Fixing Things

If there is one thing that I understand, it’s that things break.

It happens. Things wear out from use. Improper use wears pieces out. Weather, dust, and even sunlight can wear down things. There’s nothing wrong with things breaking, you just have to know how to fix them. That’s my job, fixing things.

And you should always try to fix broken things.

This world is not without limits, so we should make the most of what we have. Repair and replace and fix whenever we can. Almost everything can be fixed.

So, when society breaks, it should be fixed too.

Think of society as a machine where every person is a tiny piece. Every piece is important, though not essential, to making it run. Every piece serves a purpose. So long as all of the pieces are working, the machine can work well too. Even if some of the pieces don’t work completely perfectly, if they’re not hurting the machine’s ability to function that’s just fine.

But sometimes a part just…breaks.

In a machine as complex as society, when a piece truly breaks it can hurt the whole machine. You can try to fix the part, but some pieces are simply beyond repair. In any other machine, you could just take out the part and replace it. In society, the parts come back and they keep trying to hurt your machine. In society, you have to be willing to really remove that piece. You have to be willing to destroy that piece for the sake of your machine.

But all is not lost.

If you must remove a gear from your machine and you can’t use it as a gear anymore, it’s not junk. Everything can be re-purposed. Everything can have its place. One simply has to get creative. I am very creative.

That’s my job, fixing things.

Tonight in Apocalypse World

summoner-starlight:

Doc gets Sandy a wheelchair so she’ll stop complaining about not being able to move around since she got shot last session.

Sandy befriends the wheelchair who wishes it was a racecar.

Doc and Grey, in an attempt to be good and responsible people, leave Sandy “safe” at the scrapyard while they head off with a nomad to retrieve a caravan lost in the present dust storm.

Except: Bonefeel says I can appear in a place with whatever supplies we need without any given explanation. So Sandy is going to arrive at the Caravan around the same time with something important and Doc is gonna be sooooo mad. 

Sandy did not disappoint.

Sandy “arrived” just as the team failed to stop some thieves looking to steal the loot from the caravan. The thieves shot the companion who led them there and were about to drive off when Sandy’s wheelchair shot out in front of the truck.

She had rigged a battery to the chair to improve its mobility. She then rigged the battery to explode.

She’s perfectly fine, saved the loot, and hopped back into the tank.

Doc is not happy.

So, I thought, that I wouldn’t be able to play Sandy due to her injury (bonefeel and no sense of preservation say otherwise); so I made a second character.

Since Sandy is based on “Red Sand Angel” I decided my secondary would be based on one of her fellow Sidereals “Hawke’s Flight”

Hawke Ward grew up in a military base up in Upstate New York which became known as “The Briars” over time. The personnel stationed there during the apocalypse hunkered down and the community became incredibly insular. Few people were let in or out. Everyone was brought up under military rules and ranks.

Hawke, Wren, and Goldfinch were best friends who felt suffocated by the strict regulations and the claustrophobic atmosphere of the base; especially after Wren discovered something at the weather station. The trio stole gear, some old bikes, and a mini radar scanner and left in the dead of night.

With Hawke as their leader, the trio traveled across the country; following storms with Wren’s device. They picked up people looking for purpose and discipline and formed the “Briar Birds”. They make their living as drifting mercenaries as they follow the storms. Finch wants to keep their friends together. Wren is searching for something important. Hawke is searching for purpose.

NG Chopper Gang

Tonight in Apocalypse World

Doc gets Sandy a wheelchair so she’ll stop complaining about not being able to move around since she got shot last session.

Sandy befriends the wheelchair who wishes it was a racecar.

Doc and Grey, in an attempt to be good and responsible people, leave Sandy “safe” at the scrapyard while they head off with a nomad to retrieve a caravan lost in the present dust storm.

Except: Bonefeel says I can appear in a place with whatever supplies we need without any given explanation. So Sandy is going to arrive at the Caravan around the same time with something important and Doc is gonna be sooooo mad. 

Sandy is a Savvyhead (people who are really good at fixing things and sometimes people) with a secret greenhouse, a love of spiders, and who has a hard time turning off her mystical ability to speak to inanimate objects.

She sees the world as a great big machine that just needs to be repaired, and everyone in it as an important part to the inner workings.

She comes across as absent minded, but is really quite smart. She struggles with reading people (they aren’t as clear as objects; they aren’t as honest) but she tries very hard. She judges people by how they treat their things.