Pepper

HARD-1

SHARP+2

WIERD+2

### SCAVENGE

In addition to good luck and a green thumb, you have a calculating streak and you know how to wring the most out of what you have.

## **BIO**

Pepper przeżyła całe swoje życie jako Opiekunka, czyli osoba zajmująca się potomstwem ludności Śnieżnej Pustyni i Podziemi.

Teraz, gdy zakończyła swoją posługę, postanowiła nadrobić lata spędzone w Oazie i zwiedzić świat.

**OPIEKUNKI**

Jest to prastara organizacja zajmująca się opieką nad dziećmi. Księga Nauk Opiekunek datuje powstanie tej organizacji na długo przed założeniem Źródeł.

Opiekunką zostaje się poprzez dziedziczenie - po śmierci seniorki rolę obejmuje jej córka lub córki. Kobiety pozostają w stałym kontakcie ze swoimi Przodkiniami - najwybitniejsze postacie z danej linii zasiadają w Kręgu Dziesięciu Pokoleń. Synowie nie mogą zostać Opiekunkami. Jeżeli seniorka nie posiada dzieci, jej linia wygasa.

Krąg Dziesięciu Pokoleń Pepper:

FydaraGenjaBenjaGrannaHaomaJubyKarienaLajaMaraSaibba
### **YOUR CHILDREN**

 DOC

1/3
### **GEAR**

/1-armor/
/opis **opis**/

### **POTENTIAL WEAPONS AT HAND**

* Box cutter (2-harm, intimate)
* Butcher’s knife (2-harm, hand)
* Crowbar (2-harm, hand, brutal)
* Hatchet (3-harm, hand)
* Shovel (3-harm, hand, brutal)

## **MOVES**

### **AGAINST THE ODDS**

When you’re backed in a corner, roll+Aggro. On a 10+, choose 1:

* You have an unexpected ally. Ask the MC who it is.
* You have a desperate opportunity. Ask the MC what it is.
* You have a sudden realization. Ask or tell the MC what it is.
* You fnd reserves of speed, strength, or endurance. Tell the MC what you can do.
* You have a piece of amazing luck. Ask or tell the MC what it is.

On a 7–9, the MC chooses 1 for you. On a miss, sorry, you’re good and cornered.

### **INHERITOR**

When you were yourself a child, one of your forebears taught you patience, perspective, and careful thought. When you take time to reﬂect, it is as though you can sit with generations of your forebears in counsel, though of course they’re gone. Treat them as ***advisors*** and your reﬂection as ***insight.***

### **STANDING ACROSS THE THRESHOLD**

You get +1Ψ (max 2-Ψ).You can ***confront*** the world’s psychic maelstrom as though it were a person. You can also ***interrupt*** it. Don’t expect it to beg for your mercy.

### **HEALING TOUCH (THE MEDIC)**

Put your hands on someone injured and roll+Weird. On a 10+, choose 3. On a 7–9, choose 2:

* Your touch takes their pain away.
* • Your touch heals their tissue damage and stops their bleeding.
* • Your touch knits their bones back together.
* • Your touch removes their disease or purges their infection.

…And ask the MC whether they heal 1-harm or 2-harm. On a miss, you take their pain away, but they heal 0-harm.

### **THERE IN EXTREMITY**

When the life of someone you care about becomes untenable, you are there, no matter the barriers, with or without any clear explanation of how you got there. If you prefer to be there in psychic presence only, not bodily, you can choose to be. For NPCs, consider their life to become untenable when they’ve taken 2- or 3-harm, dangerous d-harm, or life-altering Ψ-harm.

### **YOUR'S ENEMY METHODS\* (THE VIGILANT)**

You get +1Ψ (max 2-Ψ). By concentrating with violent intent, you can use your brain as a weapon. It inflicts ap harm equal to your Ψ (note: not Ψ-harm), at hand’s reach (harm=Ψ hand ap).

*\* This is a highly interruptible move.*

### **MOTHER BEAR**

When you do battle, no matter what you roll, you get +1hold against your enemy, which you must spend to guard someone. If there’s no one to guard, you don’t get the bonus. When you read a person, as a free additional question, always ask:

* Where are you hurting?

## **ADV**

* Get +1Aggro (max Aggro+3).
* Get +1Cool (max Cool+3).
* ~~Get +1Sharp (max Sharp+2).~~
* ~~Get a new Undaunted move.~~
* ~~Get a new Undaunted move.~~
* Establish a **following** and get **devotion**.
* Establish a **gang** and get **leadership**.
* Establish a **holding** and get **wealth**.
* ~~Get a move from an unused playbook.~~
* ~~Get a move from an unused playbook.~~

### **AFTER 5**

* ~~Get +1 to any stat (max stat+3).~~
* ~~Get +1 to any stat (max stat+3).~~
* Unlock a gamechanger.
* Create an additional character to play.
* Retire your character to safety