+1 Hard+3 Hot=0 Sharp+1 Weird-1
Man; mournful face, faraway eyes, still body.
Survival wear: boots, cut-off dungarees, a much patched leather vest reinforced with rivets (+1armor)
9mm (2-harm, close, loud); Joy, a four foot length of rebar with a wrapped leather handle, ground to a chisel point like a crowbar. (3-harm, hand, messy).
Clarity calls his main weapon “Joy,” but the name’s more significant than the item in particular. The last Joy was a machete.
Clarity wears a symbol of the past that could yet be reborn. It’s a large button with the Coca Cola logo on it.
: when you share your vision of the future with another player’s character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.Towering presence
: when you give someone an order or a warning, roll+hard. On a hit, they choose:
* they do it, following your order or heeding your warning.
* they freeze.
* they back away, hands where you can see them.
* they attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them.Clear eyed
: when you read a person
, roll +Hard instead of +Sharp.