The City Never Sleeps/MacWillard: Difference between revisions

From AAFNRPWiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 15: Line 15:
|Weird=-1
|Weird=-1
|AWWeirdHighlighted=No
|AWWeirdHighlighted=No
|Hx=* Grandma - has been beside me all along +3 * Twiggy - I used to ride with his hang, a long time ago - +1 * Augustus - once put a hand in when it mattered +2 * Jones - doomed -2 * Frost +1
|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 +2
* Jones - doomed -2
* Frost +1
|AWHxHighlighted=No
|AWHxHighlighted=No
|Moves=* '''''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.
|Moves=
* '''''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.
|Gear=* Angel kit with 6-stock* 9mm (2-harm close loud)
|Gear=* Angel kit with 6-stock* 9mm (2-harm close loud)
|XP=2
|XP=2

Revision as of 17:18, 21 November 2023

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
  • 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.
Gear
  • Angel kit with 6-stock* 9mm (2-harm close loud)
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 +2
  • Jones - doomed -2
  • Frost +1
XP 2
Harm
Stabilized
come back with -1hard
come back with -+1weird (max+3)
change to a new playbook
die



Add a vehicle:



1-barter

6-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.