CK-2 Incarnation of a Mastermind (Villainous PC Worm Quest; AU Elements)

@June of Songbyrd should we add a backstory to our Confidant or is that handled next turn?
Yes, you'll be able to meet your confidant next turn and choose the basic foundation of their abilities (i.e. which attribute they excel in) among other things. Note, this is a very unique opportunity for a Confidant. Normally, Confidants come with fully formed builds and you can't change them.

If you pick a Confidant it's a chance to shape one that's useful for your current/future plans.
 
Just thought up a second plan for fun. Where we Macgyver all of our shit while working for one of the factions and take it over from the inside. This build specializes more in macgyvering than outright inventing new equipment, but if we get high tech equipment we can study it and make something similar but mass producible. We could probably record our Confessions before destroying it if that could work.

[] Plan Italian Iron Man
[] Slick
[] Fallen Family Scion +ADMN, AUTH, DEX, INT
β€”[ ] None Remain.

[ ] Bookkeeping (ADMN)
[ ] Forge Writing (DEX)
[ ] Bluff (SWAY)
[ ] Literati. You're a devourer of books and information, but you're prone to believing such knowledge trumps real world experience.
[ ] Paranoid. Your family has a mysterious past and you're sure it's coming back to bite you in the ass. You prepare for all eventualities because of this and often it pays off, but your micromanagement can harm as much as it helps.
[ ] A Family Heirloom WORTH: ???
[ ] Security Cameras Equipped with Microphones (3) WORTH: 15 Cash
[ ] Nexus Inventor +INT, DEX, ADMN, GRIT
[ ] Improve Technology (DEX)
[ ] Analyst. You're particularly clever and intellectually focused, making work progress faster. But you find yourself lost in social situations and frustrated with the pace of others' understanding. Your singular focus also makes you inscrutable to outsiders.
[ ] Intermediate Skill Book WORTH: 4 Cash
β€”[ ] Bombs and Explosive Engineering
[ ] Inventor Build
[ ] Consigliere Path
 
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Just gonna make some summaries of what each vote does since we've got 4 distinct ones at this point:

[] Plan Myth Builder
Escaped Experimental subject without much knowledge of the world, ran away to join the circus since it was a good place to hide and sounded fun. Circus sucked so, later ran away to start a new life as part of the Italian Mafia. Slick, funny. World class at reading people, master of disguise, and skilled in both social stealth and performance. Quick on his feet. Focused on Sway and Int primary, and Agl secondary.

Trying to become The Boss of NYC, my personal hope is that this will involve a fake cape persona.


[] Plan: The Italian Stallion
The scion of a fallen family, scattered and lost. He spent some years working as a prostitute, building his skills at charming people and filling a little black book with connections/blackmail. He has an aura of nobility and majesty for him, someone clearly high class no matter his background. He knows how to lie. A charming pretty boy, his smiles enrapture. World-class at charming people. Focused on Sway primarily, with Int secondary. (Forge Writing is Dex but is a support skill for Sway stuff so...*shrug*)

Trying to become The Spider of NYC, ruling the city through a web of connections.


[] Plan Sheltered Lex Luthor Mafia edition
Scion of a fallen family, all forced into hiding. He's still in contact with them, but they live out of sight. Slick, and funny, but a thinker. He devours knowledge, and moves forward a singleminded focus. He's a knowledgeable admnistrator and speaker, Focused on Int and Admn, secondary Auth.

He has a trusted second, a confidant, his childhood friend to support and counterbalance him.

Trying to become The Boss of NYC, declaring himself to all and sunder.


[] Plan Italian Iron Man
Scion of a Fallen Family, last of the line. Slick, and funny. Skilled in Bookkeeping and forgery, an accomplished liar. He devours knowledge. The fall of his family left him paranoid, this drives him to keep security cameras with microphones on his property as well as plan meticulously for every eventuality. He is an inventor, with a particular talent for analysis and improvement of technology. Explosives have become a bit of an interest for him. Focused on Int primarily, with a secondary Admn and Sway (Forge Writing is Dex but is for the sake of supporting both Book Keeping and Bluff)

Trying to rise as The Consigliere of NYC, taking over a faction from the inside and reshaping it into his image.
 
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Unsure if this will make anyone's plan change but for the sake of full disclosure:

I don't want to spoil any deep AU elements or mystery but it's no secrect that Behemoth will be attacking NYC in March of 1994. That's 15 turns from our starting point in January (turns are one month in this quest), just something to think about. While the timing is close to canon I am going off the reservation in regards to some aspects of the universe. Everything your PC knows you know; you can ask me about AU changes or the situation in NYC and I'll answer in ways that make sense for the PC.

In addition, remember this is NY and Legend is leader here. l'm sure we all know he could blow your head off with his pinky finger (he wouldn't... but he could). Not to mention, there's a power vacuum due to the sting against the Bianchi family and all types of new villainous faces are showing up to peacock around. It's a ripe time but an dangerous one as well.
 
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Thinking of editing my plan. I avoided sensate since it looked like non-shard powers. Is that or something like synesthesia?
Everything your PC knows you know; you can ask me about AU changes or the situation in NYC and I'll answer in ways that make sense for the PC.
-Is it the same original 4 parahumans (Legend/Hero/Eidolon/Alexandria) or no?
-Who are the prominent members of New Wave Delta?
-Does Uppermost (the company that would become The Elite after the anti-parahuman business bill NEPEA-5 was passed in 1998) exist yet?
 
-Is it the same original 4 parahumans (Legend/Hero/Eidolon/Alexandria) or no?
Yes, the original Protectorate Four (aka the Cardinals, new public name) are the same. They're stationed in what amounts to the four corners of the U.S. and they are the spearheads to the establishment and expansion of all these new government backed Hero operations.
-Who are the prominent members of New Wave Delta?
New Wave Delta is relatively new team independent hero team lead by Marionette, a Tinker. She leads four other capes: Jukebox, Hammerhead, Medusa and Slim-Fit.
-Does Uppermost (the company that would become The Elite after the anti-parahuman business bill NEPEA-5 was passed in 1998) exist yet?
Not in any recognizable form.
 
