GCPD: The Dark Deparment

[X] Sasha Montreal
[X] Nina Ramonaz
[X] Luke Kilpatrick
[X] Jessie Wagner

[X]Aura user: +3 to leadership and allows bonuses with teams.

[X] Marcus- Do a simple meet and greet. The officer in charge(O.I.C) of this would choose a simple activity to get the ball rolling. Time: 1 turn. Success: 70%. Reward: Department morale +3, 10%of OIC to gain a trait. Morale bonus last until one of the first recruits dies or leaves.

[X]Sasha- Send the OIC to scout nearby bars with a...less than solid reputation. See what magical folk may or may not be just hiding in plain sight. Time: 2 turns. Success: 40%. Reward. Awareness of threats around the station. +5 to rolls with the magical community and other community for the next three turns.

[X] Marcus- The OIC would learn about SOB's assets. What could one type of magic do that others could not? They'd best start with their own. Time: 1 turn. Success: 70%. Reward: Magic users unlock another use of their magic. Condition: Must have magic to use this.

[X] Luke- There is an odd number in the account of the department. The OIC might be able to figure out how some money isn't quite adding up. Time: 1 turn. Success: 80%. Reward: One money point added one!

[X] Nina- Time to send someone around the departments and try to foster some decent relationships. Time: 2 turns. Success: 60%. Reward: +5 Diplomacy with future GCPD rolls.

[X] Jessie- The OIC will scout out a series of assault cases that seem to happen in the same alley for the last two weeks. No suspect and no one entered or left the alley other than the victims. Time: 2 turns. Success: 60%. Reward: SOB puts a stop the trouble, gains +2 to diplomacy and plotting rolls to the GCPD for succeeding. ???
 
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Winner:
[X] Plan Solid Foundations

[x]Nina Ramonaz
[x] Luke Kilpatrick
[x]Patrica Star
[x] Vincent Morelli
[x]Aeromancy

Leadership: Marcus
[x]Do a simple meet and greet. The officer in charge(O.I.C) of this would choose a simple activity to get the ball rolling. Time: 1 turn. Success: 70%. Reward: Department morale +3, 10%of OIC to gain a trait. Morale bonus last until one of the first recruits dies or leaves.
Plotting: Luke
[x]Send the OIC to wander the station. Collect information on which department is open to SOB and which is not. Time: 1 turn. Success: 60%. Reward: Information gained of the police station and SOB gains +5 to all plotting rolls to do with the GCPD.
Admin: Marcus/Luke
[x]The OIC sets down to figure out exactly what it can and cannot do in relation to other departments. Time: 2 turns. Success: 70%. Rewards: +5 to diplomacy rolls with GCPD in future rolls.
Learning: Patricia
[x]The OIC needs to know the common threats that existed in the unseen communities. Time: 2 turns. Sucess: 80%. Reward: Information about Werewolves, vampires, hedge mages and ghosts become unlocked (level of knowledge: weak(+1 roll))
Diplomacy: Nina
[x]Time to send someone around the departments and try to foster some decent relationships. Time: 2 turns. Success: 60%. Reward: +5 Diplomacy with future GCPD rolls.
Combat: Vincent
[x]The OIC will scout out a series of assault cases that seem to happen in the same alley for the last two weeks. No suspect and no one entered or left the alley other than the vicitms. Time: 2 turns. Succes: 60%. Reward: SOB puts a stop the trouble, gains +2 to diplomacy and plotting rolls to the GCPD for succeeding. ??
 
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Turn 1 results
You sat down in your chair, watching as your new recruits settled in their new spots.

Nina was a small woman but she blazed with passion and heat, her every word said with fact and unashamed honesty. Luke was looking like he was here against his will as he furiously wiped down every surface with a cloth, the dust fled in terror. Helping him was Patricia, the youngest recruit, she was cheerfully putting up with Luke's waspish attitude as he cleaned.

Watching them all from his desk with an assessing gaze was Vincent. The man, from the reports you had been given, was supposed to be a wise cracking, line pusher. So far, he hadn't shown these qualities. Perhaps, being around those like him made him shy?

