Ok, this is version 2. I've implemented a number of the changes that have been suggested. Thanks to Gerald C, Shreyas, and Nuclear Bob for the input!
Changes in this version:
Adjusted stat lines so they all add up to +2 total
Swapped "Harmless" and "Remembering..." as required and optional moves
Simplified gear selection significantly
Changed "unreliable" and "rare-ammo" to gear tags
Added new move "Spot an Out"
Fixed a couple stats on things
Modified advancement options. Seems like there should be more, but I'm not sure where I want to take those. Being able to choose from other playbooks at will seems out of place for this character, being sort of old and set in his ways.
IntroducingThe CootNowadays it’s pretty rare you see someone walking around that was alive before it happened. Sure, plenty of folks you meet look to be about a hundred, but it ain’t time that wore them down.
Once in a great while, you may come across an old codger that came by his gray hair the old fashioned way – by living a long time. Most of ‘em are obviously crazy, driven mad by who knows what part of the psychic feedback that rushes in at unguarded moments. Most of the rest have been crippled by mistakes (made by them or others) when they weren’t spry enough anymore to get out of the way.
But there are a few old-timers that remain nimble and seem to have held onto most of their wits. Along the way they’ve picked up some tricks that keep them breathing in the newly harsh world. It’s likely that they have some memory of the before times, but they aren’t necessarily willing to talk about it. No, they’re just trying to make their way, same as everyone else, relying on what they have and what they can get.
CREATING A COOTTo create your coot, choose name, look, stats, moves, gear, and Hx.
NAMEJeb, Bent, Dag, Coon, Skiff, Walnut, H.D., Jersey, Fish, Wash, Duke, Dust
Mia, Font, Gin, Anista, Mae, Fox, Amalga, Albany, Carmel, Lake, Noely, Vita
LOOKMan, woman, wrinkled, dusty
Casual wear, utility wear, worn-out wear, vintage wear, or scrounge wear.
Wrinkled face, wise face, rough face, open face, tired face.
Clear eyes, penetrating eyes, suspicious eyes, sharp eyes, weary eyes, laughing eyes.
Bent body, wiry body, chunky body, slight body, lanky body.
STATSChoose one set:
- Cool+2 Hard-1 Hot-1 Sharp+2 Weird=0
- Cool+1 Hard=0 Hot=0 Sharp+2 Weird-1
- Cool+1 Hard=0 Hot-1 Sharp+2 Weird=0
- Cool+1 Hard-1 Hot-1 Sharp+2 Weird+1
BASIC MOVESYou get all the basic moves (see additional rules)
COOT MOVESYou get this 1:Remembering the Time Before: when you try to identify, ken, or determine the value of some artifact from the time before (something that most nowadays wouldn’t know from their ass), roll+Sharp.
On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 2:
- Who or what made this?
- What is its purpose?
- How do I work it?
- What’s wrong with this, and might it be fixed?
- What’s it likely to be worth to someone who can use it?
- What part or piece of it is most valuable to sell if it can’t be used as intended?
And choose 2:Looks Harmless Enough: when you try to manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+Sharp instead of roll+hot.
Crazy like a Fox: You get +1 Sharp (Sharp +3).
Play it Like You've Cracked: When you go aggro on a PC, roll+Hx instead of roll+hard. An NPC, roll+Sharp instead of roll+Hard.
Seen it Before: At the beginning of the session, roll+sharp. On a 10+, hold 2. On a 7–9, hold 1. At any time, you may spend a hold to take +1 forward on one roll+cool.
Spot an Out: Name your escape route and roll+sharp. 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.
ADDITIONAL RULESFor some reason or another, whether it’s age, an injury, or something else (you detail), you are either uninterested in sex or simply not able to do it. If you try and
seduce someone, take -1, and figure out what you’re going to do when you can’t follow through on their expectations.
A
hidden weapon is just that – a small, easily concealed weapon that will not be found in a quick pat-down, but will in a semi-thorough search.
GEARYou get:
- 1 Old gun that Suits You
- 1 Skinning Knife in a sheath (2-harm hand valuable)
- 1 hidden weapon
- Oddments worth 1-barter
- Fashion suitable to your look, including at your option a piece worth 1-armor (you detail)
An Old Gun that Suits You (choose 1):Engraved Smith & Wesson Schofield (3-harm close reload loud valuable)
Chrome Desert Eagle (3-harm close loud valuable rare-ammo)
Sig Sauer P226 with Silencer (2-harm close unreliable)
Sawed-off 870 Super Mag (3-harm close messy valuable)
Additional Firearm Tags- unreliable (mechanical, constraint): at the beginning of each session, roll+sharp. On a 10+, you’re lucky, no penalty this time. On a 7-9, hold +1, on a miss, hold +2. The MC can spend one of these hold at any time to have the weapon malfunction instead of fire, requiring a reload.
- rare-ammo (mechanical, constraint): at the beginning of each session, roll+sharp. On a 10+, you’ve got plenty of ammo for now. On a 7-9, you have enough ammo for one firefight/battle. On a miss, you’ve got jack for ammo this time around.
Hidden Weapon (choose 1):
- snubnose revolver (2-harm close loud reload)
- scalpel (3-harm intimate hi-tech)
- hidden dagger (2-harm hand)
COOT 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 improve, choose one of the following. Check it off; you can’t choose it again.
__ get +1cool (max cool+2)
__ get +1hard (max hard+2)
__ get +1hard (max hard+2)
__ get +1weird (max weird+2)
__ get a new coot move
__ get a new coot move
__ get 2 gigs (detail) and moonlighting