LogThe City Never Sleeps-Jason-10
Listen to the music of the traffic in the city
Game log for the 2024/03/04 session of AW:The City Never Sleeps, as taken by Jason
MacWillard - Angel
Man, utility wear, strong face, clear eyes, rangy body.
Stats
- Cool +2
- Hard 0
- Hot +1 H
- Sharp +2
- Weird +1 H
XP
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.
- Infirmary: you get an infirmary, a workspace with life support, a drug lab and a crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on them like a
savvyhead on tech (cf ).
HX
- Grandma - has been beside me all along +2
- Twiggy - I used to ride with his gang, a long time ago - +1
- Augustus - once put a hand in when it mattered +1
- Jones - doomed +1
- Frost +3
Gear
- Angel kit with 1-stock
Barter
2-barter
Harm
0 Harm
Notes
Other PCs:
Lisa - Grandma, Hardholder, looks like Patience from Firefly Jake - Twiggy, Chopper, Joe - Augustus, Maestro'D Gary - Jones, Gunlugger Tim - Frost, Battlebabe
Advances
- Get +1 Weird
- Get "Oftener Right" from the Savvyhead playbook.
- Get "Preternatural at-will brain attunement" from the Brainer playbook.
- Get another Angel move (Infirmary)
- Get +1 Cool
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 fill 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
- MacWillard knows that Ace and the Streetsweepers aren't the first threats that Augustus have led into the depths of the Coliseum. His biggest worry is if any of them are suddenly vomited out of the basement, what might have happened to them, and who they might bring with them
- MacWillard knows that Grandma actually had a child (a girl - grown by now,) who she was forced to give away at birth. NOTE: Grandma is named as such because of her age and demeanor - not because she actually has grandchildren.
- MacWillard knows that instead of lining up work for the Stooges and maintaining rep within the stronghold (such as it is lol), Twiggy has been writing bad poetry for Lollipop and brainstorming other events like the most recent one at the Collosseum. Perhaps MacWillard came across his notebook when he was unconscious. It's not as uncharacteristic as some might think. MacWillard might know that the "savage" Stooges don't really take after their leader.
- MacWillard knows that Frost has seen a duplicate of Jones.
- MacWillard knows that Frosts' people run to twins and triplets.
Secrets Given Out
- Frost knows that though Mac embraces non-violence and has sworn not to hurt people anymore, at the emotional level, he misses being able to resolve disputes without using his words. As an example, at one point, Frost saw him unconsciously extend a trigger finger, and them move that trigger from its imaginary index position to an imaginary trigger.