Standing, you walked out, ready to begin the first official day of SOB. God, help you.

You shut the door behind you with a blast of air that made everyone stand still.

"Welcome, people, to the Supernatural and Occult Bureau, you are the first of many to come. I expect great things from you people. We are the pioneers of a new system to deal with things that do not like systems," you said quietly into the silence.

Vincent stood and shoved his hands into his pockets.

"Groovy," he clicked and stuck a hand out. Amused, you took it and felt his skin was hot. Right, pyromancer...

You cleared your throat as the others nodded at you.

"There's no time to waste, we need to make an impact yesterday and work hard, a lot of eyes on us, folks. Don't let them stop you from doing your job. Welcome to SOB, the dark department."

Leadership: Marcus
[x]Do a simple meet and greet. The officer in charge(O.I.C) of this would choose a simple activity to get the ball rolling. Time: 1 turn. Success: 70%. Reward: Department morale +3, 10%of OIC to gain a trait. Morale bonus last until one of the first recruits dies or leaves.

Roll:37+5(leadership)+5(50% morale) = 47, req roll 30 = Passed!
Trait roll: 45, req roll 90 = no trait.

You gave them all a simple activity of introducing themselves, their previous department and a sample of their magic or knowledge of the underbelly of Gotham. Nina and Patricia both calmly showed off their powers and stepped back as Luke listed another wizard he knew and a pub where others gathered. Vincent cooked his bread as he waited.

It wasn't a deep soulful meeting but it served its purpose in creating the first links of a successful department.


Plotting: Luke
[x]Send the OIC to wander the station. Collect information on which department is open to SOB and which is not. Time: 1 turn. Success: 60%. Reward: Information gained of the police station and SOB gains +5 to all plotting rolls to do with the GCPD.
Roll: 30+2+5 = 37, req roll 40 = Failed

Luke spent much time trying to talk to different people from different departments. Sadly, his idea of talking was to call their shoes ugly and to critically insult their growing paperwork. Many doors, just shut on him before he could learn anything.

Admin: Luke
[x]The OIC sets down to figure out exactly what it can and cannot do in relation to other departments. Time: 2 turns. Success: 70%. Rewards: +5 to diplomacy rolls with GCPD in future rolls.
Roll: 69+3(admin)+3(perfectionist) +5(morale) = 80, req roll 30 = Passed!

Perhaps, it was your glare at his failure of being a decent spy but somehow, Luke managed to not only dig through a large amount of paperwork that had been sent to the office. Luke did it all with one cup of coffee and a glint in his eyes. Sometime later, Luke had emerged from the pile of paper and smiled. He knew exactly how the department could request aid from the others. You blinked at him. His hair was even messed yet the paperwork on the table had been meticulously dissected by some lawyer or devil.

Learning: Patricia
[x]The OIC needs to know the common threats that existed in the unseen communities. Time: 2 turns. Sucess: 80%. Reward: Information about Werewolves, vampires, hedge mages and ghosts become unlocked (level of knowledge: weak(+1 roll))

Roll: 90+3(learning)+5(morale) = 98, req roll 20 = Passed! Three passes in one turn! +2 Morale.

You walked to Patricia's desk where the woman wasn't to be seen.

"Has anyone see-" you began but the woman in question appeared from nowhere, a book in her hand.

"Sir, sir, look!" she squealed and you had to push the book out of your face to see the picture of a snarling wolf that stood on two legs. Patricia looked like she was high or very happy.

"There are so many cool things about things that live here in Gotham, Luke was telling me about the time he saw a vampire!" she breathed and clutched the book closer.

She ran off and slammed the book down on Vincent's desk where the man let out a little screamed in surprise.

You looked over at Nina who was doing her paperwork.

"Don't give me that look, she's a nice girl," Nina said with a point of her finger at you.

Due to beating req roll on first turn, the vote auto wins. Patricia will be free next turn.


Diplomacy: Nina
[x]Time to send someone around the departments and try to foster some decent relationships. Time: 2 turns. Success: 60%. Reward: +5 Diplomacy with future GCPD rolls.
Roll: (74)+3(dip)+5(morale)+5(GCPD diplomacy bonus) = 87, req roll 40 = Passed!

