Thursday, December 29, 2016
The Beast (a futuristic bullet-resistant fast car)
A sedan (non-descript passenger car)
A Tow-truck (to fetch busted vehicles)
A pick-up truck (for utility purposes and undercover work)
A motorcycle (for cool wheelies)
A motorcycle with sidecar (for looking like a dork)
An auto-gyro (early type of almost helicopter, great for in-city work)
Tuesday, December 27, 2016
Friday, December 23, 2016
The KILL JAR, is like a swear jar, one chip goes in for each person you kill (except enemies armed with deadly weapons who are trying to kill you) or person you let die, or major piece of property you destroy.
I also have a system of "DAMAGE" to the various gangs in the city. Each gangster that gets killed does a point of damage to the gang, affecting its morale.
There is a neat tension that arises if both systems are used. Killing bad guys weakens the gangs, but killing bad guys also lessens your rewards, so whether to kill or just beat someone becomes a real question with consequences for either choice.
Andrew has discussed adding "good chips" to the Kill Jar, but we are short on details so far. I'd like everyone to think and give comment on the Rewards and Kill Jar ideas.
THE REWARDS SYSTEM
- Kill Jar 0-5: Result: 1-P
- Kill Jar 6-10: Result: 1-N
- Kill Jar 11-15: Result: 0-D
- Kill Jar 16+: Result 0-D
- Kill Jar 0-5: Result: 2-C
- Kill Jar 6-10: Result: 2-P
- Kill Jar 11-15: Result: 1-N
- Kill Jar 16+: Result: 0-D
- Kill Jar 0-5: Result: 3-C,P
- Kill Jar 6-10: Result: 3-P
- Kill Jar 11-15: Result: 2-N
- Kill Jar 16+: Result: 1-N
The number represents 3 things:
- Number of XP each player gets
- Number of draws from the ordinary gear deck the team gets per person
- Number of draws from the Special Deck the team gets as whole
Additionally the following letter codes apply:
- D—Dragnet by police next session, each time a 2 of clubs is drawn in initiative (either yours or enemies’ draw), 1-6 cops show up aiming to gun you down.
- P—Positive News story in the Paper: +1 charisma to all players next session.
- N—Negative News Story in the Paper: -1 to charisma to all players next session
- C-City Goes wild—next session, every time a Queen of Hearts is drawn by the players, some unexpected allies arrive to help the players
Thursday, December 22, 2016
Equipment Book Page
I've also created the first deck. It is the pieces of equipment that are in the Armory of the HQ when the team starts play. (Remember, players also can pick a single special piece in addition).
The list is as follows (and I have a card for each to distribute when play starts):
Thompson Sub-machinegun x2
Colt .45 Automatics x3
Colt New Service Revolvers x2
Colt Police .32 x1
Smith and Wesson Police Revolver x1
FN vest pocket .25 auto x2
Springfield M1903 Rifles x3
Remington M30 Hunting Rifle x1
Remington M8 Hunting Rifle x1
Assorted Shotguns x4
Flak Jackets x4
Bullet Proof Vests x2 (ordinary)
Gas Masks x6
Steel Helmets x6
First Aid Kit x1
Doctor's Bag x1
Bundle of Dynamite x2
Demolition Kit x1
Nerve Gas Grenade x1
Radio Transmitter x1
Radio Receiver x2
Lock picks x1
Leather Jackets x4
Hand Grenades x4
Anti-Tank Grenade x2
Smoke Grenade x2
Billy Club x2
Brass Knuckles x2
Trench Knife x1
Black Jack x1
Bowie Knife x1
Flash Light x4
Climbing Gear x1
50' Hemp Rope x2
Bottle of Chloroform x1
If there is anything glaringly missing, let me know. The idea is that this is the basic start line, with more stuff being delivered each session, more or less randomly.
The Team will have to decide whether items are returned to the Armory at the end of the session, or each person keeps what he's issued once it is distributed.
P.S. I also slapped together the first deck of ordinary gear for the Rufus deliveries. (Armory and Rufus decks very easy, just cutting and pasting from gear books)
Wednesday, December 21, 2016
Tuesday, December 13, 2016
WHAT IS FRANCO-PRUSSIAN WAR ARTILLERYMEN
Friday, December 9, 2016
Thursday, December 8, 2016
Human Male - Seasoned (20 xp)Heroic but fastidious, the extremely fussy vigilante known only as Aeon Ghost is one of the fastest and most agile members of Team C of the GCRP. His background is completely mysterious, but his commitment to clean hands and hatred of germs of any kind are legendary.
