Again, some aspects are inspired by stuff I saw in the book and on the forums, thanks for the inspiration! Also I wouldn't us this as an example of how this SHOULD be done, this is just the way I did it, and this is my first time.
A lot of things changed between the 1st session sheet and now. Pope, the hardholder is now a collector, not a dictator. he is swayed by gifts. The players didn't pick a "core" type (hardholder, operator, etc) so are all in Pope's employ and will be given a special gig each starting next session.
A lot of the stuff in front 2 feels like it should be in the home front, but it ended up in it's own. It's a fuzzy line sometimes.
So far, most of the action has involved Wisher's family and the Goggles from front 1. The players will start the next session with their gigs and probably some opening moves designed to let them choose the direction of the game (Will they go to Circle town for water or supplies, or work on improving their standing in the hold, or will they possibly try to figure out the mold? Or (I HOPE ) something I can't even anticipate!)
The remaining fronts:
FRONT TWOIs called: inside vatican
Expresses: ignorance
Dark future / agenda: pope is a strong but somewhat delusional leader. He fails to see that while he is growing his hold and gaining skilled people, he does not have the resources needed to feed and maintain such a holding. He begins to feel entitled to anything he wants, and will lash out of not satisfied. As people begin to abandon the hold it will fall into unrest, and the survivors of the civil war will be picked off and sold as slaves by their neighbors.
Stakes: will someone stand up to Pope and stop the spiral? Will Wisher get his way over Ethan? Will Minerva have to resort to deliberate poisoning or cannibalism?
Cast: pope, his cardinals, wisher’s family
Overall Countdowns Poor leadership:
- 3:00 pope is a little demanding but not intolerable
- 6:00 – pope asks for things of questionable merit
- 9:00 – pope beings making unreasonable and unrealistic demands
- 10:00 – hardhold falls into severe unrest
- 11:00 – hardhold falls and the survivors are sold into slavery by their neighbors
Threat 1Is Called: pope
Kind: warlord : collector
Impulse: to own
Description: pope is the hardholder of Vatican. Cardinal Newton is Wisher’s father and mouthpiece of Pope. Cardinal Gnarly is leader of the gang. Pope falsely believes the hardhold has plenty and often makes offers of lavish food and gift to visitors who please him, but can seldom follow through. He has made so many deals over the years that he is indebted to just about everyone and there is little to go around if called on it. Meanwhile he collects gadgets and meaningless luxuries.
Cast: Pope, Newton, Gnarly and his gang (medium, 2-harm, 1 armor, vulnerable: obligation)
Resources: walls, Security, Living Space, Luxuries
Custom Move: when you present pope with a gift, roll+hot. On a 10+, he is quite pleased: he gifts you with a boon. On a 7-9, he is unimpressed: he will call on you again though. On a miss, he is displeased with the gift: you can choose to face his ire or suck it up and promise him the moon.
Threat 2Is called: wisher’s family
Kind: family
Impulse: to close ranks & protect their own
Description: the auto mechanic Wisher arrived in Vatican as a child with his family. Wisher is kind of an abusive punk with little respect but his dad in high places and his big brother and sister give him a feeling of invulnerability. He is a decent mechanic, and although Ethan is better, his connections are stealing work away from the Savvyhead.
Cast: Wisher is a mechanic, his father Newton is popes right-hand man, mother Minerva is the farm maven. Cousins Van and Garret can be found around the hold.
Resources: skilled Labor, Authority (False)
Threat 3Is called: nothing good will grow here
Kind: affliction : delusion
Impulse: to dominate people’s choices and actions
Description: the ground near Vatican is made up of gritty remains of pulverized architectural stone and crusted over with the mold. Very little can grow around here and most of what does is tainted with a black rot which may inflict the mold upon anyone unfortunate enough to eat the stuff. She has a few poor patches of soil behind Vatican and has trouble making her ration. She has everyone believing that the cannibals are responsible for the blight however, and constantly scapegoats them for her troubles.
Cast: minerva the farm mistress, assistants Pedge, Gravel.
Resources: Authority, Open Space
Countdown Clock:- 3:00 – There is just enough for the indulged and a few more
- 6:00 – Enough for only the indulged, plus they suffer strict rationing, scapegoats are named
- 9:00 – Not enough to go around, foods may include mold infection, suspicion and violence
- 10:00 – Barely enough to keep the gang together, violence rampant
- 11:00 – Food supplies fail utterly
FRONT THREEIs called: slavers
Expresses: despair
Dark Future / Agenda: the slaver gangs wandering the other side of the river grow bolder and begin to cross to Vatican. Circle town gains broad power and dominates the region, owning all who do not die in the battles to come.
Stakes: will anyone stand up to Circle Town? Will the slave Pierre escape to Vatican to be with his family? Will Minerva from Vatican need to resort to deals with Circle Town?
Cast: circle town: Ruled by Uncle and Lim. other: Tum Tum, Carna, Shazza, Chuck, Pierre. Slaver gangs led by Harridan, Rum, Ika.
Threat 1Is called: circle town
Kind: warlord: slaver
Impulse: to own and sell people
Description: circle town is a rival hardhold located in the old roman coliseum. The hardholder here has embraced the feeling of the place and its cavernous prisons and engages in the worst kind of slavery. Might rules here and the leadership is violent and paranoid. Uncle will buy or sell anything for the right price including people and including to the cannibals. He intends to dominate the area and profit by doing so. He and his community are ruthless and violent. A large store of fresh water is concealed in the huge cistern beneath circle town. Water from here is clean and pure, but expensive.
Cast: Lead by Uncle and Lim, who’s (large, 2-harm, 2-armor, savage) gang includes 40-50 men. (Tum Tum, Carna, Hull)
Resources: water, Walls, Loyalty, Preserved Meats (Don’t ask)
Threat 2Is called: the river
Kind: landscape: breeding pit
Impulse: to generate badness
Description: where the river ran is now a black unhealthy sludge of mold and death. Most of the bridges are out and only one known way to cross remains, but they demand tribute to pass. The river will sink anything heavy, poison anything alive, and belch forth moldy spores and noxious smells to sicken those nearby. The cannibals come here to pick herbs and sludgy growing things to trade for medicines and other necessities.
Resources: access (the other side of the river, circle town), medicine, raw materials
Custom move: while near the river roll+sharp. On a 10+ you find safe crossing: pick three. On a 7-9 you find a precarious crossing: pick two. On a miss, you find trouble, pick one.
You don’t get exposed to the mold.
You don’t run into trouble.
You don’t see something you wish you hadn’t seen.
You’re certain you can find a safe return.
Threat 3Is called: slaver gangs
Kind: brutes: hunting pack
Impulse: to victimize anyone vulnerable
Description: Many small packs hunt the area, especially near the bridges or the roads from outside. These gangs will try to pick off small groups to sell their stuff, sell slaves, or steal necessities. They often ambush more than fight straight up.
Cast: Most are (small, 2-harm, 1 armor, savage)
Resources: Brute Force