I promised I would do new game Thursday. Here it is. Enjoy.
Its a Suggestion game just like SPAM stuff. This time your a gangster, in a dungeon punk world. Enjoy!
Behold!
Name main leader:
Gang type:
Stats: (Bonus 3 at start depending. Mafia Savvy, Smugglers, Sneak, Cult is Charm, Strong Arm is Violence.)
Start with 1 in all Stats except bonus. Have 14 to speed. (Max is 10.)
Gang Picks:
Based on which gang you picked, get choices there. Have in total 10 character points to spend.
Personal Pros: Pick 3, can pick 5 if two cons.
Rackets and Gang stuff: Gang flaws (3 in total) grant 5 bucks a flaw.
Start off with 24 coins for rackets and gang gear stuff.
Gangs:
Mafia:
Friends of the Family: (2) The Law does not protect your family. You protect your family. As a result, no snitching. Just pay some funds or donate man power to helping in community and roll 1 die 3 sides. Result? That much heat is gone.
Lift the Lamp: (2) Thousands of People come to this city everyday. Uprooted from the home country, they need a shepherd, we can be that shepherd. What this means is pick a group (Human ethnicity from list or even nonhumans.) Gain bonus when dealing with declared group. (Can use this up to four, have to reapply it each turn.)
Spread The Name: (3): Your widely known in the neighborhood. The poor and disillusioned marched to follow your lead. With this, pick a group. No matter if failed recruit drive, at least one new member. (Also means if did a 3/3 success roll, get 4 instead of three.)
Godfather: (3) They come kneeling, begging for friendship. They treated your messengers like royalty. Pick an Officer, said officer gets a boost in either savvy or charm added on for results. Pre officer mind you. So a party/gang boost.
Chain of Command: (6) With this can have twice as many officers and Leaders. To shoulder a whole kingdom is madness, wise men delegate. Problem is named characters listed can still have own objectives. (6)
If I was There….: Perform heist, if score beats Heat’s score. No heat as a result. On critical roll subtract two heat if have it at all. (6 character points.)
Smugglers:
Smugglers Paths: The twisting dark streets are yours, not the pigs. With this trait, your gang can move through the city much quicker and stealthier due to knowledge of the city. (2)
Blood from a Stone: Every piece of cash is worth a damn. Even coppers. You squeeze as much money as possible. With each money racket or theft, you get 2 coins. It adds up but unless you want to commit it to a task or what not, it will vanish next turn. No one can manage money apparently except the bosses. (2)
Key of Cash: Money talks, want to get somewhere? Just flash that sweet cash. For the turn it is used, spend 2 coin. And for turn have a +1 pre spend to have better relations with npc faction. Just for that turn. (Flashing wealth, to leave a good impression.) (3)
Hostile Transactions: You give the appearance, not of a cool business man, but a raving, psychotic and dangerous mad man. Ever since the talk begins. Roll your Violence against the opposing parties savvy. If win, get coin based on dice win. Fail roll? Get nothing. (3)
Wheel and Deal: So that bloke just shut the door to your face? Screw em, just go to their rivals instead and make them wish they were wiser to do business. Basically, if you fail transaction with npc. On that turn visit their arch enemies, turns failure to success and can keep rolling for more. (Get a plus modifier in charm and savvy as talking crap about their sworn enemies.) (6)
Counterfeits: The bankers are only human and we are in the business to make our own cash. Roll to see how much cash is made. (up to 4.) The issue is, each fake bill makes 2 heat. Meaning can get up to 8 heat in a successful roll. Treading on thin ice for a quick buck. (Best just, get it all away.) (6)
Cult:
Scapegoat: Blame a internal traitor for your problems. May not have to get hands dirty, but your cultist sure will. Spend some manpower to remove 2 unhappiness pre manpower used.(2)
Sacrifice for your Leader: To your followers, you’re a holy leader, even a step to God or God ( The nutters.) Anyway should cops arrest the leader just spend 3 man power. Jail out for free basically as the cultists raise all kinds of Hell in your defense. (2)