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No, it's just a canon event that's easily known and is something I thought players would already consider.
 
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Very few votes for the build, if there's a tie then I'll be rolling dice but the vote will remain open untill I get off of work at 9pm CST.
 
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So? Does Myth Builder win by default of being the only one with two votes?

~~~~~
Vote plan Myth Builder! Be an escaped experiment and ex-circus freak who can wear any face and slip into any role! Marvel at eyes that can read the souls of men! Construct the mythos of a parahuman, and rule the city on the sharpness of your wit and the weight of your performance!
[ ] Plan Myth Builder

[ ] Write in: 'Dante Divino'
[ ] Slick
[ ] Circus Freak +AGL, DEX, INT, SWAY

[ ] Perform (SWAY)
[ ] Acrobat. Light on your feet; you're quite hard to hit, but that evasive nature extends to other important parts of life.
[ ] Rappelling Equipment (harness and line) WORTH: 25 Cash
[ ] Escaped Experiment + ADMN, AGL, GRIT, INT
[ ] Evade (AGL)
[ ] Disguise (INT)
[ ] Insight (INT)
[ ] Evil Eye. You can sniff out lies like a bloodhound, but it's half a curse because even the gentlest falsehoods are exposed. You're hardly able to trust anyone.
[ ] Shadow. You're adept at seeming harmless, it was a survival skill where you came from. But this also leads to people not taking you seriously, even when you wish to be.
[ ] Barcode Tattoo WORTH: ???
[ ] Master's Disguise Kit WORTH: 75 Cash

[ ] Write In: Quick Feet/Wit Build
Sway (SWAY): 5 (+1)
Intellect (INT): 5
Agility (AGL): 3
Grit (GRIT): 3

[ ] Boss Path
 
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@Ridiculously Average Guy I don't know, we are supposed to be a mastermind but being a fake cape with a lot of persuasion and disguise isn't really a mastermind build. It sounds like a spymaster build that will not mesh well with Confession as we will be confessing to a lot of our lies. The goal of this build is to be a boss but a boss without any Admin skills is gonna have trouble managing the money. All in all I have a lot on concern for this build.



We are already in hard mode, having money troubles or not having loyal minions is just making it unnecessarily harder on us as we can't do anything without money.
 
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I mean, I've got half an essay written on this under the spoiler, but TLDR: If we're gonna be a big name criminal in parahuman NY we need to seem invincible/untouchable/unbeatable/beyond normal men/STRONG/etc. because groups without that image are being crushed. Since we're unpowered, the best thing is to try to fake it. A Sway/Performance and Insight build makes that the most viable.

Performance stuff to build the myth of our parahuman, Insight to know if it's effective. MAXed Insight also makes it easy(er) to tell when people are actually loyal so money shouldn't be an issue once we pick up a minion with Admn.

in the current criminal landscape (and for the foreseeable future) gangs will rise and fall on the strength of their leader's image. Mostly, this means that gangs without a parahuman to rally around/behind will be crushed and/or swallowed as parahuman led gangs rise up. Certainly, they are nearly/outright nonexistent a decade or two from now.

Conventional force and defense become secondary in the age of the parahuman. Rather, the idea of these seeming demigods becomes the new sword and shield. The theoretical ability/action of a given cape is what defines borders now, not guns. This isn't to say guns don't remain deadly, they do (aside the odd Brute), but they aren't scary anymore. Not on the level of a parahuman. As an extreme example, look at Lung. For all his power he can only be in one place at once, Even Oni Lee has limited range. but they held a very large area with the ABB because Lung could turn into a firebreathing dragon and people didn't want to risk it. Alternatively, look to Skitter. People tread carefully in her territory, because she could always, ALWAYS, be watching and ready to strike. Or, hell, look at The Butcher. On the other side of things, look at Eidolon and Alexandria. Their cities have only the quietest and sneakiest of crime, because they cast a massive shadow.

Truthfully, this isn't too much of a change from how gangs (and police) already held territory and influence, simply that rather than the strength of the collective being what matters, it's the strength of a few select individuals.

To a certain extent, this phenomena has already been codified by the existence of the PRT and Protectorate. Parahumans have been cast as beyond normal men, such that only other Parahumans and specially trained soldiers can take them on. There's a reason I used demigod, a few paragraphs ago.

And then there's us. We aim to rule as the mastermind of NYC, but lack any powers, which (these days) means we'll never really seem a threat no matter how effective. So, we should create a power. A parahuman, one we can fake and whose shadow we can cast. So we can get to sit at the Big Boy's Table.

On more mechanical issues, I can understand the worry at a lack of Administrative ability or betrayal. But you can always get a minion that knows admnistration (most bosses do tend to have somebody else run the books, not do it personally), and with our Insight as high as it is (maxed out as much as possible at character generation with a insight focused trait (evil eye) and the insight focused demeanor (slick) we'll be able to tell if we can trust people or not.
 
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I'm writing an update for the Mythbuilder build you have but I do agree with @Warmach1ne32 that this will be a grindy-er/more difficult journey. You're Cash is quite low and without ADMN ratings/skills your Organization Action DCs will be more daunting.

Achieving your goals of being a powerful Boss through this type of build will be difficult. @Ridiculously Average Guy I'm quite unsure why Boss was the Path choice (with your skills I would have thought Consigliere but eh). It won't be technically impossible but very hard, there are Thinkers in NYC and your word (as a relative no one) about a mysterious boss no one can meet won't be enough to compel anyone with clout to do much.
 
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Alright, you make a compelling case.

Sidenote, I think my Lex Luthor plan could work if we be like Kaiser and run an official business to be our source of funding and cover. Even the Protectorate will need a warrant to search for anything illegal and since we have no Parahumans (at the start) we can probably operate under the Protectorate radar while we build up. Not sure how to defend against Thinkers tho, other than don't do anything illegal that will get us looked at by Thinkers.
 
