Angler the Maestro D'
Name and Character Type:
Angler the Maestro D'
Man, immaculate whites, tattooed face, bright eyes, lean body, playful hands.
Stats and the Basic Moves:
- Cool (Act Under Fire): +1
- Hard (Go Aggro, Seize by Force): -1
- Hot (Seduce or Manipulate): +2
- Sharp: (Read a Situation or Person): +0
- Weird (Open Your Brain to the Maelstrom): +2
Fingers in every pie: put out the word that you want a thing - could be a person, could be somethin somethin, could even be just a thing - and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached.
Everybody eats, even that guy: when you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:
- how are they doing? what’s up with them?
- what or who do they love best?
- who do they know, like and/or trust?
- when next should I expect to see them?
- how could I get to them, physically or emotionally?
Gear and Barter:
- A big ol' knife (2-harm hand)
- A small collection of old military medals - 1 barter
- Assorted programmable microchips - 5 barter
- Injectible meds from the old days - 2 barter
- get +1 weird
Attractions: Spectacle, supported by Games and Scene (seen and be). Everyone comes to the Fight for, well, the fights of course. There's a good amount of gambling on the side, and some people even break out cards or dice between fights. Since everyone who's anyone is there on the nights of the big fights, a lot of people who even might not be interested in the Fights come to meet the right people, or be the right people to meet, themselves.
Atmosphere: Bustle, Violence, Lights, Acoustics
Security: A warren of dead-ends, hideaways, & boltholes / A convenient shotgun.
The facility, whatever it used to be, had a lot of basement. Multiple levels of concrete, echoing passageways, narrow stairs at irregular intervals, rooms looted of all contents identifying their purpose a long time ago. Here and there the tunnels have collapsed, but also here and there the walls between tunnels have collapsed, so it's a twisty maze of passages if you're not familiar with the place.
Of course, most people are, because it's where the Fights are. Nobody knows what the room used to be used for, although good money's that it was a garage of some kind whose original entrance has been lost to ruin and decay. The place is lit with these little strings of dim ambient lights, and strewn with old rusty metal folding chairs around a large central circle strewn with sand. (There's a few much nicer chairs right at "ringside", of course. Angler hooking you up with one of these is pretty much how he uses his Special Move.) There's lots of bustle, people milling around in anticipation, making bets and deals and other such, and then the lights go out for a heartbeat, sometimes two. Then BLAM, the flood-lights centered on the circle blare on, blindingly, and Angler's booming voice echoes throughout the entire tunnel complex... "SHOWTIME!"
Regulars: Lamprey, Ba, Camo, Toyota, and Lits. Toyota's his best regular, a driver who stops by when not delivering messages or packages to and from distant hardholds. He's always got interesting stories to tell, a lot of spare jingle to throw around, and of course he's a devil in the sack. Lits, on the other hand, is a smug asshole. An asshole who happens to be Sadiq's favorite nephew. Politics, you know?
NPCs with an Interest:
Rolfball wants in on the fights. Specifically, he wants them fixed. He's been polite in asking so far, and Angler's been polite in turning him down, so far. Everything's groovy, so far. Been's the gal who ran the Pits before Angler: they're a time-honored and respected institution, yeah? Officially, she's "retired", a rare and enviable status in Apocalypse World, and Angler sees to her day to day needs with the profits from the big shows. Gams, one of the hardholder's lieutenants, thinks the fights are a waste of manpower that could be put towards security and enforcement. Sadiq disagrees, seeing the value of bread and circuses, but in the meantime there's no love lost between Gams and Angler.
Cast and Crew:
Six Easy: The wiry bald dude who works as official house bookie, setting the odds and taking the bets. Since he's handling most of the money, he's also usually the guy with the shotgun. He's had to point at a few people, but never actually fire it yet. Usually, once he points it at someone, it's enough of a cue for Sunset to step in and resolve manners. Exit: A general gopher and errand-boy. Maybe another PC's younger relative, kid brother or cousin? Raksha, Absinthe, Honeytree: Some of the regular fighters. Honeytree's probably the most proficient among them at actual fighting, but Raksha's the best at fighting with style. Absinthe's the only woman of the regular lot, which gives her a popularity all her own (Of course, she didn't get the job by looks alone: she can easily hold her own against almost all the men she faces.) These numbers are always swelled by travelers, and locals, looking to make a quick buck in the Fights: the fights are never to the death (killing anyone, or even doing permanent damage, voids your cut, although it has happened by accident and "accident" a few times over the years), and while winning makes more money than losing, you can still make some scratch putting up a good fight for a couple of nights. Sunset: Whether Sunset would win in a fight against the 'regulars' is a matter of much speculation, but she's very good at her job of making sure the fights stay in the ring and not outside it, so Angler hasn't pressed the matter despite being more than a little curious, himself. Ambergrease: Clean-up dude, cute, a little sweet on Dez.
Angler plays tight-lipped about his past, before he took over the Fights, before he even came to Gaga. He politely but firmly changes the subject if questions come up, and resents being asked more than once. There's a lot of speculation about those tattoos, especially: abstract flowing patterns that a certain percentage the good-looking men of the hardhold could tell you go a lot further than his face, once you get him out of that white suit and white gloves he's almost always seen wearing in public.