ignore the effect of any debilities you have.
Honestly, I'm more than half tempted to move 'Finishing old business' and 'Unbreakable' to the 'cool stuff inherent to the character' area, equivalent to the Touchstone's 'go among the people' stuff, but I'll leave them where they are for now.
Fundamentally, this character is designed to appear, get up in everyone's business, destroy all the status quos, then wander off into the sunset. Let me know your thoughts.