You hadn't seen it but the stories came flooding in a bit later. Nina had knocked and when the officer tried to ignore her or shut their door, Nina stuck her foot in the frame and just smiled as she explained exactly why their departments were going to be good neighbours from now on. One particular man tried to move her but she just leant in said they were going to be "best friends".

Combat: Vincent
[x]The OIC will scout out a series of assault cases that seem to happen in the same alley for the last two weeks. No suspect and no one entered or left the alley other than the vicitms. Time: 2 turns. Succes: 60%. Reward: SOB puts a stop the trouble, gains +2 to diplomacy and plotting rolls to the GCPD for succeeding. ??

Roll: 98 +4(combat) +5(morale) +1(Monster knowledge) = 108, req roll 40 = Passed/Crit! The sound of screaming echoes out...

Vincent reported to the alley where the assaults took place, with Vincent's attitude, it didn't take long for a translucent shape of a man to come lunging towards him, drunk even in his afterlife.

Vincent cracked his neck and the alley was engulfed in a wave of flames. Including the small knuckle bone of the ghost's remains lost under a dumpster that hadn't been moved in years. Vincent labelled this in his report as...fun.

Patty(Patricia is so stuffy, call me Patty!) scoured the alley afterwards and found the bone, not only matching the bone to person but figuring out why it's destruction caused the ghost to fade.

When asked how, Patty showed a tagged ring that was remembered by one of the older cops. Drunk David was a sort of old joke back in the day until he was found dead in that very Alley, cut to pieces.

You could see why, the ring was so gaudy with a giant ruby that it was hard to forget it. It would be returned to now happy ex-wife, who still dreaded the mere memory of the man.

Vincent is free next turn

Ghost knowledge increased by 1!
VIncent's combat increased by 1!

Morale increased by 1(4 passes)+3 from leadership roll.

Morale goes down by 1 every turn. The grind of an endless job can turn the cheerful to the grim.

Updates keep in sheet threadmark until it grows too big and I will space them out. I'll fully update sheet before next round of voting begins
 
So that happened. Good crit and mostly good rolls all around. It seems that you can't run away from the dice Stew.
 
Quick question @Stewart92, I just did some checking and our White's combat stat should be 9!!!
Just checking if that obscenely high early stat is correct
 
just checked the stat page and yes white is 9 like it was

but votes chose Vinnie to do combat
Vinnie seems to be doing well, don't get me wrong...

But if he can Scorch a whole alleyway with his pyromancy at his combat score, we must be able to level several buildings. I mean seriously, if we ever have to fight a major Batman villain White is taking the lead.
 
it was burned but the bone was already pretty bad with Gotham elements eating at for years. It doesn't take more than to crack the bone for a weak ghost. if Vinnie had done real damage it comes out our paycheck XD I think he was mostly trying to scare the ghost away. So the buildings had some steam and some rubbish smelled really bad but not exactly melting the windows and dumpster level.
 
Turn 2
SOB loses 1 Morale due to natural time. 54>53
SOB gains 1 money point, SOb loses 1 money point to pay for it's members. Total: 3


You looked at the name of the office door as you entered.

Captain Marcus White

It still was unbelievable you were here. Sitting down, you cracked open the first of the files and reports that began to flow towards your department. The numbers were troublesome and the hints behind the factual "we don't know" statements made Gotham seem pretty bleak from where you sat.

Batman was, in your own private thoughts, a hero, doing what he could to arrest those that were either too dangerous or protected without stepping too far over the line. A man who refused to kill to make his life easier was a man you could like. Self-defence and saving a life in a split second? Yes, shoot the crook but a sheer cold planned murder? No, that could and never should be praised.

Dismissing the odd tangent, you began to read.

