Fallout - Twin Cities (Apocalypse World) (Inactive)

Game Master DM Mooshybooshy, "the Foolish"


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Discussion thread - off-topic discussion goes here, if it's in-character, it's in the gameplay thread.

Does anyone else think Chief's avatar looks like Nicolas Cage? The resemblance is uncanny. I literally made this thread so I could ask that.


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

oh my lord YES. I can't not see Nicolas Cage.
-
on the topic of avatars, does this website allow us to switch them as needed? Runner has road gear and home gear. He does not walk around with a full driver's mask all the time.


Yeah, you can switch your avatar at any time. The only thing that gets locked in after 10 posts is your forum name. Just gotta go to My Account at the top right corner of the website window.


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

MY GOD. I can't unsee that any more.


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yeah that very same thing has come up on many threads hahaha


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what is involved with "tagging" someone? just contact?

i ask because i have "receptivity drugs"

is that something that gets refreshed from time to time?


DM Mooshybooshy, "the Foolish" wrote:

Discussion thread - off-topic discussion goes here, if it's in-character, it's in the gameplay thread.

Does anyone else think Chief's avatar looks like Nicolas Cage? The resemblance is uncanny. I literally made this thread so I could ask that.

Your observation is spot on Moosh.

Do we need to keep a list of HX we give people on our sheets?

Also will try and flesh out the back story. My original idea for Navarre was that he was the descendent of "law abiding" bomb shelter owning survivalists, that's why I picked a Machine Gun that was available with the proper license. So he gets bored living in the shelter and heads east, winds up in the twin cities and joins the 'lost boys'

We still need to figure out how the three bikers history works together. Since Runner left Navarre wounded, maybe that's when Dog rebelled against his leadership, and Dog and Navvarre fought shoulder to shoulder, those are the two HX story lines that Navarre has. Just an Idea.

As for tattoos Just a thought


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Nic Cage? I was thinking Bogart, but...

Navarre, yes, you should keep track of what Hx you have for each other PC. Besides highlighting, Hx is the stat you use when rolling to Help or Interfere with someone else's move. At the end of a session* you'll name a character who knows your character better, and that character gains Hx+1 with you. When you get to Hx+4, you reset to Hx+1 and get an XP for it, so that's incentive for people to get to know you.

Pallor, your receptivity drugs say "tag", for which the rulebook says:

The Book wrote:
the character has to touch her target to use it, but only an instant of time, and there's no need for the subject or target to cooperate.

As in, "tag, you're it". You should describe how that works -- needle, smear of gel on a glove, or what. There's no set number of doses that you keep track of, but at some point you're going to roll a 6- on something and Mooshy's going to decide your drugs have dried up and you'll have to figure out how to get more.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Also, Navarre, I think you're misunderstanding how highlighting works. It doesn't add to your stat; it just means you gain an experience point when you roll the stat. So you should be Hard+3.


Keep track of your Hx, but no need to track the answers you give others. Developing relationships with other players is one significant way to get XP though, so keep track of your Hx rating with each other PC, as Chief said. It also comes in handy to know the modifier for helping or interfering with another PC's roll, should that ever become necessary. On that note, PvP is considered fair game if it makes sense for your characters, as long as the players don't take it personally.


Chief the Maestro D' wrote:
Also, Navarre, I think you're misunderstanding how highlighting works. It doesn't add to your stat; it just means you gain an experience point when you roll the stat. So you should be Hard+3.

I feel like such a noob, thanks for the heads up! I will add the info to my sheet after I sleep a little!


Don't worry. I think I said it before, but this is my first time MC'ing a game of Apocalypse World. I've only played a few sessions IRL though I do have all the core PDFs. I'm mainly drawing on my Dungeon World experience to help bring the setting to life, and then referring to the rulebooks when I have a question.

That's why I'm glad Chief signed up, he's been helpful in explaining the rules.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

Ew, hot highlighted. What are the chances of success with a -2?

gm:
also regarding hot i tend to gloss over RP of sexual stuff. It doesnt bother me when other people do it but i just prefer not to myself. "Fade to black, cut to next morning" type stuff is usually what i do.


Haha, yeah, you can call for a reassignment of highlighted stats at the end of the first session or the start of the next one if you really hated my choice.

Also thought I would post the Harm rules for people that are new to Apocalypse World. These are important, so read carefully.

Harm:
How might a player’s character suffer harm?

• She does something under fire, her player rolls+cool and gets a 7–9, and you give her an outcome that includes her
• She seizes something by force, her player rolls+hard, and she winds up suffering harm.
• Another player’s character seizes something by force and inflicts harm, and she’s the one to suffer it
• Another player’s character goes aggro on her, and she forces his hand and sucks it up.
• The outcome of a character move, either her own or another character’s, or a threat’s custom move, includes her suffering
• GM fiat

Harm equals the inflicter’s weapon’s harm minus the sufferer’s armor
If the weapon has ap (armor piercing), ignore the armor.

