The Mouldering World

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PCs

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NPCs

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NameRoleHarmArmorGang Size
AbelJonjo's lieutenant
AmanoMadam of the local cathouse
AmplitudeExcitable hippie
BabcockBouncer at the County Jail
BeckyStreet urchin who Jonjo likes
BelleWaitress at Bank's Place
BennetSeahorse's lieutenant
BensonAged spelunker
BettyNurse
BinghamHardholder31Medium
BoobooOrderly at the hospital, deceased.
BoraxMember of Bingham's gang, runs the gas stationSmall
BurtClydesdale guard following Phil
BuzzHardholder of Clydesdale
CabbageMine director
CartwrightLeader of the Clydesdale trade delegation
Casey6'5" rail-thin albino creeper
ChetPhyllis' little brother, member of Jonjo's gang
ChrysalisPretty woman who claims to be trouble
ChucklesStreet criminal
CletusMember of Borax's crew
CooperMine foreman in Binghamton
CreakMember of Bingham's gang
CutterHulking Gulag inmate
DavisMember of Jonjo's gang
DempseyShift foreman in The Hole
DogfaceMember of Jonjo's gang
FaginGuy who runs the market in Clydesdale
FlowCult leader, deceased
ForrestBingham's coal handler
FraggleMedic
GreyRoo's father, AKA Bixby
Guard DogBodyguard
HickeyProprietor of the County Jail
HueHippie mechanic
Jackson TwainWealthy oddball
JamesonIdea man in Cartwright's delegation
KelsoFactory foreman in the gasification plant
MarieGulag inmate
MartaBuzz's on-again, off-again lover
MikeyDenizen of Creep-Town, gang leader, of a sortA guy or two
MinxGhislaine's protege
Mr. CleanBank's host
NancyMember of Jonjo's gang
NormaVolunteer nurse at the hospital
Ol' Three-ClawNotorious mountain lion
OscarYoungest member of Jonjo's gang
ParsonsLeader of Bingham's gang
PeabodySoldier in Bingham's gang
PhyllisMember of Jonjo's gang


Places


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.

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