-The mafia gangs were mostly stable. A cold war as it were. It would never last.
-Something in the east waters of Gotham, somewhere between Gotham and Bludhaven was attacking boats or people who got too close to the water's edge. No victims yet.
-A small apartment complex tenants have filed several pleas for help as their building apparently keeps trying to kill them. An elevator drops from third to first floor, electric sockets keep overloading when a person is touching them. A man even said that his vacuum cleaner was trying to kill him.
-In a nearby dark pub, The pipe, a dispute happened between two Wizards, there was a lot of cursing and now a man was dead. The corner can find no cause of dead. If it wasn't for the location of the murder then this wouldn't be on your desk at all.


Leaning back, you pondered these events. Nothing good.

You called your lieutenants into your office, your expression determined and must have shown.

Nina stood straighter, all hints of strict sass gone, Patricia managed to look serious, Luke stood with his arms behind his back and Vincent...

He nodded once as if reading your mind.

"People, let's get to work. Now, first I want..."

Plan of Action: Choose Marcus or one of the new four members to do what task in each section. Marcus can do diplomacy if you feel the option suits him more than others at any given time. Some options will require certain skill but you don't want to send your diplomat into a vampire's den if they have zero combat. Until a new member is found, Marcus or one his Lieutenants must pull double duty to cover an unfilled duty.

Leadership: The state of SOB was a little sad. A leader with under five people. It would need tender care.


[]The OIC runs through several combat scenarios for the team to gain a better understanding of the dangers. Time: 1 turn Success: 60% Reward: All members gain +2 to combat for next three turns and OIC gains +1 Combat for understanding the theory better.

[]The department is a little drab. A chance to make a better-looking place would really improve the mood. Cost 1 Money token. Success: 80%. Reward: +2 morale and Department gains +2 Diplomacy to rolls made inside the station. Morale bonus lasts 2 turns.

[]The men and women of SOB are lacking a little...experience. Marcus would fix that. Time: 2 turn. Reward: All lieutenants gains +5 to their rolls for the next three turns. OIC gains +1 to leadership.

Plotting: SOB had no connections and no influential power to even make a pixie sweat. Fix this.

[]Send the OIC to wander the station. Collect information on which department is open to SOB and which is not. Time: 1 turn. Success: 60%. Reward: Information gained of the police station and SOB gains +5 to all plotting rolls to do with the GCPD.

[]Marcus suspects there are more hedges hiding in the force. It's up to the OIC to try and see if they can find any. Time: 1 turn. Success: 30. Reward: New recruits to be added to the list of recruitable.

[]Send the OIC to scout nearby bars with a...less than solid reputation. See what magical folk may or may not be just hiding in plain sight. Time: 2 turns. Success: 40%. Reward. Awareness of threats around the station. +5 to rolls with the magical community and other community for the next three turns.

[]Send a member to investigate the murder scene. Someone saw something and they would not hide it for someone who wasn't going to dismiss magic. Time: 2 turns. Success: 70 Reward: 1 value, +1 to plotting for the OIC

Admin: SOB is in a somewhat...chaotic mess.

[]The OIC began to list the establishments that had patrons of the wizard community. Time: 2 turns Reward:+ 2 to plotting when dealing with Wizards.

[]There is an odd number in the account of the department. The OIC might be able to figure out how some money isn't quite adding up. Time: 1 turn. Success: 80%. Reward: One money point added one!

[]The paperwork suggests that quite a few people were watching this department. Knowing who pulled the strings was quite important. Time: 2 turns. Success: 60%. Reward: +5 to plotting rolls next 3 turns. May reveal some conditions that were put on the department.

Learning: SOB knew enough to bang coconuts together to make horse noises. It was bad.

[]After the events of the Alley the OIC tries to expand the department's information on ghosts. Time: 1 Turn. Reward: +3 to ghost knowledge and the department gains + 2 to plotting when dealing with ghosts.

[]Marcus brought in a tome or two. Never opened. The OIC could learn about a new type of spell of reinforcing their current talent to be more useful. Time: 2 turns. Success: 50%. Reward: 50-80: Upgraded talent. 80-100+ new magic talent.

[]The OIC would learn about SOB's assets. What could one type of magic do that other could not? They'd best start with their own. Time: 1 turn. Success: 70%. Reward: Magic users unlock another use of their magic. Condition: Must have magic to use this.

