I wanted to take another stab at a Skin after the last attempt fizzled out, with the benefit of actually having played the damn game.
I wanted to make something supporting the more recent trend of what I'd like to call introverted-wish-fulfillment. I think the Hunger Games is an excellent example of this: You have a character that doesn't quite fit in with "the system", and "has trouble making friends", but its okay because the system is terrible and she makes the right friends anywho.
I don't really have a name yet. I was thinking of something like Loner or Hunter, but those are really generic and kind of suck.
Backwoods, Cynic, native of a different world, survivor of the supernatural, forest creature, nature spirit, cursed legacy
Cold+1, Hot-1, Volatile+1, Dark-1
Get "Private War" for free, and choose 2 others
Private War: There's some reason you can't fit in with the rest of society: social decay, tyrannical goverment, its manipulated by monsters, choose 1. When you are acting against it, carry +1 forward. When you make an impact on it, get 1 XP.
Independent: To get the benefit of spending 1 string on this character, a character would have to spend 2 strings (And spend 4 strings for the benefit of 2, etc.)
Looking in from the outside: When you observe a person in a charged situation, roll+Cold. on a 10+, ask 2, on a 7-9, ask 1.
- How is this person pressured to behave?
- How is this person being influenced?
- What is this person's secret virtue?
- What can I expect from this person?
Badass hunter: You're an expert with the bow, a master of traps, a stealthy and cunning hunter. You get +2 to rolls to Run away, and other people have -2 on rolls to run away from you.
One with Wilderness: You and those you choose to guard are able to thrive comfortably in the Terrifying Wilderness by your resourcefulness. You know how to adapt to its rules, how to get food, water, warmth, and which sounds to not be terrified of. (If someone takes this move, than the MC should throw in a Wilderness in the setting, and make it Terrifying for everyone else. Maybe the Wilderness isn't a natural place. If no options make sense, than this Move shouldn't be taken.)
(Probably 2 more)
You become a self-righteous crusader against an ambiguous enemy. Nothing short of the most extreme methods are considered. You refuse any bargaining. Anyone who refuses to leap to such extremes with you is a traitor and must be dealt with.
You get expierience. The other character may remove 2 strings that others have on them, as long as they don't come from you.