You might know about my earlier attempt at a playbook, the Abacus, who was a kind of stealthy hitman type. That one failed to take off - mostly because no one, including myself, was able to point at what exactly the playbook was supposed to be doing.
Well, now I've redone it completelly. Instead of being a cool loner assassin type, instead he's now basically a middle manager - a guy who is all about social leverage and the inability to use it gracefully.
You will find yourself caring a lot more about where and how barter is flowing, and you will be very capable of putting other people into trouble while remaining relativelly safe yourself. You lack the ability to have a "final say" in matters, though, and things ought to get away from you unless you take care of various troublesome details well in advance.
You can play post-apoc middlemanagers, loan sharks, dealers and brokers with him.
Inspirations were the Wolf from Pulp Fiction, Buddy from Swimming with Sharks, Fennyman from Shakespear in love, and my own burning inner desire to make a jerk playbook that doesn't screw the other characters.
Names:
Joe, Gray, Moss, Pierce, Case, Jules, Mirth, Rain.
Adams, Bach, Carter, Evans, Young, Thomas, White, Price.
QED, Once, Boss's Man, Mirror, Thirteen, Pi, Carver.
Looks:
Man, Woman, or concealed.
Formal wear, vintage wear, casual wear, signature wear, or luxe wear.
Concealed face, sharp face, stern face, fat face or forgettable face.
Deep eyes, dead eyes, calculating eyes, wise eyes, weary eyes.
Tall body, wiry body, pudgy body, crippled body, hard body.
Stats:
Cool+2 Hard-1 Hot-2 Sharp+2 Weird+1
Cool+2 Hard0 Hot-1 Sharp+1 Weird+1
Cool+2 Hard+1 Hot0 Sharp+1 Weird-1
Cool+2 Hard+1 Hot+1 Sharp-1 Weird0
Abacus's network -
By default, your network costs 2-barter maintenance per session and provides you with services as per your professional agreement. Missing payments means no more service, no more respect. Pick two:
* You've got a rare contact (maybe Milk) for something luxe or rare, like weapons, drugs or transportation.
* You've got two no-nonsense enforcers (maybe Vega and Ezekiel).
* You've got an understanding with the local warlord (maybe Jonathan) that you're the gatekeeper of something necessary, like food, medicine, or gear.
* You've got a front or a patsy (maybe Quentin).
* You've got cachet and an envoy (maybe Trigger) with the distant looming threat (maybe Greer's gang).
Moves:
Pick two:
In the pocket - at the beggining of a session, roll +cool. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to have someone in your network make a move for you as if you were there to do it.
Swimming with sharks - if whoever's in charge around here owes you, you can cash in the debt to use +sharp instead of +hard to aggro, using their retribution as a weapon.
Options - you can spread 1 barter around once per session, getting 1 extra hold any time you get hold for the rest of the session.
Keeping tabs - you can read the sitch regarding anything you spent barter on, even if you're not there.
Served cold - when using time and manpower to pursue someone, roll +cool. On a hit, hold 3. On a 7-9, hold 1. Spend hold 1 for 1 throughout your pursuit to:
* Find the least loyal member of their group.
* Trap, imprison them or remove an escape route.
* Put something left unprotected in danger.
* Hide something important or dangerous in plain view.
Special:
When you have sex with someone, either you get 1 hold on them or they get 1 hold on your network as per In the pocket rules, their choice.
Advancement: The usual, details pending, plus:
Retire as a threat.
Cool+3.
You also get some unimpressive weaponry to start with, and a whopping 5 barter. Improvements might get you a small hold or a moonlighting crew, both of which will benefit from the Network move.