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Achieving your goals of being a powerful Boss through this type of build will be difficult. @Ridiculously Average Guy I'm quite unsure why Boss was the Path choice (with your skills I would have thought Consigliere but eh). It won't be technically impossible but very hard, there are Thinkers in NYC and your word (as a relative no one) about a mysterious boss no one can meet won't be enough to compel anyone with clout to do much.
I didn't really think about it too much. I think there was a passing thought that it would be better to buildup the organization himself to preserve the mystery/myth as much as possible. (with the idea of him individually vetting a core of people to serve for the gang and going forward from there). I am willing to swap to Consigliere if you think that would be better?
Not sure how to defend against Thinkers tho, other than don't do anything illegal that will get us looked at by Thinkers.
The thinkers we see in canon are really high end, most tend to be "I've got a bad feeling about this", "this is really red-purple which means conflict", or *cryptic deductions*, and stuff.
 
The thinkers we see in canon are really high end, most tend to be "I've got a bad feeling about this", "this is really red-purple which means conflict", or *cryptic deductions*, and stuff.
Yeah I got nothing to counter this, even so I think the Protectorate still needs hard evidence of something illegal before they can make arrests, at the very least probably cause. If we kept ourselves clean and use loyal proxies and a secret identity should be enough to not get us convicted. Maybe borrow from how Black Mask runs his gang by using a Cell structure with no one knowing nothing other than they cell they are a part of. With money we could buy a voice changer and command our proxies using audio. This doesn't prevent Thinkers having a bad feeling about us but it should make it harder to gather the evidence to convict us. A thinker could probably sus out that your build is a fake depending on the level of Thinker.
 
Between disguise and perform, we probably don't need the voicechanger, but the rest sounds pretty good, yeah.

Also, yeah, given enough evidence and/or time to work with a thinker can probably sus us out, but I'm hoping to have enough parahumans in our gang down the line to confuse the issue.
 
Turn 1) Winter January 1993
Establishment 1.0

WINTER, JANUARY, 1993 TURN 1

Current Status:
EXP: 0/1,000
Stress: 0
Conditions: None
Injuries: None

Personal Cash: 14



Mass is a study in social warfare. You're witness to a masterclass on the veiled threat and the condescending look. Above it all Father Mavelli smiles serenely, appearing utterly unbothered as he communicates with the same grace and geniality to every member of the congregation. Still, the service ends without anyone drawing a sidearm. You could almost congratulate the Families in attendance for their restraint; you won't, but it's the thought that counts, right?

You didn't attend New Year's Mass simply to repent. This is a reconnaissance of sorts and you pay much closer attention to the associations happening after the service than the sermon itself. And…

Did you learn anything valuable from your observations?

Insight check. DC = 18 Fair

7 (Sway) + 6 (5-1) (2d6) + 5 (1d6) (Insight) + 1 (Shadow) = 19 PASS!

! Mechanic: Skill Dice. Your skills are specialized areas of knowledge you gain as you level up. Skills apply to checks as d6 dice, the number of which depends on how high ranked the skill is. These dice are spent and can run out, but they are replenished every turn. If all of a skill's dice are spent during a turn the skill then just applies as a flat bonus equal to half its rank rounded up (from a +1 to a +3). The QM spends skill dice at their discretion but will sometimes ask how many dice of a particular skill players are willing to use for a check. Skill dice also apply as a flat bonus to applicable turn rolls, the bonus is equal to the skills current rank.

You learn a few very valuable nuggets of information. You have a gift for blending in, going unnoticed. It's a survival instinct, one that took you many painful encounters to learn and you to use shamelessly. The landscape of the New York underground is changing before your eyes; it would be a near impossibility to witness so many notable faces from the Six Saint Families in one place without a veritable bloodbath. You don't take the opportunity lightly.

All it takes is a keen ear, a minor excuse and a 'harmless' cigarette break and you find yourself eavesdropping on the hushed conversation between a few low level soldiers from the Adamo family. These are only low level grunts, but in your position every piece of information is powerful.

You learn that the Adamo family is negotiating with an outside source to take advantage of the chaos left in the wake of Bianchi's downfall; there must be leagues of frozen assets and unprotected turf up for dispute. You also learn that it's not just the Adamo's with opportunistic intentions. From the impressions of these gang members at least two more crime families are massaging their connections with the mafias down in Boston. So eager for additional firepower… The families must be privy to movement from other factions in the area for this amount of desperation.

That's dangerous. If the Families are already preparing to collaborate with outsiders then that meant large scale operations or, more likely, large scale retaliation.

You take a long drag from your cigarette, then let out a slow stream of smoke. Contrary to your actions, your mind is running on overdrive. You contemplate all the implications and uses to the rumors you've just uncovered.

UNLOCKED: Actions regarding the Six Saint crime families

You haven't been completely idle in the last year either. You…

CHOOSE the options you want:

[ ] Took out a loan at 10% interest (Loan can be used on this turn). Payments must be at least 25 Cash/Turn.
β€”[ ] 500 Cash
β€”[ ] 1000 Cash
β€”[ ] 2,500 Cash
β€”[ ] 3,750 Cash
You have never been flush with Cash. Turns out torturous experimentation and child labor don't pay well. You need funds to get anything off the ground, and this is one legal way to get it.

REWARD: Crippling debt!

[ ] Did not take out a loan.

[ ] Purchased a small abandoned property in Queens.
PURCHASE: 125 Cash COST: 80 Cash/Turn
You have a home but basing a criminal operation out of a personal abode is an absolutely treacherous idea. There's a saying concerning this… Something about shitting and eating?

REWARD: Lair-0

[ ] Did not purchase a property.

