So, you've got Dangerous, Watchful, Persuasive and Shadowy, right. There's other qualities like Routes, Connected (can be handled by a Hx-like mechanism, like Influence in Shreyas' Set Apart), Accomplishments, Story and Specific Abilities, which, based on the chatter from John and Vincent, would add options and upgrade your basic moves or maybe give you new ones. (If you have the quality "Investigating: the secrets of St. Dunstan's" then your Watchful move gains an option "Does this have the air of St. Dunstan's about it?") Maybe that has changed, I dunno.
But you've also got Scandal, Suspicion, Wounds and Nightmares. Original AW already has a parallel to wounds: Harm. What happens there is that when you take Harm, you roll+harm taken. Why not apply the same to the other menaces. So, making this stuff up as I go along...
When you take Wounds...I'd leave this just as it is in AW. Except obviously, when you die, you just get taken to the Tomb Colonies.
When you become Suspicious, roll +Suspicion
On 10+, the MC picks one:
-your progress is interrupted: you're watched, under investigation, interrogated
-caught red handed! take +1 Suspicion
-pick two from the list below:
On 7-9:
-you alert the authorities to your activities
-you have to get out quick and leave your stuff behind
-you need to change lodgings
-you need to blame it on someone else
When you become the epicentre of a Scandal, roll +Scandal
Haven't hit this yet, so no idea what happens...
When you come face to face with something Nightmarish, roll +Nightmares
On 10+, the MC picks one:
-you're unable to handle this any more, you're catatonic, feverish, shocked, sobbing...
-it's even more horrible than you could have imagined: take +1 Nightmares
-the MC picks two from the list below:
On 7-9:
-you begin having strange encounters in the street
-you won't be able to sleep tonight
-you drop everything and run screaming
-you're sure there's someone watching you
If any of your Menaces hit 12:00, you get taken to the appropriate places or institutions.
These aren't perfect in any way, but that's the direction I'd take it.
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Alternatively (a little harsher), take out the countdown clocks and just assign the worst result to a 12+ roll, so:
Nightmares: On 12+ You're in a state of some confusion. There's a room with soft walls and talking cats.
Suspicion: On 12+ Too late! The constables descend upon you with no means of escape. You get locked up in New Newgate Prison.
Scandal: No idea what happens, haven't gotten there yet.
Wounds: On 12+ Darkness falls on your eyes, you wake up in the Tomb Colonies.
The 12+ results are basically just permissions to the Master of Ceremonies (or actually, Master of the Bazaar?) to use a bunch of his hardest moves at once. (separate them, put them in a spot etc.)
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Of course you could complicate it more, give it some more depth and diversity. Madness could have Hold over you, and you could spend that Hold by doing crazy-person stuff.
...
Thoughts?