This was my original post for the Red Shirt playbook. You can download it HERE, from my itch page.
CREATING A RED SHIRT
To create your Red Shirt, choose name, look, stats, moves, gear and Hx.
NAME
Branson, Carlisle, Chilton, Dern, Haskell, Hawk, Hendorff, Kaplan, Kenny, Leslie, Mallory, Marple, Monroe, Nell, Number Two, Number Nine, Rizzo, Tasha, Thompson
LOOK
Male, Female, Ambiguous, Hidden, or Transgressing
Display wear, scrounge biker wear, showy wear, casual wear, or vintage wear
Rugged face, sweet face, severe face, weathered face, or strong face
Dazed eyes, cold eyes, calm eyes, narrow eyes, or wide eyes
Compact body, wiry body, sturdy body, stout body, or fit body
STATS
Choose one set:
● 0=Cool, +1 Hard, +1 Hot, +1 Sharp, -1 Weird
● +1 Cool, +1 Hard, 0=Hot, +1 Sharp, -1 Weird
● 0=Cool, +1 Hard, 0=Hot, +1 Sharp, 0=Weird
● 0=Cool, +1 Hard, -1 Hot, +1 Sharp, +1 Weird
MOVES
You get all the basic moves. You get
Follower and
Respawn, then choose another Red Shirt move.
GEAR
You get:
• oddments worth 1-barter
• one firearm
• fashion suitable to your look, including at your option a piece worth 1-armor (you detail)
FIREARM
• 9mm (2-harm close loud)
• sawed-off (3-harm close reload messy)
• smg (2-harm close autofire loud)
HX
Everyone introduces their characters by name, look, and outlook. On your turn, describe yourself and your gang/crew. Choose another character as your leader. List the other character's names, except for your leader. You and your leader never share Hx with one another.
Go around again for Hx. On your turn, choose one or both:
• You've been trying to recruit one of them. Tell that player Hx+2.
• One of them betrayed your trust. Tell that player Hx-1.
Tell everybody else Hx+1, everybody knows who you work for.
On the other player's turns:
• Write whatever number they tell you next to their character’s name.
STARTING MOVES
Follower: you start as a follower of another player's character, you're either part of their gang or crew, subject to their approval, or you simply follow them. Your role within the gang or crew should be defined between you and the other player. Regardless they are your Leader. If you are in a position to help (or interfere) with your Leader, then you always help (or interfere) as if you rolled 10+. Your Leader can never highlight one of your stats at the start of a session.
Respawn: when you die, create a new recruit to join a gang/crew. This may or may not change your Leader. You may keep your moves and stats, but change your Name, Look, and Outlook as appropriate. Your Hx stays the same but everyone else's Hx with you resets to +0. You respawn with zero barter and a crowbar (2-harm hand messy) or a machete (3-harm hand messy), your choice. Lastly, hand your playbook to the MC and they can choose to erase then highlight new stats for you.
RED SHIRT MOVES choose 1
Nameless numberhead man: your presence alone can act as leverage for your Leader's manipulate rolls, and likewise your Leader's presence can act as leverage for your go aggro rolls.
Hold the fort: when you fight in your Leader's absence, you fight at +1harm or +1armor, your choice.
Miracle worker: you count as a crew all by yourself, for purposes of using a workspace or a garage. At the beginning of the session, roll+sharp. On a hit, you made +1barter from a recent job. On a 10+, the job benefits your Leader as well, the MC will describe how or give them +1barter too. On a miss, you're behind in your work and you owe somebody results, the MC will decide who.
I am the cavalry: when your leader marks 10 o'clock harm or higher you can arrive on the scene immediately, without any clear explanation why, by their side or in an advantageous position, your choice.
A friend in need: you get moonlighting with +1juggling. If your Leader has moonlighting, or picks it up later, then you can choose not to use it to give them +1juggling instead.
The burdens we carry: at the beginning of the session, you may ask the MC "Who is moving against my Leader and what will they do next?" and they will tell you, openly and honestly.
Death's head counsel: when you die you can prophecy the doom of the one who killed you at the hands of your Leader, roll+weird. On a hit, your Leader gets +1ongoing against your target. On a 10+, your Leader can choose to show up right now, with no clear explanation why, and you may choose to have your Respawn following them.
Dead drop: when you leave a coded message for your leader or their gang/crew, roll+sharp. On a hit, they will find it easily. On a 10+, they will understand it the moment they see it without the need to investigate further.
RED SHIRT SPECIAL
If you and another character have sex, mark 1xp. NPCs will begin following your Leader, just like you, and if they're a PC your Leader gets +1Hx with them.
NOTES
Harm clock only has 4 segments
Debilities are not available to Red Shirts
ADVANCEMENT
+1 cool
+1 hard
+1 hot
+1 sharp
+1 weird
get a Red Shirt move
get a Red Shirt move
get a Red Shirt move
get a move from another playbook
get a vehicle (detail) and no shit driver