Angel inner
STOCK
☐ Sixth sense: when you open your brain to the world’s psychic maelstrom, roll+sharp instead of roll+weird.
☐ Infirmary: you get an infirmary: a workspace with life support, a drug lab, and a crew of 2. When you get a patient into your infirmary, you can work on them like a savvyhead on tech.
☐ Professional compassion: when you help someone who’s rolling, you can choose to roll+sharp instead of roll+Hx.
☐ Battlefield grace: while you are caring for people, not fighting, you get +1 armor.
☐ 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 acting under fire from your patient’s brain. 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 nor preparation. For you, and for your patient if your patient is a fellow player 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.
☐ Touched by death: whenever someone in your care dies, you get +1 weird (max weird +3).
When you and another character have sex, your Hx with them on your sheet goes immediately to +3, and they immediately get +1 to their Hx with you on their sheet. If that brings their Hx with you to +4, they reset it to +1 instead, and so mark experience.
ANGEL MOVES
When you use it, spend its stock; you can spend 0–3 stock per use. You can supply it for 1‑barter per 2‑stock, if your circumstances let you barter for medical supplies.
It begins play holding 6‑stock.
When you use your angel kit to stabilize someone harmed at 9:00 or beyond, roll+stock spent. On a hit, they will stabilize and heal to 6:00, but the MC will choose from the following (on a 10+, the MC chooses 1; on a 7–9, the MC chooses 2):
INFIRMARY
You are skilled at using an infirmary, but don’t have one by default until something grants it to you.
When you are in your infirmary and dedicate yourself to working on a person there, tell the MC what you’re trying for. The MC will tell you “sure, no problem, but…” and then 1 to 4 of the following:
The MC might connect them all with “and”, or might throw in a merciful “or”.
They need to be physically stabilized before you can move them.
Even narcostabbed, they fight you; you’re acting under fire.
They’ll be in and out of consciousness for 24 hours.
Stabilizing them eats up your stock; spend 1‑stock more.
They’ll be bedridden, out of action, for at least a week.
They’ll need constant monitoring and care for 36 hours.
it’s going to take hours/days/weeks/months of work
first you’ll have to get/build/fix/figure out
you’re going to need       (character) to help you with it
it’s going to cost you a fuckton of jingle
the best you’ll be able to do is a crap version, weak and unreliable
it’s going to mean exposing yourself (plus colleagues & patient) to serious danger
you’re going to have to add       to your infirmary first
it’s going to take several/dozens/hundreds of tries
you’re going to have to take       apart to do it
ANGEL KIT
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.