Abor The World: Cutting the flock off from the outside world. They need not bother with the bad, twisted world when safe under your thumb. As long no dealing/talks and even rebuttal would be deals, the cultists are, happy. -2 dissent each instance. However if you wish to talk, got to make a sneak/stealth roll to not get caught. Succeed, no unhappiness. Caught? + 4 unhappiness. (3)
Blameless Lambs: Lost? Blame the wicked and cruel world for your plight, your followers are pure, and special. You still love them. Roll Charm, for each charm success get happiness back based on how bad the deal was. To counter it. (3)
Suffering is Material: in this case, roll charm. Your followers based on how big go out of their way to get rid of their world possessions for spare funds. (6)
Spirit vs Flesh: To work is to test the limits, the body is weak, the spirit is willing, fight past weakness! With this, manpower rolls go up but cool down by two turns. Can gain more money, make cultists make deals, magic, or attack people. But, it stresses your poor followers out. (6)
Strong Arm:
Military Training: You smell the results of training drills, you and your troop suffered the last war. Despite the odds. Now bring it to the streets. In a pitch donate extra man power to fight, get extra rolls pre man power spent. Though next turn cool down there. (2)
Tactical Retreat: Only a fool wishes to win a pyric victory. On losing battle declare, leave objective. But any manpower that could make it, does make it and already getting ready for round too. Though rep goes down but can still fight another day. (2)
Steel Prayers: The Battle Field is your church, the bullet your Gospel, and Blades and so forth are your confessions. With this if rolled a success with Brute. Modifier goes up +4 for a much, bigger result. (One thing at a turn though so no spamming it in everything.) (3)
Guerilla Combat: So, they come to your turf, thinking they will win. Little do they realize, on our land, we know the ends and outs. A war fought of shadows. When fighting a defensive war against enemy. Get +4 modifer + Manpower used to deal with said invaders. (3)
Battle Field Sight: Your eye catches details intimate details of battle, observing the enemy and what makes them tick. Roll Savvy, if win, get to ask a “reasonable” question about current or last enemy thought. Given they are not wiped out. (6)
March to the East: once a great King conquered the world. But one day heading east, he lost his first battle. Got killed on the spot. That is not how you will go. Rep roll, anything above a 1 is a success so no unhappiness. The one, it happens though. (6)
Rackets: All racket are listed below. Manpower 4 to run them all, cost is next to racket. (To upgrade, times this by two.)
Den of Sin: (5) Sex Workers, drugs, gambling, and illegal blood sports. Provide the customer with the heart’s desire, though it will cost them in the long run. Special ability is can host parties to get rid of all dissent in the gang. Grants 8 funds to gang as long it works.
Legitimate Business: (3) That’s right. A legitimate business! No illegal activity here. Some may scoff at such a thing, but it is honest money, Cops cannot complain there. Though bonus is extra man power, by using employees as you see fit. Grants 6 funds a level.
Bank of the Underworld: (4) All about the money. Loans, checks to assassins and so forth. Anyone who needs desperate cash? Comes here. Though we warned you of the interest. The special here is any Racket you own. That racket gives a coin to this. ( And upgrade form get even more.) 8 funds a level.
Smuggling: (6) Grants 11 funds but the riskiest. Selling stolen artwork, jewelry, booze, drugs and cigarettes. Preferred to do it from surplus supplies to dodge taxes.
Bonus is knowing where and how to slip into the dark for smuggle runs. Adds a die to sneaking hen selling stuff.
Criminal Operation: (5) 8 funds. A huge operation going on as your crime family owns a “business” of the city. Trash, grocery stores, docks, a forge, or so forth.
Special? Depends on what it is. Like just killed someone and need to get rid of the body? If owe a butcher shop/grocery? Lets just say those nonhumans, love the special pork for a reason.
