, Hard +2, Hot +2, Sharp +2, Weird -2*
A wiry man with sharp eyes set into a stern face. Casual wear, denim and linen, and an old leather jacket heavily patched with undyed canvas (1-armor). Though he might kit out more specifically in time of war, he keeps 2 no-nonsense weapons close at hand: his smg (2-harm close autofire loud) and his machete (3-harm hand messy). [2-barter]
He is just about as old as anything in this world, born right around the time the last world ended. And he's lived the world's decline, fought in its wars, watched as the armies fell apart into gangs of brutes. He was part of that, even, going on the road with the men who'd follow him, eventually stopping here and settling, carving out his own domain in the mist-shrouded mountains along the sea.
There were other gangs, other warlords, but Uncle's Riders had grown strong in their years on the road, and they brought a kind of fast, brutal war to the region that Uncle's rivals for control were completely unready for. After several years of vicious, generally-victorious skirmishes, Uncle could demand tribute from essentially every settlement in communication with his holding. Secure in his power, he governed, he lived, he began a family.
Then Dog Head showed up. He came alone, actually, or close enough ... starting small with exiles and malcontent as he built up his gang, staying under Uncle's radar. Dog Head was a monster, pure and simple, but he was also possessed of a low animal cunning and a keen understanding of what this world had become. He was able to hide from Uncle at first, gathering his power in the wilds, in places where the ghosts drove off prying eyes.
When their war began in earnest, Uncle found Dog Head's unpredictability difficult to deal with, losing significant territory in the first year of their conflict. Dog Head was frankly crazy, improvising tactics and dealing with weird things in the dark of the woods. Uncle had to change tactics, grinding the war down to a stalemate bought with bullets and wire, fought in mud and mist.
It took years of raids and reprisals before Uncle managed to build back up enough momentum to roll over Dog Head's forces. In that time, Uncle changed, becoming more entrenched in his preferences and dogma. The war became not just a territorial squabble, but a test of his methods ... of his ability to impose rational order on his surroundings. He was more-or-less obsessed with destroying Dog Head, isolating himself from his family and urging his men to newer heights of savagery.
Dog Head is gone, but the scars he carved still remain. Uncle has reclaimed much of the territory Dog Head had seized, but not all, and a number of fringe settlements had left the fold on their own during the course of the war. And while Dog Head's gang was shattered, it was not erased: smaller bands roam the forests and valleys, stealing and murdering where Uncle is weak.
And Uncle himself finds himself at a loss now that the war is over. His men are hungry for more blood, but the dangers now are a hundred thorns, not a monolithic threat he can muster an army against. His resources are depleted, as well. And when it comes down to it, Uncle has obsessed over war for so many years that he doesn't know what to do with relative peace.- History -
Gritch +1, June+1, Marlene +2, Navarre +3, Sketch =0, Spector +3
Gritch, the ghost hunter, has been with Uncle since before, back in the war. That makes him the devil Uncle knows, and a devil like Gritch is useful, the way the world's gotten fucked up. That said, it's not like Uncle actually likes or even quite trusts the man. Gritch is useful, but Gritch is also trouble. For now, the former outweighs the later, but it might not actually take that much for the scales to shift.
Uncle hates the idea that someone might be riffling around in his skull, and if Gritch crosses a line their shared history won't count for shit.
Marlene, Uncle doesn't know about. She's here, and that monster hovercraft of hers is damn useful, but he's not yet sure how much she can be counted on. Still, she's clearly a fine woman: standing strong, taking care of her family, in control of her situation. And that face, right? Uncle would maybe be looking to get more familiar with her, were it not for the potential for trouble she represents. Because one thing's for sure ... Uncle can't let her leave. Not with that war machine of hers, he can't.
Navarre is an unexpected gem. Uncle figured, hey, no harm in recruiting off the enemy, and the turncoat's information was vital to getting set up to turn things around on Dog Head. That's all he really wanted out of Navarre, but it turns out that the kid is actually really fucking competent
(which is distressingly hard to come by) and not too demanding either. So, yeah, invest in keeping him happy and settled, use him as a valued and largely non-expendable resource.
Still, if he turned on Dog Head, he might turn on Uncle. Uncle can't trust him until he figures out what it would take for Navarre to revisit his loyalty problems. A dog that might yet bite you can only be considered so useful.
Spector ... is an issue, for Uncle. He predates Uncle's presence in the region, and actually represents a secondary figure to rival Uncle's authority. Still, he's never made trouble, only offered advice, tutored Uncle's children, and helped out in a hundred other little ways over the twenty-some years Uncle's been here. He messes about with the weird and unnatural, and Uncle doesn't like that so much, but at the same time Uncle needs reliable advice on those subjects (and Gritch is, shall we say, less rational in his dealings with the weird). He might even be Uncle's best friend, if Uncle has such a thing.
When it comes down to it, though, it is this: Uncle is smart, cunning, clever. But he doesn't know
things. He's a jumped-up thug, lucky to be literate, and he knows it - that's why he sends his children to learn from Spector. Spector's knowledge and interests range wide, and his advice helps to make sense of a world that, for Uncle, holds far too many secrets. And there's nothing, but nothing, that Uncle hates so much as feeling lost.
That's why Uncle hasn't said anything about Pamming. It's also really why Spector's possession of Pamming bothers Uncle out of proportion with the issue. With anyone else, he would
have said something, and he knows it.
Hardholder special: If you and another character have sex, you can give the other character gifts worth 1-barter, at no cost to you.
Leadership: when your gang fights for you, roll+hard. On a 10+, hold 3. On a 79, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:
make a hard advance
stand strong against a hard advance
make an organized retreat
show mercy to their defeated enemies
fight and die to the last
On a miss, your gang turns on you or tries to hand you over to your enemy.
Pack alpha: when you try to impose your will on your gang, roll+hard. On a 10+, all 3. On a 79, choose 1:
they do what you want
they dont fight back over it
you dont have to make an example of one of them
On a miss, someone in your gang makes a dedicated bid to replace you for alpha.
Perfect instincts: when youve read a charged situation and youre acting on the MCs answers, take +2 instead of +1.
A day in the life of... UncleWar Room ActivitiesIt's Cold In Here, GritchBattle of the ChateauCleaning This Place UpGuard Duty?Serious Business, Uncle
Wealth: If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 79, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. The precise values of your surplus and want depend on your holding.
[ ] get +1hard (max hard+3)
[ ] get +1weird (max weird+2)
[-] get +1cool (max cool+2)
[-] get +1hot (max hot+2)
[-] get +1sharp (max sharp+2)
[ ] choose a new option for your holding
[ ] choose a new option for your holding
[ ] erase an option from your holding
[-] get a move from another playbook (perfect instincts)
[-] get a move from another playbook (pack alpha)
[ ] get +1 to any stat (max stat+3)
[ ] retire your character (to safety)
[-] create a second character to play (Di)
[ ] change your character to a new type
[ ] choose 3 basic moves and advance them
[ ] advance the other 4 basic moves