The City Never Sleeps/MacWillard: Difference between revisions

From AAFNRPWiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 17: Line 17:
|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
|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
|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.
* *****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.
|Gear=* Angel kit with 6-stock
|Gear=* Angel kit with 6-stock
|XP=0
|XP=0

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
  • 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.
  • *****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.
Gear
  • Angel kit with 6-stock
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
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.