Personal Perks:
Stunning Personality: Despite your role in life. People, love you, like they cannot stay mad or even hate you. And you play right into it so mistakes are forgiven. -1 unhappiness just by personality.
A Good Boss: A pro behind the desk slaying paper work. With this, can run two rackets at same time and still run the gang.
Boys will be Boys: You love getting into trouble. And people just laugh it off. With this, rolling for heat? The number of crimes is reduced in half due to this perk.
Basic Traditions: Make good with a group in city as you know the cultures.
Big Pair of Balls: You live for danger and adventure. The more out there the heist, crime or combat? You get a modifier towards it. Just by the sheer drive of coming across as one of the most badass and craziest people around.
Firm Hand: You live like a monk. Heck, even more simple and money pitching than a monk. Conserve more cash than those types. You personally need to spend a personal coin once every 2 turns.
Discount Medicine: you know what it takes to break a man. Also know how to put one back together. Roll Savvy, bigger roll. More injuries healed.
Secret Knowledge: Know the knowledge of the underground of the city. It’s history and how magic energy resides there. Half cost for ritual magic to work.
Magic School Graduate: You actually graduated from a magic school. Meaning can use default spells and such to mix things up.
Monster Among Men: The Leader’s Brute score is X 2 than his gang score. Hinting the boss maybe super human killing/fighting machine or maybe even a nonhuman warrior who got into crime.
Got the Dirt: pick a NPC. This npc is target of fact you know deep, dark secrets about said side.
Gear Perks:
The Secret Places: Underground layers to commit rites. It goes from 1-4. Each layer is 2 coin a layer. But deeper layer, less likely to be caught and better rite rolls.
Bad Mumbo Jumbo: Profane and disgusting, unhealthy ingredients for the rites. Adds +2 to them working. But if fail a sneaking roll to get the stuff. It’s 2 heat. (Because you never know, those organs could be human.)
Know the Fad: +1 (not a modifier just a constant when bought.) when hosting a party. Because you’re in the know what is “in” and not. Such as displays, food and so forth. (5 coin.)
Holy Item: (Cost 2) A work of faith and love that can dispel or banish bad magics and getting rid of agents of foul forces your enemies send to you. Use to either disturb a rite (Got to find out of it) or when summoned a bad thing, use it to repel it away for good. Use is only once so gotta buy like ammo. (Sacred Cross Bow shot, holy water, holy ashes, that kind of thing.)
A Sacred Weapon: (Cost of 6) This is a sacred “Weapon” and as a result gain + Violence based on maximum depth enemy has. (If a 4, add that 4 to Violence score against gang, and the sacred weapon beats down their evil summons too.)
A Secret Dock: Have a secret dock attached to the sea or river. No one knows of it. But only your crew and secret business partners. Get access to more goods to deal. (3)
Guarded Treasury: (Cost is 2.) Keep a tight, and watchful eye of where you store your cash. So no way your getting cheated out of your cut.
Fine Weapons: Have really high quality weapons, like fine blades with oiled holsters, or really keen blades, gigantic knives. Also bludgeoning weapons that are worth a darn. (1)
Guns: Guns! Crossbows. One handed, heavy, gigantic, and repeater. Also gun powder guns, and air powered guns. This is you getting access to guns and well bonus in Violence +4 and chance to start combat with ranged attacks. (3)
Tools of the Trade: As in the Trade of Thieves. These tools worth more than money and a huge help getting around. +3 to Sneak rolls with gang. (2)
Dressed to Kill: (Cost 3) Know how to dress up and look sharp. Gian +3 in Charm.
Grave Digging: Why did you buy that land full of dead bodies? TO dig them out, for reasons. Costs two manpower to dig up a dead body. (3)
Chemical Dependency: (2) You sell drugs, even to your henchmen. Like a messed up Serpent eating it’s own tail. So of course your junkie minions will be loyal as you got the stuff, right? Right!? (Unless get the idea to kill you and take it all.)