! Mechanic: Assets. Assets are important to the villainous persona and prestige. There are many types of assets and one of them is real estate. Assets are more than fluff and are necessary to unlock higher level Enterprises and, in the case of real estate, lair actions. Assets can also be used for deductions. The more valuable an Asset the more potent its percentage when deducted from applicable purchases. Certain Assets can be used to increase the price/quality of the goods and services you sell.

[ ] Hired an underling. For?
DC: 5
COST: 25 Cash/ Turn
β€”[ ] Bookkeeping
β€”[ ] Technological Support
β€”[ ] Personal Advising
An organization cannot be animated by one man alone, you need assistance. An underling will aid you in management and general manpower. Now, if only you could guarantee the quality of your efforts…

REWARD: Crew member (loyalty = 0), unlock crew actions.

[ ] Did not hire an underling.

CHOOSE 1 action in each category:

Organization Actions (ADMN)
50+ EXP


[ ] Hire (X amount) mercenaries. For?
DC: 6
β€”[ ] Personal Protection COST: 50 Cash/ Turn per Mercenary
β€”[ ] Recruitment COST: 30 Cash/Turn per Mercenary
They're not especially loyal and you can't afford anyone truly skilled but mercenary work is a simple transaction. You're alone in your efforts, for now, and the extra manpower and/or muscle will be crucial to your foundations.

REWARD: Crew member (loyalty = 0), unlock crew actions

[ ] Recruit member
DC: 11
Paid work is a dime a dozen, and when money dries up and the authorities come knocking the mercenaries and petty underlings will be the first to turntails and betray your organization. You need committed supporters, those that share your vision and have the drive for success.

REWARD: Confidant-0, unlock special crew actions, ???

[ ] Begin a campaign to endear yourself to the Public
DC: 4
You have less than zero presence in the city. You plan to rise to immense heights in the underworld, why not cushion your ascent with the adoration of those near you? Public support is the foundation of any truly successful empire. So many villains create their own mistakes with bad PR and public vendettas, you won't make the same mistakes.

REWARD: The Homeless Network Quest, increase public notoriety and reputation

[ ] Seek employment in a criminal organization
β€”[ ] A Six Saint crime family DC: 6
β€”[ ] Local Drug Traffickers DC: 4
β€”[ ] Local Thieves Ring DC: 4
Your intentions are grand but everyone starts somewhere. Working with a local organization will give you a consistent cash flow and at least a modicum of protection.

REWARD: Appear on the radar of the chosen organization, employment (Cash), unlock more actions

[ ] Install defences on your lair and/or home.
DC: 5
COST: 50 Cash each
β€”[ ] Lair
β€”[ ] Home
You never know when danger may approach. Your paranoia gnaws at you and you deeply desire more security, especially with the fact you are not one of the lucky that can tank bullets. Security measures will also ensure any sensitive information you have in your home will be better protected.

REWARD: higher DC for infiltration or bugging to your lair and/or home.

[ ] Inquire about purchasing mundane weapons in bulk (weapons dealing).
DC: 8
You have no connections for necessary assets like weapons or intel. As your operations expand you'll have definite need for weapons and the ability to purchase them in bulk. You certainly don't want tens of firearms or other weapons associated with your name, the frank solution; an illegal arms dealer.

REWARD: Arms dealer

[ ] Inquire about purchasing Tinkertech weaponry.
DC: 11
Mundane guns and knives don't have the same punch as they once used too. When there are tens of people in your vicinity that can take anti-personnel fire a handgun simply won't make the cut. You'll need arms with more firepower, Tinkertech is the answer. It's a very exclusive product, most Tinkers refuse to separate from their creations. Even fewer make tactically useful products, but you can make an attempt to find it.

REWARD: Tinkertech dealer, ???

Intrigue and Rumor Mill Actions (SWAY)
25+ EXP


[ ] Inquire about the rumors of recruiting in New Wave Delta
DC: 14
There's rumblings that the independent team is seeking new blood. It's a point of interest for the possibility of a new cape in town, and it's doubly interesting because no new firepower should be needed. Cape crime is at an all time low in the wake of the Protectorate crackdown. You'd like to inquire about this mystery recruitment.
REWARD: ???

[ ] Investigate the rumors about a body that washed up on Staten Island
DC: 16
A body washed up onto shore and mystery abounds about it. The public news has reported very little and even official documentation is hush-hush. But with your ear to the grindstone you've picked up information both useful and… horrifying. Apparently it was a child that floated ashore, entirely intact except for a strip of skin missing from their head. A strip of skin in the exact same area your own haunting barcode tattoo exists.

REWARD: ??? information

[ ] Scout out a target for espionage
DC: 15
β€”[ ] A Six Saint Crime Family
β€”[ ] The PRT
β€”[ ] New Wave Delta
β€”[ ] The Protectorate
β€”[ ] NYPD
Knowing your enemy is key in knowing yourself. Espionage is a useful tool to gain information on your enemies and even subvert their actions. You won't be able to simply waltz into these types of organizations, though. You'll need to effectively scout out their defenses and expectations in order to slip in undetected.

REWARD: information about your target that can be used to lower the DC of infiltration

[ ] Scout out a target for a Score (thievery)
DC: 12
Mundane work will not be able to endlessly satisfy your monetary needs. The New Year is when the best marks come to the city; business magnates, trust fund babies and jet setting travelers all flock to NYC before the rush of over eager and underfunded tourists. You can utilize your time to investigate promising marks you can target for robbery.

REWARD: information about notable wealthy inhabitants of the city, unlock the Planning/Engagement action

[ ] Investigate the backgrounds of your underlings
DC: 15
You may not be extending trust to any of your hired help but you'd feel much more assured (and much less paranoid) if you peeled back the mystique of your subordinates. You don't plan on doing anything untoward with the information, not yet at least, but who knows the little nuggets of ill will others hide away from plain sight.

REWARD: discern if any rats or moles are in your employ, possible secrets revealed

War Actions (GRIT)
50+ EXP


[ ] Raid some of those unprotected Bianchi assets! (0/2)
DC: 9
