Thanks!
Of course! Like I said, it's nothing fancy.
When you work on something electric, that is not too complicated and that you know how to do, roll+sharp. On a 10+, choose three. On a 7-9, choose two. On a 6-, just one.
- It doesn't require additional parts worth 1-barter (otherwise it does)
- Nothing and no one gets hit by an electric shock (otherwise watch out)
- The results are lasting (otherwise it soon breaks down)
We paired that with a special gig move for his everyday farming, to set the stage for the player's idea of his character's life at the beginning of play. It's worked nicely so far.
When you toil at the farm for some time, roll+hard. On a 10+, you get basic supplies worth 1-barter, and choose two. On a 7-9, just choose two. On a 6-, choose one.
- You get basic supplies worth (an additional) 1-barter
- Nothing important on the farm breaks our gets worn out (otherwise it does)
- No one on the farm gets hurt or sick (otherwise someone does)
Again, nothing fancy or revolutionary, but it's nice anyway. :)
The payoff from farming pays for his lifestyle, and that represents his family also getting supported, of course.
EDIT to add: These might seem harsh, by the logic that a 7-9 should be basically a success, but here it's all about trying to make an honest living is hard. If the character wants easy scratch, he will just have to take down his assault rifle from the attic again, won't he? :)