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
Pace: 6, Parry: 7, Sanity: 5, Toughness: 5
Skills: Driving d6, Fighting d10, Notice d4, Piloting d4, Shooting d8, Stealth d8, Streetwise d6, Throwing d4
Edges: Acrobat, Block, Two-Fisted, Ambidextrous, Fleet-Footed, Quick
Hindrances: Enemy (Minor): The All Americans, Heroic (Major), Phobia (Minor): Mysophobia (Fear of Germs)
I don't think I'll play Aeon Ghost, but I have a miniature for him and I'll build him in case someone else shows up who wants to play. He's vague enough that anyone can step right in to play, and he's effective enough as a detective and a skirmisher that I think he'll play well. Perhaps "new Matt" might play Aeon Ghost? We'll see.
Monday, December 5, 2016
Human Male - Novice ( 0 xp)
"Young Dick" has just graduated from college and is an intern at the Baker and Lee Law firm, before he starts law school. He is a fiery anti-communist.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6, Parry: 4, Sanity: 6, Toughness: 5
Skills: Driving d6, Fighting d4, Investigation d6, Knowledge (Law) d6, Notice d4, Persuasion d6, Stealth d4, Swimming d4, Taunt d6, Throwing d4
Edges: Extra Edge (Racial), Connections, Strong Willed
Hindrances: Bad Luck (Major), Big Mouth (Minor), Stubborn (Minor)
Saturday, December 3, 2016
Human Male - Seasoned ( 20 xp)
Gorak is an unfrozen Caveman, rescued by the mysterious Mr. Cheavers and attached to Team C Headquarters as the building janitor. Modern inventions confuse and frighten him.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Pace: 6, Parry: 5, Sanity: 5, Toughness: 8
Skills: Climbing d6, Fighting d8, Notice d4, Shooting d6, Stealth d6, Survival d6, Throwing d6, Tracking d8
Edges: Danger Sense (taken at Novice), Extra Edge (Racial), Brawler, Brawny
Hindrances: All Thumbs (Minor), Clueless (Major), Outsider (Minor), Illiterate (Minor)
Human Male - Seasoned ( 20 xp)
Pierre Delacroix is a French Canadian who had a long career as a fur-trapper and lumberjack. He is rude, uncouth, and always has an opinion about just about anything that is going on. He is lame from his surgery to repair his body, but he still retains the quickness as well as his clever skills at repairing and improvising necessary devices for Team C.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 4, Parry: 5, Sanity: 5, Toughness: 5
Skills: Boating d4, Driving d6, Fighting d6, Healing d4, Notice d8, Repair d8, Shooting d8, Stealth d4, Survival d6, Tracking d4
Edges: McGyver (taken at Novice), Dodge (taken at Novice), Extra Edge (Racial), Quick
Hindrances: Big Mouth (Minor), Lame (Major), Stubborn (Minor)
Thursday, December 1, 2016
character generator program works much better in Chrome than it does in IE
Human Male - Seasoned ( 20 xp)
Was he really there, or was it in your mind? The mysterious Dr. Rhombus is the bane of criminals, getting inside their heads and setting up a hammock.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 4, Parry: 5, Sanity: 6, Toughness: 5
Skills: Fighting d6, Intimidation d6, Investigation d4, Knowledge (Psychology) d4, Notice d4, Persuasion d6, Psionics d8, Shooting d6, Stealth d6, Streetwise d4, Taunt d6
Edges: Power Points (taken at Novice), Strong Willed (taken at Novice), Extra Edge (Racial), Arcane Background, Mentalist
Hindrances: All Thumbs (Minor), Cautious (Minor), Lame (Major)
Arcane Background: Psionics
Power Points: 15
Powers: Confusion, Fear, Mind Reading
Wednesday, November 30, 2016
Human Male - Seasoned (20 xp)
Pace: 6, Parry: 6?, Sanity: 6, Toughness: 6
Hindrances: Enemy (Minor), Heroic (Major), Loyal (Minor)
Arcane Background: Super Powers
Power Points: 20
Powers: Pummel (Sound)
Monday, November 28, 2016
She brings to the team a measure of street smarts and investigative skills along with her iron will and marksmanship to counter her lack of physical fitness. Her past growing up in the mean streets of Gotham have left her with a variety of connections that could prove useful.
Mother Maria Cobblepot
Human Female - Seasoned ( 20 xp)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d8
Pace: 5, Parry: 5, Sanity: 6, Toughness: 7
Skills: Driving d4, Fighting d6, Healing d4, Intimidation d6, Investigation d4, Notice d4, Persuasion d4, Shooting d6, Stealth d4, Streetwise d4, Taunt d6
Edges: Connections (Catholic Church), Steady Hands, Strong Willed, Level Headed, Liquid Courage
Hindrances: Obese (Minor), Phobia (Minor): Spiders, Vow (Major): Catholic Church
Monday, November 21, 2016
Our next game will be on December 18th, and will be the last Fistful of Lead shoot-out.