You heard from the mouths of the Adamo family that Bianchi assets are being raided already. Now, while the stakes are low and the rewards high, you should strike and extract funds and other valuable resources from the rubble.

REWARD: Cash, criminal notoriety, ??? assets

! Mechanic: Timed Actions. Some actions and quests have progress counters. This represents the natural expiration and progression of things within the world; people solve their own problems with or without you, and opportunities will change as other parties perform actions.

[ ] Attempt to anonymously tip off the PRT about criminal activity
β€”[x] Adamo Family
DC: 7
It seems lacking operational security will come back to bite the Adamo family, and you'll be the one to utilize the weakness. The criminal underworld has no use for things like courtesy when it can be readily discarded. One anonymous tip about mafia business across state lines and the Adamo's will be dealt a blow. Now, the key was having nothing tracked to you personally.

REWARD: Lowered DC for actions against the Adamo family for the next 3 turns

[ ] Research parahumans of interest in NYC and extrapolate their weaknesses
DC: 8
Your only enemies won't be low level thugs, not by a long shot. Instead you'll need to prepare yourself and your defenses against all kinds of parahuman threats. You don't have access to information networks that will reveal shadowy organizations and well hidden capes but you can flex your own effort to pull together some useful information.

REWARD: Docket on well-known capes in NYC and basic information about their abilities

Diplomacy Actions (AUTH)
50+ EXP


[ ] Reach out to the Bianchi's to offer partnership
DC: 6
You don't have much to offer as of yet, but neither do the Bianchi. Pride is not something the Bianchi's, and their dependent allies, can afford at the moment. That weakness is something you can exploit. While the parahumans in their employ have suffered arrest, slaughter or forced hiding there are still intelligent and useful parties in the crime family. You offer the family your services, meanwhile, you can scrape out some benefits ano possible recruits for yourself.

REWARD: Bianchi ally (loyalty = -2), gain possible connections to further mafias, unlock new actions

[ ] Reach out to the 24k triad to offer partnership
DC: 8
The tight knit Chinese organization has been busted by both NYPD and PRT responses. They're in hot water, all the way up to federal court. They need allies now more than ever, ones that can ferry members out of town or hide sensitive data away from prying eyes. You could do both… and you could poach some suitable workers and funds from the collapsing triad.

REWARD: Cash, 24k ally (loyalty = -5), gain possible connections to overseas organizations, unlock new actions

[ ] Reach out to the Brooklyn street gang, the Lumpen, to offer partnership
DC: 10
The Lumpen are considered extremists by most, but you feel kinship with their ethos of empowering their people and protecting their most vulnerable. Of course, they fund their communal support through pedaling drugs to white junkies and carrying out hits on suitable targets. Still, they're resourceful and not hesitant to get their hands dirty. Usually, the gang wouldn't look your way twice but you can offer them help infiltrating spaces where Black faces aren't welcome.

REWARD: Lumpen ally (loyalty = 1), gain possible connections to cross-country extreme political organizations, unlock new actions, ???

Learning Actions (INT)
25+ EXP


[ ] Develop a cipher system
DC: 10
You may preserve your ideas and plans outside of your mind, but that doesn't mean you need leave yourself vulnerable to prying eyes. A cipher system is a marvelous way to encrypt your information and protect your assets. It will take time to develop a suitably complex code.

REWARD: Increased DC when others attempt to investigate your documents or sensitive criminal data

[ ] Explore the least costly Enterprises you can begin
DC: 8
An empire cannot function with a single person. It must have pillars of support, and cash flow. You'd like to spend time and research the enterprises you can fund and operate.

REWARD: Basic enterprise list, unlock new actions

[ ] Begin crafting an anonymous identity
DC: 6
You're a mostly mundane human, you can't deflect bullets or invent impossible technologies. Instead, you must use your wits to carry you. So, utilizing that mindset you must consider not using your face or identity to operate your criminal activities. You have no family, no connections, no anchor to your environment… but you do have your own safety to prioritize.

REWARD: The Man Behind the Curtain Quest, unlock new actions

CHOOSE 2 Personal Actions:

Personal Actions

[ ] Explore your area
You've lived in NYC for quite some time but you haven't cultivated knowledge of your neighborhood and it's various dynamics. It could serve as useful information one day.

[ ] Search for notable news
Your personal touch only extended as far as your rumor mill. There's always new stories and opportunities developing in NYC. From sales, to breaking news, to job offers there's always something new to know.

[ ] Get to know your subordinate(s) (if you have them)
Some of your hired help may not be around for long, but good working relationships are key to long term success in your mind; much less concern about coups and assassinations. Additionally, subordinates that like their superiors are subordinates that work harder.

[ ] Talk to your neighbors about the protection rackets
You live in Queens, in the thick of a myriad of gangs that demand protection money against their enemies who also demand the same fee. Of course, the payment really protects you from retaliation from the gang themselves. Still, this month the gangs have upped their fees and thus your rent. It might be a good idea to at least ask your neighbors for useful insights.

[ ] Dig into the meat of a project (1 other action)
β€”[ ] (which one?)
There's something important on your agenda and you'd like this effort to go well. To ensure that you'll keep an eye on any untoward developments and hiccups.
 
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Insight check. DC = 18 Fair
7 (Sway) + 6 (5-1) (2d6) + 5 (1d6) (Insight) + 1 (Shadow) = 19 PASS!
Interesting. So for insight stuff like this, we're looking at a baseline of 3d6+8 (or thereabouts) which means we can expect to roll ~18-19 most of the time.
You learn that the Adamo family is negotiating with an outside source to take advantage of the chaos left in the wake of Bianchi's downfall; there must be leagues of frozen assets and unprotected turf up for dispute. You also learn that it's not just the Adamo's with opportunistic intentions. From the impressions of these gang members at least two more crime families are massaging their connections with the mafias down in Boston. So eager for additional firepower… The families must be privy to movement from other factions in the area for this amount of desperation.
