Story: The Corleone Crime Family is putting together a new crew, one that will hit targets that can't be hit, and sell merchandise that can't be sold. This will shake both the core institutions of society, and also inevitably encounter weird shit, supernatural shit.
Premise: This is a supernatural robbery simulator where you play the honest Mafia crew trying to make a living. I envision this to be a high-mortality but high customization game with its focus around combat and crime planning.
Character Creation:Put 5, 4, 3 points into your most favourite, second favourite and least favourite attributes
Then put 11, 7, 4 points into talents, skills and knowledges after prioritizing them. Nothing above 5 at character creation.
You'll get some starting money and all. Plans for that in next post.
Players can create
TWO characters to play with at the same time. They aren't meant to survive.
Character Sheets:Name:
Player:
Bio:
Attributes:
Physical
Strength: 1
Dexterity: 1
Stamina: 1
Social
Presence: 1
Manipulation: 1
Compusure: 1
Mental
Intelligence: 1
Wits: 1
Resolve: 1
Abilities
Talents
Athletics
Perception
Melee
Leadership
Subterfuge
Skills
Ranged Weapons
Explosives
Fieldcraft
Piloting
Diplomacy
Knowledges
Academics/General Knowledge
Medicine
Technology & Crafts
Bureaucracy
Religion & Occult
Basic game mechanics, rules, and armoryWe will be following (New) World of Darkness rules as far as possible. Game mechanics are largely based on Hunter The Vigil. Rulebooks can be given out if you send me a PM. (I can't link copyrighted materials here)
How health works: Health in the NWoD system is size + stamina. Adult humans are size 5.
You take a dice penalty at the fourth, third and second last health point. The character is incapacitated at 0.
Health is counted in Bashing, Lethal and Aggravated damage counters. Full bashing damage results in getting knocked unconscious. When a character takes full lethal damage equal to its health points, it starts taking aggravated damage. When a character has full aggravated damage, it is very dead.
How leveling up works:When leveling up, the costs are as follows:
Attributes cost 9 exp per level
Abilities cost 5 exp per level
Disciplines cost 7 exp per level
All these max at 5 for now.
Dice-RollingAll actions use a dice pool of a relavant attribute+skill.
An 8, 9 or 10 on a D10 is needed for success. 10s are rolled again and can stack to add successes.
A 1 cancels a success and causes critfails if no successes remain.
Difficulty modifiers will subtract dice from the pool. (shooting at a weapon's medium and long range, poor lighting, concealed target)
Complicated actions will add minimum dice for successes. (Drilling through a bank vault with a thermal drill)
Willpower: +3 to one roll when willpower is spent
Regaining Willpower: +1 per full night's rest, or +1 when a vice or derangement is successfully roleplayed.
Combat Basics1 roll resolves everything combat: Damage is generally your attack roll (like dex + firearms) + the damage bonus on your weapon. The attack roll determines damage.
Defense: Dex + Wits : The sum of Dex + Wits is the character's innate defense. This is automatically subtracted from all attack pools involving melee and thrown weapons.
Armor: Like defense, but does not degrade from multiple combats, and works against firearms.
Rolling to dodge: Dodging is a dex+athletics test vs the range attack dice pool. It can only be used once per turn, so multiple dodges are not possible. A successful dodge throws the character behind cover or throws it prone (-2 to ranged attacks). The first successful dodge will negate the first attack against it. Subsequent attacks can still hit through the cover (many guns can go through cover in NWoD) or hit the prone target.
Weapons have weight categories. The order of shot is as follows:
Fists > Knives > Pistols > Light > Medium > Heavy > Huge
So if someone with an assault rifle posts that they are shooting the thing, then someone on the same turn posts that they are shooting the thing with a pistol, the pistol will still shoot first, regardless of post order.
Attacking:Melee attack: Strength + Melee
Ranged Attack: Strength + Melee
Throwing: Strength + Athletics
All Out Attack: +33% (strength + Melee) for a minimum of +2, no defense
All out dodging: Attacking is forgone to double defense. Doesn't really work outside of melee.
Initiative: Dexterity + Composure + D10 roll whenever attack sequences are in doubt.
