The Mouldering World: Difference between revisions
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{{#formlink:form=Gamelog|link text=Create a new game log|link type=|query string=Gamelog[Campaign]=The Mouldering World}} | {{#formlink:form=Gamelog|link text=Create a new game log|link type=|query string=Gamelog[Campaign]=The Mouldering World}} | ||
{{#ask: [[Concept:TMWLog]] | |||
| link=none | |||
| limit=500 | |||
| format=template | |||
| template=Npc_log_list | |||
| intro=Recent logs:<br/><ul> | |||
| outro=</ul> | |||
| sort=Session Date | |||
| order=desc | |||
| ?Session Title | |||
| ?Session Date | |||
| ?Author | |||
}} | |||
= House Rules = | |||
* When you ''get a move from another playbook'', if that playbook is already in use, you must receive permission from the player using that playbook. Players have the discretion to preserve the uniqueness of their character. | |||
* You can only get xp from using a highlighted stat once per move per scene. | |||
= PCs = | = PCs = | ||
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}} | }} | ||
Add a PC: {{#forminput:form=AWCharacter|query string=AWCharacter[Campaign]= | Add a PC: {{#forminput:form=AWCharacter|query string=AWCharacter[Campaign]=The Mouldering World&super_page=The Mouldering World|button text=Add PC}} | ||
= NPCs = | = NPCs = | ||
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| template=AWNPCList | | template=AWNPCList | ||
| link=none | | link=none | ||
| limit=200 | |||
| sort=Name | | sort=Name | ||
| ?Name | | ?Name | ||
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}} | }} | ||
{{#forminput:form=AWNPC|button text=Add an NPC|link type=|query string=AWNPC[Campaign]=The Mouldering World&super_page= | {{#forminput:form=AWNPC|button text=Add an NPC|link type=|query string=AWNPC[Campaign]=The Mouldering World&super_page=The Mouldering World&preload=The Mouldering World/NpcPreloadTemplate}} | ||
= Places = | |||
{{#ask: [[PlaceType::basic]] [[Campaign::The Mouldering World]] | |||
| format=template | |||
| template=BasicPlaceList | |||
| link=none | |||
| sort=name | |||
| ?Name | |||
}} | |||
{{#forminput:form=BasicPlace|button text=Add a place|link type=|query string=BasicPlace[Campaign]=The Mouldering World&super_page=The Mouldering World&preload=The Mouldering World/PlacePreloadTemplate}} | |||
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Any use of gummed up, damaged, or beat-up gear that wouldn't normally require a roll (such as spending barter for goods or services as established) counts as acting under fire, to which the gear's penalties will apply. So trying to buy ammo with a pack of moldy cigarettes might just get you in some trouble. | Any use of gummed up, damaged, or beat-up gear that wouldn't normally require a roll (such as spending barter for goods or services as established) counts as acting under fire, to which the gear's penalties will apply. So trying to buy ammo with a pack of moldy cigarettes might just get you in some trouble. | ||
= Slang = | |||
'''Crossing the Border''' - exceeding in the use of force in the course of an operation; the basic premise for a Rhino | |||
'''Do a Han Solo''' - Pull my handgun and fire under a table, killing the person across from me, like Han Solo did Greedo in the Cantina scene of Star Wars. | |||
'''Duck Soup''' - cleanup operation | |||
'''Get Him to the Greek''' - also known as “'''do like Diddy says'''”, this is a complete and total mindfuck of a presumed uncooperative subject. Derived from the movie "Get Him to the Greek." | |||
'''A Night at the Opera''' (*) - a planned operation, as opposed to an ad-hoc engagement | |||
'''9mm. Pension Plan''' - forced demise of an agent or friendly who's turning into a liability; caliber can vary due to personal tastes | |||
'''Playing Zeppo''' - the passive element in a cell, manning the mikes or acting as a backup | |||
'''Rhino''' - A situation that turned violent and ugly for no discernible reason. Refers to a famous fax joke that circulated in LAPD/LASD circles soon after Darryl Gates authorized use of a military surplus armored vehicle as a battering ram. The first three highly publicized uses of the battering ram did not result in the capture of any narcotics, leading the anonymous jokester to propose using drug-addled rhinos in place of the armored vehicle | |||
