This example is a somewhat edited version of the one in the book.
Marie is a brainer. She's also a really terrible person, but we'll set that aside for the moment. She will be the 'protagonist', if we can use that word, of our example of play. Keeler is another PC, a gunlugger who picked up a gang (and pack alpha
) with one of her advances.
I won't really be talking about how things work at the GM's end of things ... my rules are totally different from your rules. I don't even roll dice! Note, though, that you don't want to miss a roll (roll less than 7, after modifiers) in a dangerous circumstance - that's when I get to apply my nastier GM moves. See the thing with the grenade, below.
You might want to grab the player's refbook in order to read along. We'll be using basic moves and moves from the brainer playbook. We'll also be using the harm move
, which is currently absent from the player's refbook. Here is is:
The harm move
When you suffer harm, roll+harm suffered (after armor, if youre wearing any). On a 10+, the MC can choose 1:
Youre out of action: unconscious, trapped, incoherent or panicked.
Its worse than it seemed. Take an additional 1-harm.
Choose 2 from the 79 list below.
On a 79, the MC can choose 1:
You lose your footing.
You lose your grip on whatever youre holding.
You lose track of someone or something youre attending to.
You miss noticing something important.
On a miss, the MC can nevertheless choose something from the 79 list above. If she does, though, its instead of some of the harm youre suffering, so you take -1harm.
Note that PCs are tougher than NPCs. It's movie-style plot immunity ... you can take a couple bullets and walk away, but the other guy (if he's an NPC) probably can't. Not that you enjoy
taking bullets, but you can survive it to a certain extent (up to 6-harm, actually).
So when an NPC takes 1 harm, that's bad but probably not fatal. When an NPC takes 2 harm, that's likely fatal. 3 or more, and it's pretty much guaranteed to kill him, and probably right then and there.