To A Bloody Pulp will then begin on January 8th
Friday, November 18, 2016
Thursday, November 17, 2016
Thursday, November 10, 2016
I would like someone or someones to read over them and tell me if there is something that doesn't make sense or is messed up before I finalize the process.
The Four Booklets (Armor and Melee Weapons, Guns, Regular Gear and Vehicles) can be found at this page in the To A Bloody Pulp Wiki: (there are tons of pictures)
GO HERE FOR GEAR
Monday, November 7, 2016
Sunday, November 6, 2016
First we see Mountain Tom and Blue Tom preparing to bushwhack the cattle-driving Dusty Richards
Next we see wounded Red Tom, Blue Tom and Mountain Tom still firing down on the remains of the Dusty Richards gang, as Crazy Bill and Old Cookie Swanson attempt to cross the river and come to grips with the Richards from the other side.
Wednesday, November 2, 2016
Monday, October 31, 2016
"Hey, Nobody Wants to be the Cheeseball!"
Check out the wiki for To a Bloody Pulp for all kinds of information on Gotham City 1934 and the discussions on game rules for the upcoming campaign. Let us know your comments and, remember, "Nobody Wants to be the Cheeseball!"
I anyone wants to get in on the wiki process, let Andrew know.
Monday, October 24, 2016
Sunday, October 23, 2016
Wednesday, October 19, 2016
Friday, October 14, 2016
Tuesday, October 11, 2016
October 23: Wild West shootout, series of gunfight scenarios, each probably 1-2 hours. Come late, leave early, won't matter
November and December: Since Andrew is busy, I'm going to run a Wild West miniatures campaign. The basic structure involves everyone creating a gang, and fighting a series of shoot outs and other scenarios for loot and glory. I think we'll set it up as Tim vs. Jason, with anyone else who shows joining one side or the other. Since it's not a role-playing game, and each scenario is fast, coming late or leaving early will be no sweat.
January or thereabouts: Andrew and I are working on a new Savage Worlds campaign "To a Bloody Pulp", for two fisted action in 1930's Gotham City
Monday, October 10, 2016
To make a long story short, Andrew kicked everyone's asses. Shot the sheriff off his front porch on the first turn, beat 2 bankers and 2 shopkeepers in the general store to death, killed all the Sidewinders without loosing a single man.
In scenario 2, once again Andrew led the Rojo gang. This time he was coming to town to kill a dirty squealer held in the town jail. Tim played the sheriff's posse guarding the jail. This time it was quite different. Entrenched in cover, the Posse shot the living crap out of the Rojos, killing them all, loosing only one man in the defense.
It's a fast, fun game. I think we're going to have a good time with it next time.
Thursday, October 6, 2016
Tuesday, October 4, 2016
Monday, September 26, 2016
I've been trying to kick-start these sessions by dropping you guys right in a "free" score that I've already chosen for your characters. I balance that with making the score always yield coin, while giving me a bit of leeway to develop the campaign. I'm still looking forward to you seeing Lord Scurlock (the gentleman undead gambler) or the demon now clad in shopkeeper form that the Forgotten Gods created. Hopefully that is okay. The starting caper this time was not my best, but it turned out to be funny just because everything went pretty much your way for a change. If you aren't cool with the In Medias Res start, let me know and I'll do something different. I've just found that starting with the action gets us all focused that much faster.
My other favorite moment was the fact that you created an NPC contact (Simpkin the Incontinent) by pulling him right from your gang. Now they have more than just a faceless identity, they have an actual name to go with it.
Friday, September 23, 2016
I've read through the rules for Fistful of Lead--Reloaded in preparation for the Wild West Miniatures session I want to do. (See Recent Dr. Skull's Workshop Entries). Here are my impressions:
Just like Savage Worlds, except no Joker, Aces are wild. Special Bonuses for certain cards (e.g., if you get a Queen of Heats you can heal one wound). Should be smooth.
Each figure can do 2 things, e.g. Move and Move, Move and Shoot, Shoot and Shoot, Aim and Shoot, get off Horse and Shoot. Also smooth.
Roll d10, 5 or better to hit, close range, 8 or better to hit, long range. A handful of modifiers nothing hard. Roll a "1" when shooting means you ran out of bullets.
Hits can result in PIN, WOUND, or DEAD: Pin works similar to SHAKEN in Savage Worlds. Wound gives -1 penalty and knocks you down. 3 wounds or a dead result means dead. If roll a "1" when trying to get up from PIN or WOUND means you run off in terror.
There are some extra rules for TNT and Gatling Guns and for some minor unit customization and campaign play. It is free of in-game record keeping and should be fast and fun. It was a good choice I think