Thursday, December 29, 2016

Team C garage

I've made a set of cards for the vehicles that Team C will be issued when the game begins.  These will include:

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)

Friday, December 23, 2016

Discussion of the Rewards System

As a trial balloon, I've proposed a system of pay-outs and rewards, listed below.   Each mission will be rated "failure", "success" or "Extra-ordinary Success" and that result is cross-referenced with the result of the KILL JAR to get the pay-out.

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.


At the end of each session, there will be a PAY OUT. The pay-out is determined by cross-referencing “Success” with “Kill Jar”.
  • 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
Result Number
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
Result Letter
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 and Deck Update

I've printed out  and put up the final versions of the gear books on the wiki:

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
Dagger x2
Bayonet x2
Billy Club x2
Brass Knuckles x2
Trench Knife x1
Tomahawk x1
Black Jack x1
Bowie Knife x1
Flash Light x4
Handcuffs x2
Climbing Gear x1
50' Hemp Rope x2
Camera x1
Bottle of Chloroform x1
Anti-venom 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

Starting to Panic

Ah!  it's less than 3 weeks until To A Bloody Pulp Begins!
Everything has to be ready!

I'm way behind on deck-making.


Tuesday, December 13, 2016

I'll Take "Miniatures We Definitely Don't Need to Get for our Games" for $100, Alex

The Answer is:


I don't have these, I don't want these.   Wait a minute.   That guy on the bottom right with the curvy stick.   He could be a half-breed Austrian-Australian with a Krauten-Boomerang of death.    Damn.  Now I want them.

Friday, December 9, 2016

Life imitates Art

"Historicon" the summer convention of the Historical miniatures organization whose conventions I sometimes visit (though mostly in the Fall), is moving to Somerset New Jersey, right next to our fictional Gotham City.

Article Link

Thursday, December 8, 2016

Meet Team C: Aeon Ghost

Aeon Ghost

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

Meet Your Gotham Neighbors: RIchard Nixon

Richard Nixon

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

Meet Team C: Gorak the Janitor


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)

Meet Team C: Pierre Delecroix

Pierre Delacroix

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

Meet Team C: Doctor Rhombus

I had to do one more
And yes, the character generator program works much better in Chrome than it does in IE

Doctor Rhombus

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