Friday, November 27, 2015

introducing the Commander

CREATING A COMMANDER
To create your Commander, choose name, look, stats, moves, gear and Hx.

NAME
Adam, Alistair, Amazon, Artemis, Bonny, Capone, Card, Cowboy, Duke, George, Gordon, Greta, Gunderson, Hannibal, Hartman, Hiller, Jack, Lee, Lydia, MacReady, Miles, Mother, O'Neil, Rico, Shepard, Skull, Snowball, William

LOOK
Male, Female, or Transgressing
Combat armor wear, formal military wear, scrounge camo wear, or vintage luxe wear.
Strong face, scarred face, grave face, brooding face, or pained face.
Calculating eyes, cold eyes, forgiving eyes, sharp eyes, or weary eyes.
Stout body, massive body, sturdy body, or wiry body.

STATS
Choose one set:
● 0=Cool, +2Hard, 0=Hot, +1Sharp, 0=Weird
● +1Cool, +2Hard, +1Hot, 0=Sharp, -1Weird
● -1Cool, +2Hard, -1Hot, +2Sharp, 0=Weird
● 0=Cool, +2Hard, +1Hot, +1Sharp, -1Weird

MOVES
You get all the basic moves. You get Sir, Yes Sir and 2 more Commander moves.

GEAR
You get:
● a squad (a small gang, detail)
● one military weapon
● fashion suitable to your look, including a piece worth 2-armor (you detail)

MILITARY WEAPON
● sidearm pistol (2-harm close loud reload)
● assault rifle (3-harm close loud autofire)
● antique rifle (2-harm far loud) with bayonet (2-harm close)

HX
Everyone introduces their characters by name, look, and outlook.
Go around again for Hx. On your turn, choose both:
● You work with one of them frequently and have become good friends. Tell them Hx+2.
● You don't trust one of them. Tell them Hx-2.
Tell everybody else Hx-1, you're mercurial and difficult to understand.

On the other player's turns:
● Write whatever number they tell you next to their character’s name then subtract 1.

STARTING MOVES
Sir, Yes Sir: your squad is your gang, same difference. When you command your gang directly, you can make basic moves with them or through them. At the MC's discretion any move that misses with your squad may result in them faltering, failing, or questioning your orders.

COMMANDER MOVES choose 2 more
Blue Falcon: when you roll+hard and get a miss, if the MC agrees that the context is appropriate, you may sacrifice one of your squad to change the result into a 10+.

Cleared hot: when you take harm, you may choose to have your squad respond to your attacker immediately and violently, roll+hard. On a hit, choose two. On a 10+, all three.
● members of your squad get between you and your attacker
● your squad inflicts harm on your attacker
● your squad doesn't suffer harm
On a miss, your squad is caught flat-footed and vulnerable.

F.U.B.A.R.: when you suffer harm, you can have members of your squad take the harm instead and roll+hard. On a hit, you can reduce the harm by 1. On a 10+, nobody will die from it, regardless of how much harm it was.

Oscar Mike: when you or your squad move across hostile ground, roll+hot. On a 10+, you make it to your destination without incident. On a 7-9, you leave something (or someone) behind along the way.

Sitrep: when you or your squad are caught by surprise or ambushed, roll+sharp. On a 10+, hold 2. On 7-9, hold 1. Spend hold 1-for-1 to do the following during this exchange:
● your squad finds good cover, they take +1armor
● you press forward and advance, give yourself +1harm
● regroup and recover, take +1ongoing to acting under fire

Voluntold: when someone in your squad questions you, mutinies, or attempts to abandon the squad roll+sharp. On a hit, they fall back in line. On a 10+, hold 1. Spend your hold to take +1forward on any roll involving your squad. If you still have your hold at the end of the session, mark 1 experience.

Whiskey Tango Foxtrot: when you are in the thick of combat, roll+weird. On a hit, you may ask any one question of the MC as if you just read the sitch (advanced). On a 10+, you can reposition yourself or your squad to a new vantage point, with or without any real explanation of how it was accomplished.

COMMANDER SPECIAL
If you and another character have sex, reset your Hx with each other to 0.

SQUAD
By default, your squad is about 12 soldiers with simple weapons who obey your commands to the best of their ability (2-harm gang small 1-armor). Then, choose 2:
• your squad consists of 25 or so soldiers. Medium instead of small.
• your squad’s well-armored. +1armor.
• your squad is well-disciplined and rarely questions your authority. Add +loyal.
• your squad’s self-sufficient, able to provide for itself by scavenging. It gets +rich.
• your squad is knowledgeable and well-traveled. Add +insight.
• your squad has decent weaponry. It gets +1harm.
And choose 1:
• your squad’s weapons are in bad shape and need constant maintenance. The gang is -1harm.
• your squad is young, wild, and reckless. Want: +unruly.
• you and your squad are in significant debt to someone more powerful. Vulnerable: obligation.
• your squad can't keep their genitals in check. Vulnerable: disease.
• your squad are not real soldiers, you've conscripted them to your mutual cause. The gang is -1armor.

ADVANCEMENT
• +1cool (max+2)
• +1hard (max+3)
• +1sharp (max+2)
• get a new Commander move
• get a new Commander move
• pick a new option for your squad
• get a holding (detail) and wealth
• get 2 gigs (detail) and moonlighting
• get a move from another playbook
• get a move from another playbook