Uncle Marco<br/>He wears luxurious clothes over a body best described as massive, not muscle-bound and yet not entirely soft. Definitely not one of the wiry speedy kids, nor is he one of the bulging muscles types, but his keg-like body can clearly be strong.<br/>The impression is finished with his commanding eyes, a stare bright and intense enough to put to work some people that were planning to sit that day idle.<br/>"Not under these stone walls, you won't, 'cause uncle Marco says so: whoever doesn't work, doesn't get to eat!"<br/>Sometimes, if that's not enough, he uses the staff he's leaning on. Nobody wants him to draw the machete on his belt, nor the 9-mm gun next to it. They've mostly been unused for a while.<br/>Yet they look in surprisingly good order and well-maintained.<br/><br/>Cool+1 "I thought I'm kinda used to this stuff by now...but nah, there's no getting used to it. There's overcoming the fear. That I'm good at!"<br/>Hard+2 "If we must do that, so be it."<br/>Hot+1 "Hey, baby..."<br/>Sharp+1 "Well, DUH!"<br/>Weird-2 "I have no time for you weirdoes. Keep your nose clean while in this holding, and we'll be friends."<br/><br/>By default, your holding has:<br/>•  150 souls, lazy and drug-stupored.<br/>•  for gigs, a mix of hunting, crude farming, and scavenging, and a bustling, widely-known market commons (surplus: 2-barter, want: hungry, idle, famine).<br/>•  a makeshift compound of stone and iron, tall, deep and mighty. Your gang gets +3armor when fighting in its defense. Tall, deep and mighty.<br/>•  an extensive armory of sophisticated weapons.<br/>•  a gang of about 40 disciplined violent people (4-harm gang medium 1-armor/4 armour when protecting compound). Disciplined, yet they turn into a pack of fucking hyenas - usually after winning.<br/><br/>Generous with trust and resources: 1-Hx<br/>Hardholder special: If you and another character have sex, you can give the other character gifts worth 1-barter, at no cost to you. (Obviously female characters are at an advantage here :P).<br/>the basic moves (p86–88).<br/><br/><strong>Hardholder moves<br/></strong>Leadership: when your gang fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:<br/>•  make a hard advance<br/>•  stand strong against a hard advance<br/>•  make an organized retreat<br/>•  show mercy to their defeated enemies<br/>•  fight and die to the last<br/>On a miss, your gang turns on you or tries to hand you over to your enemy.<br/><br/>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 7–9, 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, as follows.<br/><br/>Given MC permission (and because I don't intend to fight personally, anyway)<br/>sawed-off shotgun (3-harm close reload messy)<br/>rifle (2-harm far reload loud)<br/>staff (1-harm hand area)<br/>9mm (2-harm close loud)<br/>machete (3-harm hand messy)<br/>clothes of tanned leather and silk (1-armour... and can I get +2 Hot when wearing it? No? Damn... guess I'd just keep the armour value, then!)<br/>a flask of home-made liquor<br/>a small pocket-sized pack of spices, mostly home-grown chilly peppers and the like, that he uses on every meal. "It can never be too spicy... nevermind me, I was talking about the food! Yeah, sure, it was the food."<br/><br/>I guess we're now choosing Hx and detailing relationships :P? Everybody, I should tell you Hx+1 the book says ;D!<br/>BTW, everybody, pay attention to the market my holding's got. There are moves for barter on p.90 if anyone hasn't noticed them >:)!