This distasteful pick means max dissent you get a turn failure of gang is 1. But it’s a messed up reason why.
Familiars: Summoned pet beings from another plane. Bond to a owner who in turns uses to best of advantage. (Cost is 8.) Acts as spare man power and +3 to violence rolls.
Patron: Have connections with a mysterious but helpful benefactor. Offers huge pay days but have to do the patron’s bidding at times. (3 rep. Not cash.)
Consecrated Ground: Have so much blessed bling in grounds of control that counts as holy ground like at church district. Great defense against foul magic. (3)
Rural Village: If worried about taking too much heat the boss leaves the city to go to a vacation spot before returning. (3)
Book of Dirty Secrets: like the Dirty Secret perk, this time get to collect them them for multiple black mails or shaming people. (4)
Magical Arsenal: Now have arcane magic trick gear. (6)
Item of Power: A item that channels magic power to enhance personal spells and rites.( price is 8.)
Arcane Connections: Know the dealers who sell magic items for discounts. (6)
Friends of a different sort: Here have bonus help from nonhuman refugees.(4)
Implants: Magictech or bio punk implants to enhance your crew. (12)
Nice Ride(S): Able to afford and using transportation to get around the city. Magictech automobile, flying critters or magic carpet. Discuss if buying this as flavor of setting you know? (10)
Body Armor: Now at a time in history that body armor worth a darn exists.(5)
Flaws:
Cruel Streak: You cannot deal with failure. If it goes down and not according to your plan. Your mind gets full of a cold fire that burns into the soul. When gang fails two things in one turn, roll Brute Rating. Succeed. Only one manpower is listed as exhausted or needs cool down. (Meaning the other slackers have to pick up the pace, screw them.)
Hot Headed: Got a huge temper that keeps on getting you in trouble. On a savvy failure against the Cops and Heat, gain a bonus one.
Wanted: You committed a bad act and was caught doing it. The Cops are on to you. If/When Heat is maxed. They will look for you by name basis and lock in to your home base by asking the right questions, and ask it hard.
Black Listed: your rep is killer, and pitch dark in terms of respect. Must make three rolls to pass to go to law abiding residence (in that even assassins find you bad.) If not, kicked out of the place.
Strange sense of Honor: If enemy beats you in Savvy roll, knows of you code and must follow code of conduct until the person is no longer your guest (Lasts for one turn, but given the npc can hamper your stuff. Yeah.)
Curse of Shape Shifting: Here your leader has nonhuman blood. The kind that seizures into a shape shifted critter that loses control and goes out to maul/eat unlucky people in the war path.
Gutter Trash: You were born and raised and risen from the trash of society. Hell you can even consider eating utensils as make shift shivs and skanks. Along with the most foul and crude words dripping from your mouth. When dealing with royalty, or BIG business. Chop off 3 charm while dealing with these high bred folk.
Greedy Hands: Something shiny and looks valuable? Mine! But yes, roll Savvy roll, if fail 1 heat.
Mortality Pet: Your character loves and cares for someone who is completely innocent to the criminal activities. Character will lose modifiers if caught or something happens to person.
Gang Flaws:
A Noble Air: Ironically your gang members are of nobility and would rather hang out with own kind. Charm roll, if failed, +2 heat as the normal nobles get dirt on what’s going on.
Flock of Cowards: Your crew must make a save or they run from the fight.
Superstitious Lot: Your minions are extra scared of magic, so no defense to it and bad at using it.
Rivals: To pick this means another gang is generated with sole purpose of making your life miserable.
Too Hungry: Too eager to make a buck. Way too eager. Must roll to keep in line or roll 1 die 3 sides, lose that much manpower as they do their own stuff, uncoordinated at all so a minus modifier of -2 of 6. Meaning 4 is best result.