The families are already desperate and scrambling for power. I expect the criminal landscape is going to look very different in a year (even without the Endbringer coming)

CHOOSE the options you want:

[ ] Took out a loan at 10% interest (Loan can be used on this turn). Payments must be at least 25 Cash/Turn.
β€”[ ] 500 Cash
β€”[ ] 1000 Cash
β€”[ ] 2,500 Cash
β€”[ ] 3,750 Cash
You have never been flush with Cash. Turns out torturous experimentation and child labor don't pay well. You need funds to get anything off the ground, and this is one legal way to get it.

REWARD: Crippling debt!

[ ] Did not take out a loan.
Keeping in mind that we've only got 14 cash right now, probably best to not take anymore more than the 500 or 1000 loan. I'd like to avoid it entirely, but best to use legalish money for any future legalish enterprises, and it's going to be a bit of a struggle to get that otherwise.

[ ] Purchased a small abandoned property in Queens.
PURCHASE: 125 Cash COST: 80 Cash/Turn
You have a home but basing a criminal operation out of a personal abode is an absolutely treacherous idea. There's a saying concerning this… Something about shitting and eating?

REWARD: Lair-0

[ ] Did not purchase a property.
Going to want a place for asset/enterprise mechanics, and also possibly for a split in crew/identity. Worst comes to worst, we look to resell it down the line?

[ ] Hired an underling. For?
DC: 5
COST: 25 Cash/ Turn
β€”[ ] Bookkeeping
β€”[ ] Technological Support
β€”[ ] Personal Advising
An organization cannot be animated by one man alone, you need assistance. An underling will aid you in management and general manpower. Now, if only you could guarantee the quality of your efforts…

REWARD: Crew member (loyalty = 0), unlock crew actions.

[ ] Did not hire an underling.
We could use a bookkeeper or personal advisor, don't quite need tech support yet.

CHOOSE 1 action in each category:

Organization Actions (ADMN)
50+ EXP


[ ] Hire (X amount) mercenaries. For?
DC: 6
β€”[ ] Personal Protection COST: 50 Cash/ Turn per Mercenary
β€”[ ] Recruitment COST: 30 Cash/Turn per Mercenary
They're not especially loyal and you can't afford anyone truly skilled but mercenary work is a simple transaction. You're alone in your efforts, for now, and the extra manpower and/or muscle will be crucial to your foundations.

REWARD: Crew member (loyalty = 0), unlock crew actions

[ ] Recruit member
DC: 11
Paid work is a dime a dozen, and when money dries up and the authorities come knocking the mercenaries and petty underlings will be the first to turntails and betray your organization. You need committed supporters, those that share your vision and have the drive for success.

REWARD: Confidant-0, unlock special crew actions, ???

[ ] Begin a campaign to endear yourself to the Public
DC: 4
You have less than zero presence in the city. You plan to rise to immense heights in the underworld, why not cushion your ascent with the adoration of those near you? Public support is the foundation of any truly successful empire. So many villains create their own mistakes with bad PR and public vendettas, you won't make the same mistakes.

REWARD: The Homeless Network Quest, increase public notoriety and reputation

[ ] Seek employment in a criminal organization
β€”[ ] A Six Saint crime family DC: 6
β€”[ ] Local Drug Traffickers DC: 4
β€”[ ] Local Thieves Ring DC: 4
Your intentions are grand but everyone starts somewhere. Working with a local organization will give you a consistent cash flow and at least a modicum of protection.

REWARD: Appear on the radar of the chosen organization, employment (Cash), unlock more actions

[ ] Install defences on your lair and/or home.
DC: 5
COST: 50 Cash each
β€”[ ] Lair
β€”[ ] Home
You never know when danger may approach. Your paranoia gnaws at you and you deeply desire more security, especially with the fact you are not one of the lucky that can tank bullets. Security measures will also ensure any sensitive information you have in your home will be better protected.

REWARD: higher DC for infiltration or bugging to your lair and/or home.

[ ] Inquire about purchasing mundane weapons in bulk (weapons dealing).
DC: 8
You have no connections for necessary assets like weapons or intel. As your operations expand you'll have definite need for weapons and the ability to purchase them in bulk. You certainly don't want tens of firearms or other weapons associated with your name, the frank solution; an illegal arms dealer.

REWARD: Arms dealer

[ ] Inquire about purchasing Tinkertech weaponry.
DC: 11
Mundane guns and knives don't have the same punch as they once used too. When there are tens of people in your vicinity that can take anti-personnel fire a handgun simply won't make the cut. You'll need arms with more firepower, Tinkertech is the answer. It's a very exclusive product, most Tinkers refuse to separate from their creations. Even fewer make tactically useful products, but you can make an attempt to find it.

REWARD: Tinkertech dealer, ???
Mercs? No, too early and too untrustworthy.
New Member who shares ideals? Yes, want one.
Go public? Too early.
Work for a preexisting gang? Don't want to be known by anyone yet, and don't need the cash and protection yet (because unknown)
Defenses for Lair and/or Home? Later, we're unknown enough rn that there's no need.
Make connections with an Arms dealer? Not yet.
Make connections with tinkertech dealer? Maybe, but probably not yet

Recommended option: Find new Member/Confidante

Intrigue and Rumor Mill Actions (SWAY)
25+ EXP


[ ] Inquire about the rumors of recruiting in New Wave Delta
DC: 14
There's rumblings that the independent team is seeking new blood. It's a point of interest for the possibility of a new cape in town, and it's doubly interesting because no new firepower should be needed. Cape crime is at an all time low in the wake of the Protectorate crackdown. You'd like to inquire about this mystery recruitment.
REWARD: ???

[ ] Investigate the rumors about a body that washed up on Staten Island
DC: 16
A body washed up onto shore and mystery abounds about it. The public news has reported very little and even official documentation is hush-hush. But with your ear to the grindstone you've picked up information both useful and… horrifying. Apparently it was a child that floated ashore, entirely intact except for a strip of skin missing from their head. A strip of skin in the exact same area your own haunting barcode tattoo exists.

REWARD: ??? information

[ ] Scout out a target for espionage
DC: 15
β€”[ ] A Six Saint Crime Family
β€”[ ] The PRT
β€”[ ] New Wave Delta
β€”[ ] The Protectorate
β€”[ ] NYPD