When you’ve already established what weapon the attacker’s using, obviously use its harm. For example:

Keeler’s finally had enough of Bran’s shit and puts her pistol in his face. She’s going aggro so she rolls+hard. He rolls+Hx to interfere, but his Hx with her is -1 and he misses the roll. (I as MC decide not to make a move, though; Keeler’s running the show and I’m quite content.) Anyway she aces her roll. She tells Bran to do something she knows he’ll never go along with, and like a good little f*+%er he rises to the occasion. “F~*! that. Shit, f++* you. F$+~ Y–”

Her pistol’s just her 9mm. It’s listed as 2-harm close loud, and he’s not wearing armor. (The circumstances — the gun in his face — give it ap anyway.) He suffers 2-harm.

Occasionally, though, you’ll get this far without having already established what weapon the attacker’s using. In those cases, establish it now and check if anybody wants to change their mind, since they should have known. Here’s an example of what I mean:

Keeler’s player, to Bran’s: “I’ve had enough of your shit. I put my gun in your face. ‘Time to let Jeanette go,’ I say.” She rolls+hard and aces the roll. “Cave or suck it,” she says. “Well I’m not going to cave, so: ‘f~&+ that. Shit, f$$! you. F~@# -"

Now, Keeler’s a gunlugger and so has at least 4 guns at her ready disposal. “Which gun did you say?” I say, as MC.

“Oh, my shotgun of course.”

Bran’s player: “Your SHOTGUN? You put your SHOTGUN in my face and I said f@&% you? Uh, no, no. I thought you just meant your pistol. Can I get a do-overs?”

Harm equals the inflicter’s weapon’s harm minus the sufferer’s armor.

If the weapon has ap (armor piercing), ignore the armor.

So getting shot with a shotgun (3-harm) while wearing fashioned gear worth 1-armor means suffering 2-harm. Getting punched by some guy (1-harm) while wearing armor worth 2-armor means suffering no harm. Getting hit by a truck means 4-harm no matter what you’re wearing.

For each 1-harm the character suffers, the player marks a segment of her harm countdown clock. Start in the 12:00–3:00 segment and continue around clockwise — no skipping segments, no multiple marks in the same segment, just marching right around segment by segment.

Keeler’s shot Bran in the head with her 9mm. Bran takes 2-harm. His player marks 2 segments: the one from 12:00 to 3:00 and the one from 3:00 to 6:00.

The three segments before 9:00 are less serious, the three segments after 9:00 are more serious. Mark the 11:00–12:00 segment and your character’s dead, but can still be revived. Any more harm than that, though, and she’s dead dead dead.

Before 6:00, harm will go away by itself with time. 6:00–9:00, the harm won’t get worse or better by itself. After 9:00, unstabilized harm will get worse by itself, stabilized harm will not, and it’ll get better only with medical treatment.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○
Pallor wrote:
Ew, hot highlighted. What are the chances of success with a -2?

3% chance to hit 10+, 25% chance to hit 7-9, 72% chance of missing.

Note that Seduce or Manipulate isn't necessarily sexual; it's "you have something I want, I have something you might want, let me talk you into this deal."

I'll give you this barter if you let me through the security checkpoint; I'll sex you up real good if you kill your boss who you totally hate anyway; I'll make the pain stop if you tell me what I want to know -- they're all Seduce/Manipulate and they all use a Hot roll, though that last one might be Go Aggro depending on how you play it.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Mooshy, looks like you highlighted Navarre's Hard after Scarlet had already done so?


yes he did, was he not supposed too?


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

yeah i think you have to have two different stats highlighted.


Whoops! I like the idea of Navarre opening his mind to the psychic maelstrom and facing his inner demons. Your second stat is Weird.


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Yeah Navarre, join the Weird! (I got it too haha)


DM Mooshybooshy, "the Foolish" wrote:
Whoops! I like the idea of Navarre opening his mind to the psychic maelstrom and facing his inner demons. Your second stat is Weird.

"Inner demons! We don't need no stinking inner demons!"

Ok now that I have that out of my system, Moosh, I did not know that AP in the weapons description was 'armor piercing' do you mind if I trade the magnum for AP and the machete for a 9mm?

Would pistol whipping someone do 1 or 2 harm?

did you ok for Navvare to have a motorcycle?

I think I am sort of figuring out how things work for Hx. One question, while in the "Holding" can a PC go 'aggro' on an NPC? Or only other PC's? I realize that if Navarre would threaten or harm Partridge that he would be in hot water with Chief, but would the 'hard action' count toward an 'experience circle'?


