OK Somebody said he wanted a character that blows things up.
Here is my first draft for the DEMOLITIONIST
(Think the demo-man in Team Fortress. His advanced moves will include a grenade launcher. And other dangerous toys)
any comments or ideas are welcome!
* Starting moves
Powder Monkey *
You are an expert at handling black powder. You can make black powder out of the raw material (charcoal, saltpetre and sulphur) and manufacture flares, rockets and explosive devices, according to the moves you take. You do not have to Defy Danger in order to blow something up.
You are an expert at manufacturing your own grenades and you carry them in a bandolier (Maximum capacity of 6, you do not have space for more)
When you spend a day in your workshop, you may manufacture more grenades.
Grenade: 1d10 damage. Dangerous. Thrown. Near. Loud. Blast range: Close. Pierce 2. 1 Weight.
When you light a grenade and throw it at your enemy, Roll+Dex
On 10+ falls where you aimed it and detonates at the right moment
On 7-9 choose one complication
-It does not fall where you aimed it
-It does not detonate at the right moment
-You have to move to get the shot placing you in danger as described by the GM
You are an expert at disarming explosive devices.
When you defuse and armed bomb or lit grenade, Roll+Int
On 10+ you succeed
On 7-9 you defuse the bomb for now, but it is still very volatile and may go off unexpectedly at a later stage
Did you order a bomb?
You may use a lit grenade as leverage to parlay.
Nerves of steel
When you Defy Danger (Int) take +1