Vigilantes_2.0.pdf

(4399 KB) Pobierz
vigilantes
FIGHT FOR THOSE WHO CANNOT
CHAPTER 1
“Doskvol is a sewer of crime and corruption filled with thugs of one stripe
or another. The Bluecoats? An empty promise. Servants of the rich and the
powerful, oblivious and unconcerned with the plight of the people. There is no
one to protect the downtrodden and the low. No one but me.”
—Argus Fern, Vigilante
1
2
Vigilantes is a
Blades in the Dark
playset about playing the good guys, or as close
to the good guys as you can find in Doskvol. The playset includes one new gang
type, as well as new rules for turf, claims, entanglements, downtime, and payoffs
as they apply to Vigilantes.
Otherwise all the standard rules for creating characters, performing actions, and
advancement are the same as in core
Blades in the Dark.
TOUCHSTONES
When you’re pitching the game to players, here are some media touchstones you
can use to relate the game to stuff with which they’re already familiar.
Graphic Novels:
Watchmen,
by Alan Moore,
Batman: The Dark Knight
Returns,
by Frank Miller
Movies:
Batman Begins,
directed by Christopher Nolan.
Mad Max: Fury Road
by George Miller.
Boondock Saints
by Troy Duffy.
The Crow
by Alex Proyas.
TV:
Jessica Jones
by Melissa Rosenberg.
Leverage
by Chris Downey and John
Rogers.
The Wire,
by David Simon, et al.
Opposite: Cinder Street in Crow’s Foot carries
the ghost echoes of the fallen. Few stop to hear
their pleas, fewer still take action.
1
crew creation
choose an origin
Doskvol lives and breathes corruption. In every breath of electroplasm, each time
the fingers of its iron steamships pierce the ink black sea, as its wounds fester
and Spirit Wardens ooze out. There is no place for good people here. So where
do vigilantes come from? When you are creating your crew, choose one of the
following origins and personalize it for your vigilantes. What kind of people were
they when the started down this road?
There are three different origins to choose from.
VIGILANTES
gargoyles
wolves
shields
gargoyles
Wards of their homes. Protecting their family, friends, and
neighborhood.
Scoundrels who seek vengeance or retribution on other
criminals.
Bluecoats, Inspectors, Spirit Wardens, and other officials who
strike out on their own for justice.
Is it your family that suffers at the hands of criminals? Your sect? Your friends?
Your whole neighborhood? No matter, you’ve stepped in to defend them, and
in Doskvol that means hardening what you protect against all who would take
it from you.
Self-appointed stewards of their home, your vigilantes make their “scores” by
organizing people to protect each other, supplying needed goods, and most often
by taking down those who would threaten them.
Starting Upgrades:
Lair: Quarters, Lair: Secure, Training: Resolve
Who do you protect in your district? How do you protect them and from
whom? What price do you extract from those under your care? What do you
do with those who don’t pay up?
wolves
Your vigilantes have made a profession out of knocking over other criminals.
Safe houses, brothels with full tills, and drug dens may be prepared for Bluecoats,
angry ghosts, and demonic possession, but they aren’t prepared for you.
You may be in it for revenge, for fame, or for sport, but everyone knows it isn’t
for the money; that would make you no better than common thieves.
Starting Upgrades:
Quality: Weapons, Lair: Hidden, Training: Resolve
Who are your targets? Why do you seek them out? How do you keep one step
ahead of their wrath? What happens when they catch up to you?
3
1
shields
Your vigilantes are Bluecoats, Spirit Wardens, Inspectors, or other would-be
peacekeepers in Doskvol. You have seen the corruption within your own ranks
and the futility of trying to work within the system. Unimpeded by bureaucracy
and politics, you’ve set out to deliver justice where the law is too enfeebled to
act—or worse, complicit in the crime.
Starting Upgrades:
Training: Insight, Training: Resolve, Lair: Hidden
Playing Shields often demands that your vigilantes live secret lives that are at
odds with one another. How do you keep your actions hidden? Who do you
trust with your secret? What will happen if you are found out?
Your crew begins with
2
coin
in its coffers (the remains of the PCs’ savings).