= Threats = | = Threats = | ||
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'''Description & Cast''': An aggressive variety of mold, spores of which typically take root in the lungs or nasal passages. The mold spreads along blood vessels (discoloring them dark gray-green as it goes), ultimately reaching and consuming muscle tissue. Its mycotoxic byproducts are hallucinogenic. In more advanced stages, the mold forms spore-bearing bodies in the airways, becoming contagious. | '''Description & Cast''': An aggressive variety of mold, spores of which typically take root in the lungs or nasal passages. The mold spreads along blood vessels (discoloring them dark gray-green as it goes), ultimately reaching and consuming muscle tissue. Its mycotoxic byproducts are hallucinogenic. In more advanced stages, the mold forms spore-bearing bodies in the airways, becoming contagious. | ||
Custom move: When you are exposed to an infected and contagious person or spend time in a Creep-infested structure, roll+Weird. On a 10+, you got lucky - this time - and have escaped infection. On a 7-9 you are infected, start your infection countdown clock at 0:00. On a miss the mold finds you delicious and grows at an alarming rate, start your infection countdown at 9:00. | |||
'''Custom move''': When you are exposed to an infected and contagious person or spend time in a Creep-infested structure, roll+Weird. On a 10+, you got lucky - this time - and have escaped infection. On a 7-9 you are infected, start your infection countdown clock at 0:00. On a miss the mold finds you delicious and grows at an alarming rate, start your infection countdown at 9:00. | |||
'''Custom move''': If you are infected at the beginning of the session, or after a stretch of downtime in play, roll+Weird. On a 10+ your immune system is fighting the good fight, dial your infection clock back by one tick. If you were already at 0:00, you are no longer infected. On a 7-9 your immune system is holding the mold at bay and your infection countdown clock stays where it is. On a miss the mold is winning, advance your clock by one tick. | '''Custom move''': If you are infected at the beginning of the session, or after a stretch of downtime in play, roll+Weird. On a 10+ your immune system is fighting the good fight, dial your infection clock back by one tick. If you were already at 0:00, you are no longer infected. On a 7-9 your immune system is holding the mold at bay and your infection countdown clock stays where it is. On a miss the mold is winning, advance your clock by one tick. | ||
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[[Category:Campaign]]{{#set:gamedesc=The Mouldering World|system=Apocalypse World|GM=Munin}}{{DISPLAYTITLE:The Mouldering World}} | [[Category:Inactive Campaign]]{{#set:gamedesc=The Mouldering World|system=Apocalypse World|GM=Munin}}{{DISPLAYTITLE:The Mouldering World}} |
Latest revision as of 18:41, 28 September 2014
Game Logs
Recent logs:
- Meeting up in C'dale, the 27 July 2014 session log
- Fluffy, leader of the rebellion, the 13 July 2014 session log
- A new Jonjo - kinda like the old JonJo, the 29 June 2014 session log
- Resonance arrives and Phil leaves, the 1 June 2014 session log
- When things go pear shaped, the 18 May 2014 session log
- Civil Disorder, the 4 May 2014 session log
- Angel of Death, the 27 April 2014 session log
- Temporal Firearm Displacement, the 6 April 2014 session log
- Challenges, the 6 April 2014 session log
- Meeting Jackson Twain, the 30 March 2014 session log
- Attack at the Gas Station, the 23 March 2014 session log
- Get on the bus, the 23 February 2014 session log
- 16 February 2014 session log
- 2 February 2014 session log
- 19 January 2014 session log
House Rules
- When you get a move from another playbook, if that playbook is already in use, you must receive permission from the player using that playbook. Players have the discretion to preserve the uniqueness of their character.
- You can only get xp from using a highlighted stat once per move per scene.