Surprise: Wits + Composure to see if initiative is rolled.
Combat Modifiers:Target behind cover: Durability of cover is subtracted from attack pool before applying damage.
Reloading: Instant action; no Defense if bullets loaded singly (revolver/shotgun)
Shooting in melee range: Target gains defense
Prone Target: -2 to hit at range; +2 to hit in melee
Range: -2 dice at medium range; -4 dice at long range
Concealment: -1 for partially; -2 substantially; -3 fully concealed
Drawing a Weapon: Instant action, but negates defense
Autofire Short Burst: 3 Bullets; 1 target; +1 to attack dice pool
Autofire Medium Burst: 10 or so bullets; distributed between 1-3 targets; +2 to attack dice pool -1 per target if multiple targets
Autofire Long Burst: 20-30 Bullets; Any number of targets at GM discretion; +3 to attack dice pool; -1 per target if multiple.
Armor piercing: Ignores some of target's armor
Fighting Blind in complete darkness: Only 10s hit. No crits from 10s. Players must guess targets' position
Non-Combat Actions QuicklistFast Talk: Maniplation + Leadership or Subterfuge vs Composure + Perception or Subterfuge
Oration: Presence + Leadership vs Resolve + Composure
Seduction: Presence + Manipulation vs Wits + Composure
Lockpicking: Dexterity + Subterfuge
Hacking: Intelligence + Technology
Shadowing: Wits + Subterfuge vs Wits + Composure
Medical Treatment: Dexterity or Intelligence + Medicine ; 10 successes: 1 aggravated reduced to lethal. 5 Successes: 1 lethal to bashing or healed. Max wounds downgraded or healed per day = Medicine Level
Resist Poisons: Stamina + Resolve vs Poison Strength
Performing a forensics study of a crime scene: Intelligence + Academics
Attaching a gun to a gun to a gun and then attaching it to a vehicle mount: Intelligence + Technology or Fieldcraft
Anything to do with rope, ducttape and jury rigging: Fieldcraft + relevant attribute
Mental Calculations of the ballistic arc of an artillery shell: Intelligence + Firearms or Technology
Gun Modifiers QuicklistTelescopic Sights: Reduces range penalties at long range from -4 to -2
laser sights: Intimidates targets, forcing wits + Composure rolls. Failure causes the target to lose initiative, even if they would normally shoot first.
Wide-Optics Scopes: Reduces Medium range penalties from -2 to -1. Long range Penalties still apply.
Reflex/CQB Scopes: +1 to short range attacks
A scope on top of a scope: Permitted. You can build a holographic backup scope on your ACOG day scope.
Silencers: Bystanders only hear shots with successful wits + composure rolls. Higher silencer ratings increase the number of target successes.
Flashlights: Players take -3 dice to hit things in the dark instead of only 10s hit. Players are also actually able to see their targets.
Ranged Weapons QuicklistRevolver & Pistols, Light
Attack: +2
Range: 20/40/80
Revolver & Pistols, Heavy
Attack +3
Range: 30/60/120
SMG, Small
Attack: +2
Range: 25/50/100
SMG, Large
Attack: +3
Range: 50/100/200
Assault Rifle
Attack: +4
Range: 150/300/600
Shotgun
Attack: +4, 9 again
Range: 20/40/80
Rifle
Attack: +5
Range: 200/400/800
Crossbow:
Attack: +3, can be used to stake vampires
range: 40/80/160
Melee Weapon QuicklistSap, Brass Knuckles
Attack: 1B
Club, sports bats
Attack: 2B
Mace, metal pipes
Attack: 3B
Knife, Wooden Stake:
Attack: 1L (Stakes need to apply 3 damage to the heart (-4 difficulty) to succeed in staking a vampire)
Smallsword, small axes, machetes:
Attack: 2L
Sword, fireaxes, Katanas:
Attack: 3L
Spear
Attack: 3L
Special: +1 Defense
Greatswords, Greataxes
Attack: 5L
Armor QuicklistArmor ratings in melee/range
Thick Clothings: 1/0
light kevlar: 1/2
tactical body armor: 2/3, def: -1
Leather Armor: 1/1
Chainmail: 2/2
Plate: 3/3