You are
Tier 0,
with
strong hold
and
0
rep.
add vice: obligation
“Nobody understands a vigilante, not even themselves. The fools must pray
every day for death and torment, for that’s all they ever receive.”
—Dewar Vance, deacon of the Weeping Lady
Vigilantes, by their nature, have cut themselves off from the easy money criminals
enjoy or the relative safety provided by a starched blue coat. Their drive and
obsessions are for something ephemeral that they will likely never reach.
That drive, however still needs to be fueled. Vigilantes gain
Obligation
as a second
vice. If your character has already taken Obligation as a vice, add a second vice
purveyor. Here are some examples of how vices manifest for vigilantes:
Obligation:
Devoting yourself to improving your community and the people
within, carrying on a family tradition, or supporting your loved ones. Your
vice purveyor is often the person you’re obligated to.
Faith:
You are in the service of a church, bear a supernatural debt, are
dedicated to an ancestor, etc.
Gambling:
Flaunting your defiance of the corrupt, challenging those above
your station, betting on sporting events, etc.
Luxury:
Trophies of your defeated foes, accolades from the public, living a
secret identity.
Pleasure:
Praise from your wards, lovers, and friends. Indulgence in food
or drink, reading old histories, etc.
Stupor:
Personally tormenting criminals beyond what justice requires,
numbing yourself from the pain with drugs, alcohol, or other destructive
distractions.
Weird:
Obsessing over foes and allies. Learning everything about them,
beyond what is useful. Consorting with strange figures, or pushing yourself
beyond the brink to improve.
4
CREW CREATION
1
choose an initial reputation & lair
Your crew has just formed and acquired a lair. Given this group of
characters and their previous escapades, what initial
reputation
would you have among the factions of the underworld? Choose
one from the list at right (or create your own).
You earn xp when you bolster your crew’s reputation, so think
of this as another cue to indicate what sorts of action you want
in the game. Will you be recklessly ambitious, targeting higher-
Tier targets? Will you take on daring scores that others deem too
risky? Are you interested in the strange weirdness of the Dusk?
Ambitious
Zealous
Fearless
Honorable
Mysterious
Savvy
Unorthodox
Strange
VIGILANTES
Also, talk about where the crew makes its
lair.
You begin at Tier 0, so it’s probably
a very modest or abandoned sort of place. Choose one (or create your own):
A
half-sunken grotto
in the city’s
A
small, abandoned house
at the
maze-like underground canals.
end of a dark lane.
An
abandoned watch tower
atop an
A
rickety, tin-roofed shack
perched
ancient, crumbling wall.
on a rooftop.
The
unassuming back rooms
of a
A
junked rail-car,
rusted in place on
merchant’s shop.
its old, overgrown tracks.
Look at the map of Doskvol (page 254 in
Blades in the Dark)
and choose the district
in which your lair is located. Are you based in some derelict area of a wealthy district
or is your lair one of many other poor hovels in a destitute area? A good district
choice for defiant types is
Crow’s Foot—the
district most known for street gangs
and open criminal activity.
establish your protected grounds
Your crew is brand new, but you have chosen some small part of a district as
your
protected grounds.
This is the area that you have pledged to keep safe, and
you know it well. The area is small, only three or four city blocks—but it’s still an
intrusion on someone. The GM will tell you about two factions which have been
impacted by your presence:
One faction is pleased you are keeping the peace. Take
+2 status
with them.
One faction is threatened by your presence. Take
-2 status
with them.
Choose your preferred methods to keep these places safe:
Uniting:
Connecting your community together to fight.
Interference:
Disrupting underworld operations.
Resistance:
Defying oppressive laws and customs.
Terror:
Intimidating your enemies.
When you prepare to execute an operation of your preferred type in your protected
grounds, you get
+1d
to any
gather information
rolls and a free additional
downtime
activity
to contribute to that operation. This can help you discover an opportunity,
acquire an asset you might need for the job, find an appropriate target, etc.
When you acquire a
claim
you also expand the size and/or type of your protected
grounds. Detail the new area and/or methods with help from the GM.
5
Zgłoś jeśli naruszono regulamin