Yes, I just watched The Road Warrior again. What of it? As with my Metal Beast/Juggernaut, any and all comments are welcome (in fact, I think I took some of the ideas from other posts here - maybe someone suggested something like this special move already?)
In any case, I present The Feral Kid:
The Feral KidYou ain't got nothing, you ain't got no family, you just got you.
Creating a Feral KidChoose your name, look, stats, moves, gear and Hx.
NamesKid, Boy, Girl, Heya, Tiny, Scratch, Dirt, Annie, Rich, Daisy, Sammy, Knives.
LookBoy, girl, concealed, ambiguous.
Animal skin wear, scavenge wear, utility wear, ragged wear.
Dirty face, innocent face, feral face, hopeful face, sunburnt face.
Open eyes, distant eyes, hard eyes, sad eyes, squinting eyes.
Tough body, skinny body, dirty body, chubby body, beaten body.
StatsChoose one set:
Cool+2, Hard+1, Hot=0, Sharp=0, Weird=0
Cool+2, Hard-1, Hot-1, Sharp=0, Weird+2
Cool+2, Hard=0, Hot-1, Sharp+1, Weird+1
Cool+2, Hard=0, Hot+1, Sharp+1, Weird-1
Basic movesYou get all the basic moves.
Feral Kid MovesYou get this one:
- Little: When you squirm through a tiny space, roll +Cool. On 10+, you can get in and/or out of some place without being seen. On a 7-9, choose 2: you get in; you get out; you aren't spotted; you escape your bonds.
Then pick two of these:
- Just do it: When you just attack someone, without considering the consequences, roll +Cool instead of +Hard for your first go aggro or seize by force roll.
- Fast little bugger: If you have less than 2 armour, you count as having 2 armour.
- Player: You can roll +Cool instead of +Hot when you manipulate someone.
- Hungry: When someone helps you – offers food, shelter or healing – without hope of payment, you mark experience. If they are a PC, they gain +1 Hx with you.
- Harmless: When someone tries to hurt you, roll +Hot. On a 10+, they can't bring themselves to go through with it. On a 7-9, they choose one: you run away; they inflict little harm (-1 harm); they take -1 forward; they knock you down without inflicting harm.
- I'm helping! When someone is in a spot, you can roll +Cool. On a 10+, you are there with everything you need and in a good position. On a 7-9, you're there but (choose one): you're unprepared; you are in the line of fire; you take -1 forward.
GearYou get clothes appropriate to your look (worth armour-1 if you want), and one freaky weapon.
Freaky weapons (choose 1):
- Stainless steel boomerang (2-harm close/far returns messy) and an armoured glove.
- Scythe on a chain (2-harm hand/close area messy)
- Hatchet with spikes (2-harm hand messy)
- Sawn-off shotgun (3-harm close messy loud)
- Grenades (3-harm close area messy loud)
- Gloves with knives on them (3-harm hand messy)
- Speargun (3-harm close slow reload)
HxEveryone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names.
Go around again for Hx. On your turn, choose 1, 2 or all 3:
- Pick who you admire the most, tell them Hx +3.
- Pick someone who is most like the parent you want, tell them Hx +3.
- Someone helped you out when you were hungry, tell them Hx+2.
Everyone else, you stay distant from. Tell them Hx -1.
On the others’ turns, if you picked a person to admire or a person who is like a parent, whatever number those people tell you, add 1 and write that down. Everyone else, subtract 1 and write that down – you keep your distance from everyone else.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.
Special MoveWhen you have sex with another character, you've grown up. Choose a new playbook immediately (just like the ungiven future advance).
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 +1hard (max hard+2)
__ get +1hot (max hot+2)
__ get +1sharp (max cool+2)
__ get +1weird (max weird+3)
__ get a new feral kid move
__ get a new feral kid move
__ get 2 gigs (detail) and moonlighting
__ get followers and fortunes
__ get a move from another playbook
__ get a move from another playbook
BarterIf you’re charging someone wealthy for your services, 1-barter is the going rate for: one valuable item stolen, a month's work doing scavenging or similar.
1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury; any weapon, gear or fashion not valuable or hi-tech; repair of a piece of hi-tech gear by a savvyhead; a year’s tribute to a warlord; bribes, fees and gifts sufficient to get you into almost anyone’s presence.