TEXT: Harm
  Gear and Notes
  Roles
  When you mark 
  off your Dead box, 
  everyone who has 
  a backstory with 
  you gains lasting 
  Advantage to 
  destroy or overcome 
  whatever killed you. 
  Add 1 to the Quality of a group of Followers when 
  you Zoom In.
    A Deadly Game
  When you have a moment to study your enemy and 
  explain your plan to your allies, say what you’re ready to 
  sacrifice:  
  Some of your humanity.
  The battlefield.
  Your allies’ respect.
  A precious object.
  And what you want to destroy:
  Their escape route.
  Their dignity.
  Their awareness of the 
  situation. 
  When you put the plan in motion, roll +Steel. On a hit 
  the plan comes through. On a 7-9, your allies choose 
  something else you must sacrifice. 
  Also, gain a harm slot: Saved by contingency plan.
    My Pet Monster
  Your best friend in the whole world is an strange and 
  troublesome monster. Give it a name. 
  Pick two monster tricks:
    Only you can see it. 
    It goes where no one 
  else can. 
    Only monsters and 
  kids can hurt it. 
    It’s gnarly and 
  ferocious. 
  Give it two bad habits:
    It’s jealous of your 
  relationships.
    It eats things it 
  shouldn’t.
    It’s really lazy.
    It’s always mad and 
  loves breaking stuff.
  When you give your monster orders, roll +Lore.  
  On a 10+ use both of its tricks to win the day, but one of 
  its bad habits causes trouble. On a 7-9, use one trick and 
  both bad habits... Bad monster, bad!
  Also, gain a harm slot: Saved by my monster.
  The Hellion
   
   Wrung by the neck  
  (-1 to Steel and Force)
   Out of your league  
  (-1 to Sway and Lore)
   Dead
  Name:
  You’re just a kid, they say. What can you do to help? Why should we care what you think? Joke’s on them.  
  You have special friends they can’t see and a fire burning in your mind they  can’t snuff out.
  Stats
  Choose one:
   Force -2, Lore 1, Steel 0, Sway 2
   Force -2, Lore 0, Steel 1, Sway 2
   Force -1, Lore 1, Steel 0, Sway 1
  Looks
  Masculine, feminine, ambiguous, 
  concealed.
  Gas masked face, dirty face, wicked 
  face, playful face.
  Goggles, mischievous eyes, 
  mysterious eyes, naughty eyes.
  Chubby body, deformed body, 
  slender body, supple body.
  Backstory
  Read these out and ask for 
  volunteers:
   gave me shelter when 
  I was a runaway.
   knew my real parents. 
   is also haunted by 
  monsters.
  Trigger one at character creation.
    Leader: Mark when you vow to protect a 
  gang or family. Say who or what is haunting 
  them - it will never see you coming. 
    Agent: Mark when you are sent against 
  monsters. State two facts about them. The 
  GM will secretly decide which one is true.  
    Rebel: Mark when you radically change your 
  appearance. Say what you’re angry at, and the 
  GM will tell you who’s started following you.  
    Outsider: Mark when you return home after 
  a long absence. Tell us about the dark forces 
  that kidnapped you. The GM will tells us 
  about the place of your captivity. 
  When you change roles, add 1 to a stat or pick a new 
  move. If you mark all roles, retire to safety and trigger 
  as much of your Death move as you wish.
  Force 
   Lore 
   Steel 
   Sway 
    The T ree House
  You have a secret place where you feel safe. Pick one: 
   Only you can get to it.         
   Only you can spot it. 
   Only you can open it. 
  Pick one for its interior:
   It’s stocked with all kinds of supplies. 
   It’s full of weird time and space anomalies.
    The Weird S tare 
  When you let loose your power, say what you want to do:
  Protect a loved one; Banish a monster; Destroy a barrier.
  And what you are ready to wreck to get it done:
  The whole place!
  Another bit of your humanity.
  Your health.
  The respect of your friends.
  Roll +Sway. On a hit, you do both. On a 7-9, the GM picks 
  an extra thing you wreck. 
    Those Who Love Me 
  Choose one and tell us about them:
    Your family.
    Your creators.
    Your gang.
    Your worshippers.
  They’re followers with Quality 1 and 5-Loyalty. When you 
  would take Harm in their presence, you can spend Loyalty 
  instead, 1-for-1. When you spend some quality time with 
  them, recover 1-Loyalty. 
  If they ever reach 0-Loyalty they’re dead or driven away. It 
  will take a long time to replace them, and you must chose 
  someone else from the list above. 
   In heritance
  Get an Inheritance move from your Family:
  Pick a Core move
  Also pick one:
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Legacy/Legacy 2e/KS Material/Playbooks/Legacy - Life Among The Ruins (2nd Edition) - Playbook - The Hellion.pdf