PCs
- Bank, Maestro D', played by Jason
- Burnt Amber, Battlebabe, played by Tina
- Fluffy, Gunlugger, played by Lisa
- Ghislaine, Savvyhead, played by Namaimo
- Jonjo, Chopper, played by Joe
- Philotic, Hoarder, played by Mike
- Resonance, Angel, played by Jason
Add a PC:
NPCs
Name | Role | Harm | Armor | Gang Size |
---|---|---|---|---|
Abel | Jonjo's lieutenant | |||
Amano | Madam of the local cathouse | |||
Amplitude | Excitable hippie | |||
Babcock | Bouncer at the County Jail | |||
Becky | Street urchin who Jonjo likes | |||
Belle | Waitress at Bank's Place | |||
Bennet | Seahorse's lieutenant | |||
Benson | Aged spelunker | |||
Betty | Nurse | |||
Bingham | Hardholder | 3 | 1 | Medium |
Booboo | Orderly at the hospital, deceased. | |||
Borax | Member of Bingham's gang, runs the gas station | Small | ||
Burt | Clydesdale guard following Phil | |||
Buzz | Hardholder of Clydesdale | |||
Cabbage | Mine director | |||
Cartwright | Leader of the Clydesdale trade delegation | |||
Casey | 6'5" rail-thin albino creeper | |||
Chet | Phyllis' little brother, member of Jonjo's gang | |||
Chrysalis | Pretty woman who claims to be trouble | |||
Chuckles | Street criminal | |||
Cletus | Member of Borax's crew | |||
Cooper | Mine foreman in Binghamton | |||
Creak | Member of Bingham's gang | |||
Cutter | Hulking Gulag inmate | |||
Davis | Member of Jonjo's gang | |||
Dempsey | Shift foreman in The Hole | |||
Dogface | Member of Jonjo's gang | |||
Fagin | Guy who runs the market in Clydesdale | |||
Flow | Cult leader, deceased | |||
Forrest | Bingham's coal handler | |||
Fraggle | Medic | |||
Grey | Roo's father, AKA Bixby | |||
Guard Dog | Bodyguard | |||
Hickey | Proprietor of the County Jail | |||
Hue | Hippie mechanic | |||
Jackson Twain | Wealthy oddball | |||
Jameson | Idea man in Cartwright's delegation | |||
Kelso | Factory foreman in the gasification plant | |||
Marie | Gulag inmate | |||
Marta | Buzz's on-again, off-again lover | |||
Mikey | Denizen of Creep-Town, gang leader, of a sort | A guy or two | ||
Minx | Ghislaine's protege | |||
Mr. Clean | Bank's host | |||
Nancy | Member of Jonjo's gang | |||
Norma | Volunteer nurse at the hospital | |||
Ol' Three-Claw | Notorious mountain lion | |||
Oscar | Youngest member of Jonjo's gang | |||
Parsons | Leader of Bingham's gang | |||
Peabody | Soldier in Bingham's gang | |||
Phyllis | Member of Jonjo's gang | |||
Pitfall | Redneck creeper escapee from the Gulag | |||
Pixie | New waitress at Bank's Place | |||
Roo | Prep cook at Bank's Place, exiled, widely presumed dead. | |||
Samson | Seahorse's lieutenant | |||
Seahorse | Director of Public Works | |||
Skint | Bank's bartender | |||
T-Bone | Member of Ward's crew | |||
Tack | Barman at The Spit | |||
Texture | Disciple, deceased | |||
Tint | Cult member who helped Jonjo escape from bandits. | |||
Tone | Telepathic hippie captured by Jonjo | |||
Trudy | One of Ghislaine's crew | |||
Turtle | Bank's best waitress | |||
Ungas | Leader of the Riders on the Storm | |||
Vance | Creeper who extorted Roo | |||
Viper | Guy who's actually in charge at The Spit | |||
Wallace | Bank's bouncer | 2 | 1 | |
Walleye | Irritating drunkard in Clydesdale | |||
Walter | Member of Ward's crew | |||
Ward | Import/Export operator | |||
Wendy-Matt | Bank's worst waitress, deceased | |||
Wild Bob | Conspiracy theorist, member of Ghislaine's crew | |||
William Tell | Apparent leader of inmates in the Gulag | |||
Williams | Soldier in Bingham's gang, deceased | |||
Zagnut | Soldier in Bingham's gang | |||
Zipper | Pharmacist, deceased |
Places
- Bank's Place
- Botsford's Rock
- Clydesdale
- Creeptown
- Gulag
- Oak Park Hotel
- Old Dime Store
- Raleigh
- The County Jail
- The Hole
- The Spit
- The Tea Garden
Custom Tags
- gummed up: This thing is full of crud, roughened, softened, seized, or stuck. An item with the gummed up tag takes -1forward to the next roll in which that item is used. Once the item has been used, it loses the gummed up tag. You’ve broken it in, shaken it out, cleaned it off, or knocked it loose.
- damaged: This thing has started to get eroded, rusty, moldy, brittle, or cracked. An item with the damaged tag gives -1ongoing to any roll in which it is used.
- beat up: This thing is on its last legs. It is in desperate need of repair and is about to succumb to the elements. An item with the beat up tag gives -2ongoing to any roll in which it is used.
Any use of gummed up, damaged, or beat-up gear that wouldn't normally require a roll (such as spending barter for goods or services as established) counts as acting under fire, to which the gear's penalties will apply. So trying to buy ammo with a pack of moldy cigarettes might just get you in some trouble.
Slang
Crossing the Border - exceeding in the use of force in the course of an operation; the basic premise for a Rhino
Do a Han Solo - Pull my handgun and fire under a table, killing the person across from me, like Han Solo did Greedo in the Cantina scene of Star Wars.
