This is my second attempt to create a playbook; one more playable and less complicated. Hope you like it. Tell me what you think.
The Roadrunner
You are the one that keeps communities alive. running errands and keeping people in touch. Does not matter if is inside a city, a region or in the open wide roads ahead, you just can’t stay put. You are the one that goes where nobody dears and is successful in the delivery. When a Hocus wants to spread her message, a Maestro D’ looking for advertisement, a Chopper that can’t cross a terrain with his bike, or just someone who wants to send a letter to a distance relative is you who they call. Mail supplies, warnings you always deliver.
Creating The Roadrunner
Name
Dust, Dusk, Glover, Cat, Chance, Sunshine, (number), Pole-position, Wind, Lighting, Relámpago, Barry, Wally, Cliff, Mule.
Stats
Choose one set:
• Cool+1 Hard+1 Hot-1 Sharp+2 Weird-1
• Cool+1 Hard-1 Hot+1 Sharp+2 Weird-1
• Cool-1 Hard+1 Hot-1 Sharp+2 Weird+1
• Cool+1 Hard-1 Hot-1 Sharp+2 Weird+1
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, choose 1or 2:
• One of them help you in a difficult task. Tell that player Hx+2.
• One of them once stealth a package from you. Tell that player Hx-2.
Tell everyone else Hx=0.
On the others’ turns:
• Choose which character you think is the most trustworthy. Whatever numbers that player tells you, add 1 to it and write it next to the character’s name.
• Everyone else, whatever number they tell you, write it next to their character’s name.
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.
Look
Man, woman, ambiguous, transgressing, or concealed.
Scrounge biker wear, Military wear, vintage wear, signature wear
Weathered face, strong face, rugged face, handsome face, worm face.
Deep eyes, awake eyes, calculating eyes, warm eyes, sharp eyes, guarded eyes, cold eyes,
Strong body, hard body, energetic body, compact body
Moves
You get all the basic moves plus 2 more Roadrunner moves.
Gear
• Travelling gear (choose 3)
• a light weapon
• a second weapon
• oddments worth 2-barter
• fashion suitable to your look, including at your option a piece worth 1-armor (you detail)
Travelling gear (choose 3):
O A bike* (power+1 looks+1 1-armor weakness+1)
O A Pack-animal* (valuable, alive your detail)
O Flashlight (reload Hi-tech)
O Spyglass* (valuable, +1 Sharp When you take a look far, and/or “read a stich” trough it).
O Angel kit (2 stocks)
O Eyeglasses (worn valuable)
You may use these for +1sharp when your eyesight matters, but if
you do, without them you get -1sharp when your eyesight matters.
O Long gorgeous coat (worn valuable)
O Provisions for a while (food & water from 3 days to a week)
O Hand radio (valuable, hi-tech, reload)
O Environmental suit (valuable, +1 Hard against environment, optional 1-armor)
O A back-pack or bag with scavenged supplies (reload, +1 to Better safe than sorry move).
O Other at your discretion and MC approval.
*Counts as 2
Light weapon (choose 1):
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• magnum (3-harm close reload loud)
• sleeve pistol (2-harm close reload loud)
• smg (2-harm close autofire loud)
Second weapon (choose 1):
• big knife (2-harm hand)
• grenades (4-harm hand area reload messy)
• machete (3-harm hand messy)
• many knives (2-harm hand infinite)
• stun gun (s-harm hand reload)
• silenced 9mm (2-harm close hi-tech)
Improvement
Whenever 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 options. Check it off; you can’t choose it again.
__ get +1Sharp (max Sharp+3)
__ get +1hard (max hard+2)
__ get +1Cool (max Cool+2)
__ get +1 Hot (max Hot+2)
__ get a new Roadrunner move
__ get a new Roadrunner move
__ add a new Roadrunner move
__ get 2 gigs (detail) and moonlighting
__ get a move from another playbook
__ get a move from another playbook
The Roadrunner Special
If you and another character have sex, they gain 1-hold. They can spend it to have arrive at any time. You gain Hx +1 with that character.
Roadrunner moves
O Slippery bastard: When you move silent, unseen, roll + Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your 1-for-1 for remain undetected, if at all possible, while you take an action, including the following:
Cover your tracks,
Get close to someone or something
Hide or conceal yourself
Infiltrate a secure location
Snatch, pocket or conceal an item.
If you revel yourself, you lose any remaining hold. On a miss you are caught in the act of another bad position.
O Better safe than sorry: With preparation and the proper materials, you can create the necessities for life in the wastes. Choose a necessity: Food, water, shelter, clothing, medicine, simple weapon or armor. Roll + Sharp. On a 10+ choose 3; on a 7-9 choose 2:
It can be fashioned quickly
It will last for a while
It is of good quality, capable of adding a minor effect
It can supply a small gang
O Be quick or be dead: If you have less than 2 armor, you count as having 2 armor.
O Gossip: When you meet someone important (your call), roll + Sharp. On a hit, you have heard about them, the MC will tell you one thing. On a 10+, you get +1 Forward with them.
On a miss, you describe what you have heard and the MC will (Secretly) decide whatever it’s truth or not.
O See ya: 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.
O Calculate the odds: When you do something under fire, roll + Sharp instead of roll + Cool.
O ¡Hey! Don’t kill the messenger: When you take harm, make this move instead of making the normal harm move. Roll + harm taken. On a 10+, choose both. On a 7–9, choose 1:
• It’s not so bad. Take -1harm.
• Take +1forward against your attacker.
Treat a miss on this move as a 7–9 hit on the normal harm move.
O Precise instructions: when someone gives you proper detailed instruction in some specific task, take +1forward when undertaking that task on your own. If you merely assist them you help as though you had hit the roll with a 10+.