The City Never Sleeps/MacWillard: Difference between revisions
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|Weird=-1 | |Weird=-1 | ||
|AWWeirdHighlighted=No | |AWWeirdHighlighted=No | ||
|Hx= | |Hx=* Grandma - has been beside me all along +3* Twiggy - I used to ride with his gang, a long time ago - +1* Augustus - once put a hand in when it mattered +3* Jones - doomed -2* Frost +1 | ||
* Grandma - has been beside me all along +3 | |||
* Twiggy - I used to ride with his gang, a long time ago - +1 | |||
* Augustus - once put a hand in when it mattered +3 | |||
* Jones - doomed -2 | |||
* Frost +1 | |||
|AWHxHighlighted=No | |AWHxHighlighted=No | ||
|Moves= | |Moves= | ||
* '''''Professional compassion''''': you can roll+sharp instead of roll+Hx when you help someone who's rolling. | * '''''Professional compassion''''': you can roll+sharp instead of roll+Hx when you help someone who's rolling. | ||
* '''''Healing touch''''': when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7-9, heal 1 segment, but you're also opening your brain, so roll that move next. On a miss: First, you don't heal them. Second, you've opened both your brain and theirs to the world's psychic maelstrom, without protection or preparation. For you, and for your patient if your patient's a fellow player's character, treat it as though you've made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC. | * '''''Healing touch''''': when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7-9, heal 1 segment, but you're also opening your brain, so roll that move next. On a miss: First, you don't heal them. Second, you've opened both your brain and theirs to the world's psychic maelstrom, without protection or preparation. For you, and for your patient if your patient's a fellow player's character, treat it as though you've made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC. | ||
|Gear= | * '''''Oftener right''''': when a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle. | ||
* Angel kit with 6-stock | |Gear=* Angel kit with 6-stock | ||
|XP= | |XP=0 | ||
|AWStabilized=No | |AWStabilized=No | ||
|AWcome back with -1hard=No | |AWcome back with -1hard=No | ||
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|AWdie=No | |AWdie=No | ||
}} | }} | ||
2-barter | |||
3-stock | |||
= Angel Kit Rules = | = Angel Kit Rules = |
Latest revision as of 04:56, 22 January 2024
Name | MacWillard |
---|---|
Campaign | AW:The City Never Sleeps |
Player | Jason |
Playbook | Angel |
Look | Man, utility wear, strong face, clear eyes, rangy body. |
Cool | 1 |
Hard | 0 |
Hot | 1 |
Sharp | 2 |
Weird | -1 |
Moves |
|
Gear |
|
Hx |
|
XP | 0 |
Harm | |
Stabilized | |
come back with -1hard | |
come back with -+1weird (max+3) | |
change to a new playbook | |
die |
Add a vehicle:
2-barter
3-stock
Angel Kit Rules
Your angel kit has all kinds of crap in it: scissors, rags, tape, needles, clamps, gloves, chill coils, wipes, alcohol, injectable tourniquets & bloodslower, instant blood packets (coffee reddener), tubes of meatmesh, bonepins & site injectors, biostabs, chemostabs, narcostabs (chillstabs) in quantity, and a roll of heart jumpshock patches for when it comes to that. It’s big enough to ??ll the trunk of a car. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1-barter per 2-stock, if your circumstances let you barter for medical supplies.
It begins play holding 6-stock.
To use it to stabilize and heal someone at 9:00 or past: roll+stock spent. On a hit, they stabilize and heal to 6:00, and choose 2 (on a 10+) or 1 (on a 7–9):
- They fight you and you have to narcostab them. How long will they be out?
- The pain and drugs make them babble the truth to you. Ask them what secret they spill.
- They respond very well to treatment. Recover 1 of the stock you spent, if you spent any.
- They’re at your complete mercy. What do you do to them?
- Their course of recovery teaches you something about your craft. Mark experience.
- They owe you for your time, attention, and supplies, and you’re going to hold them to it.
On a miss, they take 1-harm instead.
To use it to speed the recovery of someone at 3:00 or 6:00: don’t roll. They choose: you spend 1-stock and they spend 4 days (3:00) or 1 week (6:00) blissed out on chillstabs, immobile but happy, or else they do their time in agony like everyone else. To use it to revive someone whose life has become untenable, spend 2-stock. They come back, but you get to choose how they come back. Choose from the regular “when life is untenable” list, or else choose 1:
- They come back in your deep, deep debt.
- They come back with a prosthetic (you detail).
- You and they both come back with +1weird (max weird+3).
To use it to treat an NPC, spend 1-stock. They’re stable now and they’ll recover in time.
Secrets
- Frost know that while MacWillard has rejected violence and his old ways, he sometimes really misses the days when he dealt with his problems through violence.