Knowing your enemy is key in knowing yourself. Espionage is a useful tool to gain information on your enemies and even subvert their actions. You won't be able to simply waltz into these types of organizations, though. You'll need to effectively scout out their defenses and expectations in order to slip in undetected.

REWARD: information about your target that can be used to lower the DC of infiltration

[ ] Scout out a target for a Score (thievery)
DC: 12
Mundane work will not be able to endlessly satisfy your monetary needs. The New Year is when the best marks come to the city; business magnates, trust fund babies and jet setting travelers all flock to NYC before the rush of over eager and underfunded tourists. You can utilize your time to investigate promising marks you can target for robbery.

REWARD: information about notable wealthy inhabitants of the city, unlock the Planning/Engagement action

[ ] Investigate the backgrounds of your underlings
DC: 15
You may not be extending trust to any of your hired help but you'd feel much more assured (and much less paranoid) if you peeled back the mystique of your subordinates. You don't plan on doing anything untoward with the information, not yet at least, but who knows the little nuggets of ill will others hide away from plain sight.

REWARD: discern if any rats or moles are in your employ, possible secrets revealed
Find out what's up with New Wave Delta? Maybe, but leaning to no.
Follow plothook on origins? Later, maybe.
Spy on a given organizaton? Maybe
Find something to steal/someone to rob? We need the income and have the skillset for it, so sounds good.
Investigate underlings? Should be done very soon. I'd do the thief job first to feel them out (and get funds) then do it next turn.

Recommended option: Scout out a Target for a Score

War Actions (GRIT)
50+ EXP


[ ] Raid some of those unprotected Bianchi assets! (0/2)
DC: 9
You heard from the mouths of the Adamo family that Bianchi assets are being raided already. Now, while the stakes are low and the rewards high, you should strike and extract funds and other valuable resources from the rubble.

REWARD: Cash, criminal notoriety, ??? assets

! Mechanic: Timed Actions. Some actions and quests have progress counters. This represents the natural expiration and progression of things within the world; people solve their own problems with or without you, and opportunities will change as other parties perform actions.

[ ] Attempt to anonymously tip off the PRT about criminal activity
β€”[ ] Adamo Family
DC: 7
It seems lacking operational security will come back to bite the Adamo family, and you'll be the one to utilize the weakness. The criminal underworld has no use for things like courtesy when it can be readily discarded. One anonymous tip about mafia business across state lines and the Adamo's will be dealt a blow. Now, the key was having nothing tracked to you personally.

REWARD: Lowered DC for actions against the Adamo family for the next 3 turns

[ ] Research parahumans of interest in NYC and extrapolate their weaknesses
DC: 8
Your only enemies won't be low level thugs, not by a long shot. Instead you'll need to prepare yourself and your defenses against all kinds of parahuman threats. You don't have access to information networks that will reveal shadowy organizations and well hidden capes but you can flex your own effort to pull together some useful information.

REWARD: Docket on well-known capes in NYC and basic information about their abilities
Raid Bianchi? Maybe. We'll become somewhat known by doing it this early, but it gets us free assets. We'd likely end up having to defend them after tho...
Fuck over the Adamo family? Probably yes. It's easy enough for us to do, may half-knock out a player out of the game, and makes it easier for us to go after them later. If we do, it'll be easier to grab their stuff than the Bianchi stuff everyone is scrabbling for
Research Local parahumans and figure out their weaknesses? Definitely something to do soon. Either this turn or the next.

Reccomended option: A tossup between tipping the police or research. Research can wait though.
Diplomacy Actions (AUTH)
50+ EXP


[ ] Reach out to the Bianchi's to offer partnership
DC: 6
You don't have much to offer as of yet, but neither do the Bianchi. Pride is not something the Bianchi's, and their dependent allies, can afford at the moment. That weakness is something you can exploit. While the parahumans in their employ have suffered arrest, slaughter or forced hiding there are still intelligent and useful parties in the crime family. You offer the family

REWARD: Bianchi ally (loyalty = -2), gain possible connections to further mafias, unlock new actions

[ ] Reach out to the 24k triad to offer partnership
DC: 8
The tight knit Chinese organization has been busted by both NYPD and PRT responses. They're in hot water, all the way up to federal court. They need allies now more than ever, ones that can ferry members out of town or hide sensitive data away from prying eyes. You could do both… and you could poach some suitable workers and funds from the collapsing triad.

REWARD: Cash, 24k ally (loyalty = -5), gain possible connections to overseas organizations, unlock new actions

[ ] Reach out to the Brooklyn street gang, the Lumpen, to offer partnership
DC: 10
The Lumpen are considered extremists by most, but you feel kinship with their ethos of empowering their people and protecting their most vulnerable. Of course, they fund their communal support through pedaling drugs to white junkies and carrying out hits on suitable targets. Still, they're resourceful and not hesitant to get their hands dirty. Usually, the gang wouldn't look your way twice but you can offer them help infiltrating spaces where Black faces aren't welcome.

REWARD: Lumpen ally (loyalty = 1), gain possible connections to cross-country extreme political organizations, unlock new actions, ???
Befriend the Bianchi? They're actively collapsing and can't be trusted. Might be useful for getting some workers and connections though...
Befriend the Triads? Even less trustworthy than Bianchi and their connections are all overseas, but it gets us cash. They're also actively collapsing, so perhaps not too much of an issue in a little bit which lets us poach free workers and more funds.
Befriend radical black extremists? Paradoxically, the most loyal (at 1) and the most likely to be an issue longterm (since not collapsing). Also runs into the problem of all radically driven groups where they can do crazy at any moment. On the other hand, it gives us connections to a cross-country network and a mystery box.

