Cool+1 Hard+3 Hot=0 Sharp+1
Weird-1Man; 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.
MOVES:
Visionary: 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.
Comments
Clarity preserves the scattered bits of knowledge, utility, beauty that he comes across, preserves them in anticipation of a time when these relics of the past might be brought together to rebirth the world. He has no illusions that he will see that time... life is brutal and no one survives. However, he does have something that can only be called faith. A quote from Canticle might show what I'm thinking on that front:
Cinch: +3
Thirds: +1
"Visionary" Hold:
Cinch: 2
Rue: 2
Current XP: 4
x get +1hard (max hard+3)
_ get +1cool (max cool+2)
_ get +1hot (max hot+2)
_ get +1sharp (max sharp+2)
_ get a new touchstone move
_ get a new touchstone move
_ get a followers (detail) and fortunes
_ get a gang (detail) and leadership
_ get a move from another playbook
_ get a move from another playbook
_ get +1 to any stat (max stat+3)
_ retire your character (to safety)
_ create a second character to play
_ change your character to a new type
_ choose 3 basic moves and advance them.
_ advance the other 4 basic moves.
Current Harm: 6 o'clock