[]The OIC would try to narrow down what creature may live in the fetid water of Gotham that could be causing the attacks. It would be hard since there was literally nothing know about the creature. Time: 2 turns Success: 10% reward: +10 to ???, OIC gains +2 learning.

Diplomacy: SOB was the new kid on the block. No one liked him.

[]The OIC would try and pressure the upper management to gain a little more funding. Time: 1 turn Success: 40% reward: 2 money points.

[]The OIC would inspire all SOBs to work a little better. Time: 1 turn. Success: 80%. Reward: +3 Morale. +2 to all rolls for next two turns.

[]Send the OIC to a known magic bar, see how they feel about SOB. Time: 1 turn. Success: 60%. Reward: +2 reputation with Hedge Wizards. + 2 diplomacy with Hedges for the next two turns. Gained knowledge of Hedge Wizards(weak). Optional: use 1/4 of a money point to buy the bar a round. increases chance to 80% State if you wish this or not.

Combat: SOB hit like a bad smell. Not dangerous and could be dealt with a stiff breeze.

[]The OIC would work the SOBs to the bone. Time: 1 turn. Success: 70%. Reward: all SOBs get +4 to combat rolls for the next 3 turns.

[]The OIC would research simple foci to enhance magic. Time: 2 turns. Success: 50%. Rewards: All SOBs get +1 to their magic bonus.

[]The OIC would investigate the apartment building that was suffering freak accidents. Time: 2 turns. Success: 30% Reward: +5 to ???, OIC gains + to combat and +1 to Plotting.

Personal: It wasn't just the department that needed to grow. Marcus had to become a better leader.

[] Get into a boxing ring and learn to throw and take a punch a hundred times. Time: 1 turn Success: 50% Reward: +1 to combat

[]Understand the jargon of the departments. Time:1 turn. Success: 70: Reward: +1 to admin

[] Request aid from the forensics of the GCPD to help the OIC charge of the apartment case to be taught some basic understanding of surges and abnormal building behaviour. Time: 1 turn. Success: 80% Reward +20% to apartment case.

[] Find an assistant. Your time was valuable and having a person dedicated solely to managing your time and contacts would a great help. Time: 1 turn success: 70% Reward: An assistant who would offer one or two bonuses and grant 1 extra personal choice per turn.

[]Spend some money on upgrading everyone's protective gear and basic equipment. Cost: 1 money point. Time: 1 turn. Reward: All SOB people gain +1 combat
 
[X] [Leadership] Vincent- The OIC runs through several combat scenarios for the team to gain a better understanding of the dangers. Time: 1 turn Success: 60% Reward: All members gain +2 to combat for next three turns and OIC gains +1 Combat for understanding the theory better.

[X] [Plotting] Marcus- Send a member to investigate the murder scene. Someone saw something and they would not hide it for someone who wasn't going to dismiss magic. Time: 2 turns. Success: 70 Reward: 1 value, +1 to plotting for the OIC

[X] [Learning] Patricia- The OIC would learn about SOB's assets. What could one type of magic do that other could not? They'd best start with their own. Time: 1 turn. Success: 70%. Reward: Magic users unlock another use of their magic. Condition: Must have magic to use this.

[X] [Diplomacy] Nina- Send the OIC to a known magic bar, see how they feel about SOB. Time: 1 turn. Success: 60%. Reward: +2 reputation with Hedge Wizards. + 2 diplomacy with Hedges for the next two turns. Gained knowledge of Hedge Wizards(weak). Optional: use 1/4 of a money point to buy the bar a round. increases chance to 80% State if you wish this or not.

[X] [Admin] Luke- There is an odd number in the account of the department. The OIC might be able to figure out how some money isn't quite adding up. Time: 1 turn. Success: 80%. Reward: One money point added one!

[X] [Combat] Marcus- The OIC would investigate the apartment building that was suffering freak accidents. Time: 2 turns. Success: 30% Reward: +5 to ???, OIC gains + to combat and +1 to Plotting.

[X] [Personal] Understand the jargon of the departments. Time:1 turn. Success: 70: Reward: +1 to admin
 
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