Do not take care of themselves: These blighters do not keep themselves in good health. Sick and getting weaker. Double man power exhaustion due to bad health.
The Arcane: Magic spells, are magic spells. Done by book reading, memorizing and such. In this system based on the 9 Pillars of Reality. Mind, Conflict, Energy, Nature, States, Dimension, Time, Death, and Balance.
Spells are done on the spot. Rites? Regard darker, more potent stuff from the land, so need to go underground lairs of city to do. Plus it’s a bad idea to rite on surface. Too easy to spot due to effects.
Magic:
Mind:
1: Stun Bolt; A projectile that hits, stunning the target.
2: Mind Control: Mind control a poor schmuck hit by this spell.
3: Illusion; Really play with target audience should they fial save.
Conflict:
1: Fearsome Strength; More people slain by target in combat, target gets stronger, faster, and deadlier.
2: Seeing Red; Conjure a oval zone effect. Anything stuck in there seeks to fight and murder. Turning ally on ally.
3: Double Edged Resolution: Aura armor effect, reduces damage in half as the enemy gets hurt the other half of damage.
Energy:
1: Energy Barrier; Super protective barrier.
2: Energy Bolt: Blast forth a explosive energy bolt that can blow people up.
3: False Light: A magic globe flash light/torch so no problems with night fighting.
Nature:
1: Elements; Access Air, Earth, Fire, and Water for various things.
2: Command Creatures; Able to boss around animals. Did we mention this city has a zoo? Oh yeah can get useful. Oh and wild/feral stuff too.
3:Conjure Elementals: Summon spirits of the natural elements to aid.
States:
1: Melt: Green bolt, hits solid mass (People, walls, etc) Melts it away asa sickening green goo. That can also burn people or things.
2: Armor: Makes users skin as hard as adamanite for limited time.
3: Shape Change; Alter states of caster to transform.
Dimension:
1: Teleport: Go from Point A to B, in visual distances.
2: Call: Able to call in loyal creatures from other realties.
3: Teleport Target: Send enemy to another spot in the visual range.
Time:
1: Alter Speed: Slow down everyone and speed allies/yourself up. To get free licks in.
2: Time Stop: Stop time except for caster to make a escape or set something up.
3: Bolts of Slow: Energy blasts, slow down targets so easier to kill and it hurts too.
Death:
1: Spirit Death: A magic bolt, that when hits someone alive, kills instantly as soul is rendered to nothing.
2: Soul Drain: Eat life force of target, healing wounds and killing target.
3: Soul Forge; Make new magic weapons out of souls of losers. Blades, armor and such.
Balance:
1: Equalized: In a fight both parties equal each other. Becoming a manner of skill and luck.
2: Tip the Scales: Favor one more than another. But beware, got to roll. Failed roll favors the other guy and not you.
3: Focus: Defeats dissent by giving gang a single objective to face.
Rites: Below are the Rites.
1: Talking Dead: Get three answers by asking the dead stuff.
2: Animate Dead: Get to make magic zombies, multiple. (Limit, 12.) They last for four turns or if defeated. Strong undead bastards.
3:Bifrost Pass: Use the Depths as a tunneling system to appear anywhere in the city in one turn. Portal system can carry up to 16 men.
4: Prison of Flesh: Your zombies want to stay dead? Too bad, this spell grants the undead 3 more turns of undeath though they wish to die already.
5: The Call of Darkness: Makes a Direct “gain” depths over all for more evil stuff to happen back to back.
6: Judgement Call: Cast the Sins someone has done, the target in turn gets new flaws pre success roll and gets worse until dead. As the sins freakken eat him up.
7: Open the Gates: Always a chosen gangster the ability to cast actual magic without need of a book (Pillar Stuff.)
Cost of all Rites is 4 Bad Mumbo Jumbo and At least 4 man power to ensure the rites work.
(Done! My birthday present, to you guys.)