[X] Part of a Whole (50þ Budget)
[X] Panzerstampfer, Tank Made for Walking (40þ, 3 upkeep. It walks! Stay on stable ground though)
You spent your entire life in a part of the world that simply seemed unapproachable, or unthinkable in general. You don't remember much of your childhood. You had your mother, and your father. For a long time at least. You think you were five when your father just didn't come back from going down the tower's ladder. Then, when you thought you were ten, your mother didn't come back. You don't remember either of their faces. They didn't leave you with nothing. They taught you to read and write, told you what the City was like before the gas bombs fell and killed nearly everyone. It was unbelievable to you that there existed other people at some point, at least when you were very young. It was just you three, until it wasn't. They mainly taught you Gottisch, but you had enough of an understanding of Macchian to read the signs around the City. After that you had to fend for yourself. Canned food and water was plentiful. You stockpiled it whenever you could. You didn't like going down into the City.
At one point, when trying to pry open a back door to a warehouse that could have gas filters fitting your mask's dimensions after avoiding a shade's predicable routine, you locked eyes with another person that looked like they were about to do the same. The first person you'd seen since your parents. They had a suit that seemed much older than yours, made of leather and sealed with wax rather than your rubber mask and plastic suit. You didn't speak to each other, they just helped you break open the warehouse door and get inside. There were sparing crates, some opened, some not, but in the middle of the warehouse was an enormous… vehicle, you thought. It was painted a camouflage grey, stood on four legs, and had a cannon on the front like a proboscis. You knew at that moment you'd do anything to ride in one of those. You'd be just about invincible.
Your new friend asked you your name at that time. Your birth name seemed like a far off concept. You told them your name was…
[ ] Jäger (+3 Hard, +3 Keen, -2 Calm, -2 Daring)
[ ] Maus (-4 Hard, +3 Keen, +2 Calm, +1 Daring)
[ ] Spinne (-2 Hard, +3 Keen, +3 Calm, -2 Daring)
[ ] Hans (0 Hard, +2 Keen, -2 Calm, +2 Daring)
which wasn't a lie, exactly, just the nickname your parents gave you when they were still around.
You made plans to leave. The tank, you later found out, was not operational, but could be. You committed yourself to fixing it with your new friend so you two could leave. Then you picked up someone new. And then another. And then another. You found more people than you ever thought you would, four friends, four people wanting out just as bad as you. You felt responsible for them, in some way. You would help them get out with you. Skills came with age, helping you to protect yourself and to protect your crew. They unanimously voted for you to be the commander, your work paid off in them actually, fully trusting you.
Pick three. If you want complex origins, pick one from another playbook and vote for one to be crossed out.
[ ] Cornered Animal: Roll keen to look for a way out. Failure, +2 hard forward, partial, +2 Keen forward, success, use that hold to leave.
[ ] Tough It Out: Never pass out from injury.
[ ] Scavenger: When searching a wrecked vehicle or ruin, roll +Keen to try and find something that would reasonably be there.
[ ] Make Do: You personally coat 0 upkeep.
[ ] Expendable: Make the enemy attack you and only you and give advantage to someone else.
[ ] Paranoid Sense: Make a pessimistic prediction, +1 Stress, take advantage forward.
[ ] Gone Feral: When you brawl viciously, everyone in the fight, including you, takes +1 Injury.
[ ] Of Two Minds: Select another stat line from a playbook, while your mask is off, you may use that other stat line instead. Could also be used to represent a plural character if we'd like to make our protagonist that.
[ ] Write in your four crewmates. Everyone gets to make one, give their nickname, what their gas protection looks like, and a notable habit, dream, or personality trait they have.