Okay for trading and for the motorcycle. Read the driver playbook pdf for building your hog.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○
Navarre "Two-Fingers" wrote:


Would pistol whipping someone do 1 or 2 harm?

Probably 1-harm. The other end of the pistol is 2-harm.

Navarre "Two-Fingers" wrote:
I think I am sort of figuring out how things work for Hx. One question, while in the "Holding" can a PC go 'aggro' on an NPC? Or only other PC's? I realize that if Navarre would threaten or harm Partridge that he would be in hot water with Chief, but would the 'hard action' count toward an 'experience circle'?

Yeah, you totally can. I mean, Partridge just stepped out, so you'd have to go find him, but mechanically you can do it, and you'd get XP.

Oh, other thing. NPCs break easy. 2-harm usually neutralizes or kills NPCs unless there's something special about them, whereas PCs can survive 5 harm or even more. So unless you really want to kill Partridge, go with the pistol-whip.


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Okay, things just kinda blew by me there, like 34 posts worth or something (this is what I get for not logging on for a day!)

What just happened?


Basically there's a lot of conversation going on at Wolf's.

Chief and Doc have been discussing a patient of the Angel's that needs specific medical supplies. Doc asked Chief to use his connections among the Stronghold to find some very rare stims, and Chief successfully did so, through Partridge, his trans agent.

Runner and Dust are formulating their own little side-adventure to stock up the Hocus' newest recruit on some sweet chems from the Big Farm, aka the ruins of the Minnesota Zoo. Runner's currently contemplating who else to bring on the journey, since one of Dust's followers informed him that Super Mutants have control of the MSP International Airport, which would be on their way. Dust, satisfied that someone's taking care of her newest member to her flock, is enjoying another cup of coffee in satisfaction.

Navarre, Dog, Pallor, and Scarlet are considering a scavenging run to a prewar tourist attraction in Saint Paul called the Wabasha Street Caves.

I'm anticipating these adventures to take place at different times in sequence, so we don't have to split the party up too much. I'd rather have you all dedicated to a single goal if possible. Loving these side-quests that are naturally popping up though.


Cool-1 | Hard+1 | Hot+0 | Sharp+2 | >>Weird+1<< | Armor: 0 | Harm: 0/6 | Exp: ○○○○○

Thanks for the summary, Moosh.

Since a majority are headed to Wabasha, should the rest of us chime in with reason's to tag-along?


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COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Since group cohesion is a goal, would a combined trip from Walker's to Caves to Zoo and back be too much for a day's outing?
If Runner goes with the main group, his rig can host the big guns on the roof rack mount and carry Runner, Abbot and 2 other people.
I-94 east to explore the caves for a few hours and then south on 35E to the Zoo would keep them clear of the trouble around the airport and maybe make it back in time for Dust's Rave/Religion/Awesome party.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

I'm inclined to have Chief stay at Walker's; I feel like one of the advantages of PbP is that you can have different scenes going concurrently without a big disruption (though that is a challenge for the GM to keep track of). Anyway, until some shit gets stirred up Chief doesn't have much to do.


As long as you don't get bored, Chief. Priority 1 here is that all my players enjoy themselves.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

yeah i feel pallor doesnt really have an "in" into the adventure, other than just following and people being too wierded out to tell him no.


I have an odd request.

We have players using the names of NPC's: Moosh spoke of Lits and Toyota who are listed as 'regulars" on Chiefs page, Runner spoke of Gams, Dust has mentioned Felix, Kali, Abbot, Charm and Omega, all presumably part of her 'flock' and Doc has mention his orderly Pete and the young farmers son what was his name again? Kyle? Kale?

Would it be possible to start a list of NPC's someplace, possibly on the campaign info page. If they are part of a characters responsibility and they want to list them on their own character sheet like Chief did, that would be awesome.

If they aren't part of the "lost boys" or the "Wolf's Staff" or the "congregation" or even if they are It would be beneficial to have a list, possibly with story info as it is developed, of the people in our community.

this will make it easier to intimidate them...Just sayin' and it will keep the continuity fairy happy!


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Yeah, that would be good.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Here's the list of my followers so far:

Members of the flock:

Felix - Huge and muscular man with a gentle disposition. Has access to 'the sacrament'.

Kali - A fierce and sharp witted woman who acts as security should the need arise.

Abbot - The youngest member of the scene. He has contacts at the Big Farm.

Charm - A natural born dancer. She believes strongly in the Blind God as a deity.

Omega - One of the older members of the scene, he has long white hair. Loves to paint and makes his own art materials.

(Partridge - See Chief's list of associates.)

I've got it all on my character profile but it would probably be good to aggregate lists somewhere so we can look things up quickly.


I'll put them into the campaign info tab.


You rock Moosh, I think it's the music playing over at Dust's church, but you still rock.