Recommended option: Triads if we're willing to do something risky short term. Can't be trusted, but we can pry some benefits from the dyng corpse of their organizaton. Lumpen if we're willing to do something risky long term, loyal and widespread but with unknown possible issues down the line. Don't reccomend Bianchi, they're too center focus right now, and since they're collapsing we might be able to pick up some of their useful people down the line anyway.

Learning Actions (INT)
25+ EXP


[ ] Develop a cipher system
DC: 10
You nay preserve your ideas and plans outside of your mind, but that doesn't mean you need leave yourself vulnerable to prying eyes. A cipher system is a marvelous way to encrypt your information and protect your assets. It will take time to develop a suitably complex code.

REWARD: Increased DC when attempting to investigate your documents or sensitive criminal data

[ ] Explore the least costly Enterprises you can begin
DC: 8
An empire cannot function with a single person. It must have pillars of support, and cash flow. You'd like to spend time and research the enterprises you can fund and operate.

REWARD: Basic enterprise list, unlock new actions

[ ] Begin crafting an anonymous identity
DC: 6
You're still a mundane human, you can't deflect bullets or invent impossible technologies. Instead, you must use your wits to carry you. So, utilizing that mindset you must consider not using your face or identity to operate your criminal activities. You have no family, no connections, no anchor to your environment… but you do have your own safety to prioritize.

REWARD: The Man Behind the Curtain Quest, unlock new actions
Make a secret code? Yes, soon. The harder you are the investigate, the better. Good to start early, can maaaybe wait a turn since we're not doing much quite yet?
Figure how ways to make money? We're going to need that, yes. Probably after doing a heist and building more of a crew though?
Begin crafting anonymous identity/cape ident? This drew me in, and the earlier we start the better, but I'm not sure if we want to start doing this now or after we've gotten more funds and more of a clear plan of action.

Recommended opton: Either secret code, or anonymous persona. I'm leaning persona since it doesn't hurt and it's what I wanted in the first place.

CHOOSE 2 Personal Actions:

Personal Actions

[ ] Explore your area
You've lived in NYC for quite some time you haven't cultivated knowledge of your neighborhood and it's various situations. It could serve as useful information on day

[ ] Search for notable news
Your personal touch only extended as far as your rumor mill. There's always new stories and opportunities developing in NYC. From sales, to breaking news, to job offers there's always something new to know.

[ ] Get to know your subordinate(s) (if you have them)
Some of your hired help may not be around for long, but good working relationships are key to long term success in your mind; much less concern about coups and assassinations. Additionally, subordinates that like their superiors are subordinates that work harder.

[ ] Talk to your neighbors about the protection rackets
You live in Queens, in the thick of a myriad of gangs that demand protection money against their enemies who also demand the same fee. Of course, the payment really protects you from retaliation from the gang themselves. Still, this month the gangs have upped their fees and thus your rent. It might be a good idea to at least ask your neighbors for useful insights.

[ ] Dig into the meat of a project (1 other action)
β€”[ ] (which one?)
There's something important on your agenda and you'd like this effort to go well. To ensure that you'll keep an eye on any untoward developments and hiccups.
Explore? Maybe
Search for Noteable News? Maybe
Get to know subordinates? Yes, probably. Builds loyalty and sniffs out lies.
Talk with neighbors about local protection rackets? Maybe
Double focus on one of the projects? Yes, maybe. Probably the diplomacy since it's worth a lot and we don't have anything in the stat for it.

Reccomended optons: Get to know subordinates and doublefocus on the diplomacy option

Edit:

[X] Plan Quiet Cash Grab

[ ] Took out a loan at 10% interest (Loan can be used on this turn). Payments must be at least 25 Cash/Turn.
β€”[ ] 1000 Cash
[ ] Purchased a small abandoned property in Queens.
[ ] Hired an underling. For?
β€”[ ] Bookkeeping

[ ] Recruit member

[ ] Scout out a target for a Score (thievery)

[ ] Attempt to anonymously tip off the PRT about criminal activity
β€”[ ] Adamo Family

[ ] Reach out to the 24k triad to offer partnership

[ ] Begin crafting an anonymous identity

[ ] Get to know your subordinate(s) (if you have them)
[ ] Dig into the meat of a project (1 other action)
β€”[ ] Diplomacy
 
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[] Plan: Holding Pattern
- [ ] Did not take out a loan.
- [ ] Did not purchase a property.
- [ ] Did not hire an underling.
- [ ] Seek employment in a criminal organization
-- [ ] Local Thieves Ring DC: 4
- [ ] Scout out a target for a Score (thievery)
- [ ] Research parahumans of interest in NYC and extrapolate their weaknesses
- [ ] Reach out to the 24k triad to offer partnership
- [ ] Develop a cipher system
- [ ] Explore your area
[ ] Dig into the meat of a project (1 other action)
β€”[ ] Diplomacy

This plan is a good deal more conservative than the one @Ridiculously Average Guy came up with. Mostly it's about gathering data- we know what we know but we don't know what our character knows, if that makes sense? I also don't think taking out a loan is a good idea if we have practically zero capital and nothing to fall back on to get money. I know that it takes money to make money, but I feel like we should at least get the lay of the land and people living on it properly first.

edit: swapped out a personal action on the advice of @Ridiculously Average Guy
 
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The differences in drives Quiet Cash Grab and Holding Patter are mostly:
1) Limited Opportunity: QCG grabs at what look like one time deals, so the loan for decent start up cash that amount of start up cash, the underling that already knows how to work with money, the location, and possibly police tipoff.
2) Startup Speed: Looking to start fast and build momentum, so takes the bigger loan, recruits, and starts crafting identity.

Holding Pattern looks good though. Only thing is that you should swap one of the personal actions for boosting the diplomacy actions.

The rolling system looks like this:
>>Stat (0) + Baseroll (2d6) + Skill (0) +/- Addtional bonuses/maluses (unknown/0)
which means for diplomacy we can expect to be mostly just rolling 2d6, of which the most common result is 7. If a personal action adds even just a +1 that boosts the odds up to 'probably succeed' from 'maybe succeed'.
 
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