In the golden age, children grew up loved and well fed and inside a fucking home, with a family and all that shit. Now, you´re lucky if your parents don´t sell you for cattle, and a mentor, a home, or respect, is something you´ve got to fight for, ´cause nothing comes free. You, child, what are you willing to risk for it?
Choose one set:
Cool +1, Hard -2, Hot +2, Sharp +0, Weird +1
Cool +2, Hard -1, Hot +2, Sharp -1, Weird +0
Cool +1, Hard +0, Hot +2, Sharp -2, Weird +1
Cool +0, Hard -1, Hot +2, Sharp -1, Weird +2
Child moves: choose 3
PERSONAL ANGEL: when you take a killing shot (up to 12 in the harm-clock or more), roll+WEIRD. On a hit, you´ve been saved from death, and wake up in a circumstance chosen by the MC. On a 10+, that circumstance is favorable: saved by an expected or unexpected ally, to whom you owe now a big one. On a 7-9, you wake up caught and at the mercy of a totally unexpected savior, who wants something in return now. On a miss, you´re still dead or, if you take a debility, you wake up in the 7-9 hit circumstance.
LINKED: when you first meet someone importante (player´s call), you may roll+WEIRD to see how are you gonna be linked.
On a 10+, choose one from the list:
-Friend: +1 to manipulate.
-Lover: +1 to seduce.
-Protector: Automatic hold 2 over him/her, as in I´M JUST A CHILD move, and a +1 to use that move over him/her.
-Mentor: +Insight on you.
The bonus is permanent, unless the relationship changes completely or you end it.
On a 7-9, the MC may add an adjective to any of the above:
-Abused friend (abused by you?), envious friend, manipulative friend, desperate friend, etc.
-Obsessed lover, agressive lover, desperate lover, etc.
-Overzealous protector, jealouse protector, etc.
-Sadist mentor, misguiding mentor, etc.
+the bonus is not permanent: +1forward to manipulate, +insight only for one time, only 2 hold, not the +1 for I´M JUST A CHILD.
On a miss, the MC chooses one from the list:
-Bully: -1 to go aggro or seize by force.
-Master (either with or without sex): when he tells you to do sth, it´s like a PC hitting 7-9 to manipulate you (act under fire, or mark experience).
-Deceiver or Traitor: -1 to read him.
-Distrust: -1 to manipulate
-Indifference: -1 to seduce
SHOW SOME MERCY!: when you´re at someone´s mercy and want to avoid reprisal, humiliation or bullets, roll+HOT, for an NPC, or +Hx, for a PC. On a hit, they can´t shoot, punish or humiliate you. On a 10+, you have to pay or do something in return, and you have -1ongoing against them until you redeem yourself. On a 7-9, the same as above, plus you have a permanent -1ongoing against them, if NPCs, or they get Hx+2 w/you on their sheet, if PCs. On a miss, it´s MC´s or player´s call if they forgive you or not. If they choose to anyway, they get the 7-9 result.
I´M JUST A CHILD: when someone sees you suffering cruelty, pain or poverty, roll+HOT (if many ones see you, choose one to roll against him): on a 10+, hold 2. On a 7-9, hold 1 over him. Spend your hold to make them:
-Give you lodge, or a gift worth 1-barter
-Help you when in danger
-Forgive a debt, theft or betrayal
-Believe a blatant lie you tell them (if feasible).
-Pull down their guard on you on a critical moment.
On a miss, they see your true face: the MC will ask you 2 questions, answer them truthfully, plus you won´t ever be able to use this move over them.
FUCKING REBEL: When you act against good and honest advice given by other characters, mark experience.
DIRTY LITTLE HANDS: when you try to get something someone else already has, roll+COOL. On a 10+, you got it, you fled safely, no one noticed. On a 7-9, you got it and you fled, but someone noticed you, and word will be quickly spread about your action in that turf. Beware.
On a miss, treat it like an act under fire miss.
CANNY SCUM: roll+COOL to read someone when planning something tricky. On a 10+, hold 2; on a 7-9, hold 1. Spend your hold to ask questions from this list:
-What useful stuff does this one have I could steal?
-How might I deceive him best?
-What is he planning against me?
-How is his mind or attention vulnerable?
When you act on any of the answers given, you get a +1.
On a miss, he fully realizes your intentions, and acts accordingly.
EYE ON THE DOOR: the same escape-move the operator has...
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CHOOSE 1 MATURING CONDITION (always +2 max.)
-When someone you value dies, you get +1HARD.
-When you´re unexpectedly betrayed, you get +1SHARP.
-When you face unstoppable opposition and choose to back off, you get +1SHARP.
-When you lose suddenly what little you had owned, you get +1HARD.
-When you fail utterly in a personal goal, task or job, due to incompetence you get +1COOL
-When you see a favorable situation turned suddenly into disaster, you get +1WEIRD.
-When you´re deceived or convinced to do something terrible, you get +1SHARP.
-When someone you value loses his trust on you due to something you did to him, you get +1WEIRD.
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CHOOSE WHAT YOU´RE AFTER:
-A stable and new home
-A family
-Respect and consideration from everyone else
When you meet your first maturing condition, you´ll be able to buy with an advance what you´re after. In the case of a family, it´ll be a ally: mentor, and some friends and contacts; in the case of respect and consideration, it´ll be either a gang or followers, whatever suits best the moment, plus a clean reputation; in the case of a new home, it´ll be a house, 2-barter and 2 gigs.
When you get what you were after, you may change the playbook.
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SPECIAL MOVE: When you have sex for the first time, Mark experience and roll for the LINKED move, even if you don´t have it. Only the lover-like links are eligible. If the other character had the initiative (pushed you to have sex), roll with a -1.
When you have sex after the first time, roll+HARD.
On a 10+, you had a good time and didn´t remain entangled. +1forward.
On a 7-9, you had a good time but somehow remained entangled. He/she is now a master as the one in the miss list of the LINKED move.
On a miss, you had a bad time and remained entangled. He/she is a master, plus you have a -1forward
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ADVANCEMENT:
-Choose another growing condition
-Choose another growing condition
-Choose another growing condition
-Get a new Child move
-Get a new Child move
-Get a new Child move
-Get what you were after (ally, gang, followers or gigs)
-Get a second thing you´re after...
-Get a move from another playbook
-Get a move from another playbook
It´s been written in a hurry, I haven´t revised it yet properly, and it still needs to be tested. Any comments on it?