A couple of things need sorted out for Navarre's back story. Dust I figure you and Navarre came from the same small berg. You left first, Navarre followed. Why don't you pick the town where they grew up at. If you want to have grown up in the same nutty religious group as he did or just someone from the town, I'm good either way.

Dog and Runner this one will be a little tougher. When Navarre arrives on his "acquired motorcycle" he immediately joined the 'Lost Boys'. Sometime before Runner left Or if it was later than two years ago, before Navarre left he and Navarre were in a fight and he left Navarre wounded. Dog This could be the same fight or a different fight that you and Navarre fought shoulder to shoulder, It's up to you guys, if you want it to be the reason Dog overthrew Runner that works for me. I put in my back story that it was around two years ago that I left the twin cities, and that I've only been back a couple of months, if that simply doesn't work I will change the backstory. But at some point Navarre left the gang and the city, then came back armed to the teeth and more independent.

rough outline:

Navarre's ancestors were religious fanatics who believed there was going to be an apocalypse that they needed to prepare for: bomb shelters, food, water, licensed weapons and a few "iffy" ones, the grenade launcher was for "Smoke grenades" Society would have called them a cult. They were uptight, legalistic, narrow minded and right.

Now in the world that is, three of four generations later, His parents are supper religious, still: uptight, legalistic, narrow minded but tapping into the Weird totally nuts. So he left. Found one of his childhood friends here.

His parents prejudices drove him to hate what they love: religion, the weird and just the overall "wear white shirts and ties while I knock on your door and smile" politeness that marks most religious fanatics. as long as you agree with them. If you don't then there jerks, he kept that part. It also drove him to love what they hated: violence, gangs, bikes and overall anti-social behavior for no apparent reason.

This is where we will work out the backstory with Dog and Runner.

When he got word that his dad was sick he couldn't resist the urge to go home to say good and to collect his rightful inheritance: the Stoner and the grenade launcher. Forgiving his father on his death bead, he thought about some of his motivations and decided to stick it alone instead of trying to replace his dysfunctional family being in the gang.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Sounds like good stuff. I'll let the details you've already got down sink in for a bit and try to figure out how Dust fits into the picture.


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Surfing the web to educate myself on things Minneapolis/Saint Paul,
I found this picture of some of Dust's followers..


Hey all, sorry for not posting any updates yesterday, was a really long day at work and I was tired by the time I got home. Went straight to bed. Expect an update posted around 12 noon, CST. Thanks. :)


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

I apologize for the relative silence. Work's been running me ragged what with Valentines weekend and all. Once I get an opportunity to post from an actual computer, I'll get caught up...


No problem Seth!

I've added all the NPCs we've discussed so far except Paul Atreides to the campaign info tab.


was looking for images and names for the "lost boys" club found this and this. I like the first image better, but I like that the second one makes a vague reference to an image/movie and they would probably have no idea what it means.

Haven't found anything to call the club, I like "motorcycle club" but your 'the Chopper' Dog.


FYI guys, I think I mentioned this before, but daddy duties tend to dominate my weekends, so I only post during the work week. Just in case anyone was wondering why I haven't posted anything the past two days.


»Cool+1« | Hard+2 | Hot=0 | »Sharp+1« | Weird-1 | Armor: 2 | Harm: 0/6 | XP: 2/5
Navarre "Two-Fingers" wrote:

was looking for images and names for the "lost boys" club found this and this. I like the first image better, but I like that the second one makes a vague reference to an image/movie and they would probably have no idea what it means.

Haven't found anything to call the club, I like "motorcycle club" but your 'the Chopper' Dog.

That first image is boss! I think I'm gonna call our hangout "The Pit". It sounds a little more ominous.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Pallor's maelstrom scene is ace. Love it.


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thanks!


Posting again tonight when I get home from work. Was majorly sick yesterday, sorry.


Hope your better, take your time, the apocalypse will wait a little longer!


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Hope you're feeling better now and have a refreshing weekend.


RETIRED PC | Quarantine | COOL+3 | Hard+1 | Hot+1 | Sharp+1 | WEIRD+1 | Armor 0 | Harm 2/6 (6:00) | Exp ●●●●○

Hi Folks - Specialist BENJAMIN, FRANCIS A. reporting for duty! I’m excited to begin exploring post-apocalyptic Minnesota with y’all, just waiting for the green light to post in the Gameplay thread.


RETIRED PC | Quarantine | COOL+3 | Hard+1 | Hot+1 | Sharp+1 | WEIRD+1 | Armor 0 | Harm 2/6 (6:00) | Exp ●●●●○

DM Mooshybooshy, here's my Weird roll: 2d6 ⇒ (1, 1) = 2.

Yikes - looks like the future has blown SPC Benjamin's mind!

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