Duck Soup - cleanup operation
Get Him to the Greek - also known as “do like Diddy says”, this is a complete and total mindfuck of a presumed uncooperative subject. Derived from the movie "Get Him to the Greek."
A Night at the Opera (*) - a planned operation, as opposed to an ad-hoc engagement
9mm. Pension Plan - forced demise of an agent or friendly who's turning into a liability; caliber can vary due to personal tastes
Playing Zeppo - the passive element in a cell, manning the mikes or acting as a backup
Rhino - A situation that turned violent and ugly for no discernible reason. Refers to a famous fax joke that circulated in LAPD/LASD circles soon after Darryl Gates authorized use of a military surplus armored vehicle as a battering ram. The first three highly publicized uses of the battering ram did not result in the capture of any narcotics, leading the anonymous jokester to propose using drug-addled rhinos in place of the armored vehicle
Threats
The Miasma
Kind: Landscape: Furnace
Impulse: To consume anything and everything in its path
Description & Cast: The drizzle, the fog, and the constant damp - these are perfect conditions for both rust/oxidation and several species of aggressive mold. The very air itself is the enemy, and as such is difficult to escape.
Custom move: At the beginning of each session, or after a stretch of downtime in play, roll+Sharp. On a 10+, you manage to spot the decay early and keep on top of all of the maintenance your gear requires, though any gear that already has Miasma-related tags will keep them. In addition, you acquire some cast-off. Choose a non-vehicle bit of gear (could be 1-barter, could be pretty much anything). It's pretty beat up but still functional. Tell the MC what it is and how it came into your possession. On a 7-9, pick one item of your gear (can include 1-barter) – that item now has the gummed up tag. On a miss, pick an item of your gear (can include 1-barter) – that item now has the damaged tag. If it was already damaged, it is now beat up instead. And if it was already beat up, it is now useless junk.
Custom move: When you spend money to fight the elements, you may drop 1-barter to remove the all gummed-up, damaged, or beat up tags from your gear. Presumably you acquire the necessary tools, parts, solvents, lubricants, desiccants, rust-inhibitors, or antifungals needed to restore your gear to acceptable working condition.
Psychotropic Mold, a.k.a "The Creep"
Kind: Affliction: Disease
Impulse: To spread, using humanity as a vector
Description & Cast: An aggressive variety of mold, spores of which typically take root in the lungs or nasal passages. The mold spreads along blood vessels (discoloring them dark gray-green as it goes), ultimately reaching and consuming muscle tissue. Its mycotoxic byproducts are hallucinogenic. In more advanced stages, the mold forms spore-bearing bodies in the airways, becoming contagious.
Custom move: When you are exposed to an infected and contagious person or spend time in a Creep-infested structure, roll+Weird. On a 10+, you got lucky - this time - and have escaped infection. On a 7-9 you are infected, start your infection countdown clock at 0:00. On a miss the mold finds you delicious and grows at an alarming rate, start your infection countdown at 9:00.
Custom move: If you are infected at the beginning of the session, or after a stretch of downtime in play, roll+Weird. On a 10+ your immune system is fighting the good fight, dial your infection clock back by one tick. If you were already at 0:00, you are no longer infected. On a 7-9 your immune system is holding the mold at bay and your infection countdown clock stays where it is. On a miss the mold is winning, advance your clock by one tick.
Custom move: Count the number of filled segments in your infection countdown clock past 9:00 - this is your Infection score. At the beginning of every session in which you're infected past 9:00, roll+Infection. On a 10+ hold 3, on a 7-9 hold 1. At any time during the session, the MC can spend one hold to make you act under fire. Whatever it is you're doing, it's probably harder now that you're hallucinating. On a miss you're still hallucinating, but it all makes so much sense! - for the rest of the session, take +1forward any time you open your brain.
Infection Countdown Clock:
- 0:00 - 3:00 -> No visible symptoms
- 3:00 - 6:00 -> No visible symptoms
- 6:00 - 9:00 -> Subtle visible symptoms manifest and can be spotted by asking "what should I be on the lookout for?"
- 9:00 - 10:00 -> Visible symptoms are obvious, hallucinatory symptoms manifest
- 10:00 - 11:00 -> Hallucinatory symptoms manifest, victim is contagious
- 11:00 - 12:00 -> Hallicinatory symptoms manifest, victim is contagious
- past 12:00 -> victim is contagious, loses consciousness, death will follow unless treated immediately