Is it possible to see Batclan stats or do we have to wait for those
You have to wait for them as it would require you to study them further which can be done by taking certain actions. A way to think of it is looking into the background of someone to determine their skills. You know the Batclan is good but you don't know just yet how good.
 
Hey housefire I have an idea for a quest for you DC or Marvel henchman quest if not that then a Marvel villain quest
 
Meeting with a Thief Interlude
Meeting with a thief​

Drury Walker


When Drury saw the kid sitting outside her apartment he decided to stick out there with her. Their neighborhood wasn't too bad but one can never predict when danger would strike as he informed her so she wouldn't freak out at his presence. Gothamites had to watch out for each other after all.

She just gave him a weird look and continued to be on her phone.

After ten minutes of silence in the hallway Holly decided to speak up

"You don't have to stick around. I'll be fine."

Drury gave her a look, questioning her sanity.

"This is Gotham."

She looked like she was going to argue but instead nodded in agreement

"so how long have you been in Gotham?" she asked while looking at her phone.

"all my life, you?"

"same"

The silence returned until Drury asked, "so how long do you think until your parents gets back?"

"I live with a friend." She answered abruptly.

Drury didn't inquiry further as there was likely a story there she wasn't going to share with a stranger even if he is her neighbor.

"Who are you?"

Drury turned to look and gazed upon the most beautiful woman he had ever seen, right up there with Wonder Woman.

Drury stood up from where he was sitting and walked over to her.

"I'm Drury Walker, your neighbor"

"I'm Selina"

The woman looked at him suspiciously and then asked Holly

"What are you two doing out here?"

Holly answered in a small voice ''I forgot my key."

Selina gave a Holly a sharp look

"I've told you before to always double check before you leave."

"I know, I'm sorry"

"Ok let's head in."

She opened the door, let Holly inside and let the door close behind her as she turned and walked up to Drury. She looked straight at him in a way which remained Drury of a cat looking at a potential meal.

"You seem like a nice guy, but this is Gotham. If you try anything, I will claw your face off"

Drury didn't know how to respond properly.

"ok, I hear you loud and clear."

She gave a smile and headed back to her apartment.

Selina Kyle

Gotham had taught Selina to always operate on the side of caution, so Selina was immediately suspicious of the good-looking Drury when she saw him waiting outside with Holly. Some people might think she was being unfair, but those people didn't live in Gotham, if they did, they would know a trusting nature isn't a good thing.

She did get a feel for the room and it seemed nothing was amiss. If Drury was going to try anything with Holly, he would have done so already. It was possible he was one of the good ones, so she decided to give him the benefit of the doubt for now.

Author's note
I know this is short but keep in mind Catwoman is unlikely to open up to a stranger. You can think of this as a introduction to each other. There will be times further into the quest where you can get to know her better.

On a personal note how did I do with this interlude? Was it too short? too long? etc.
 
I find it's a bit short, but if the only goal you had was to show that Killer Moth has a potential link to Catwoman nearby, then it's enough, I think.

If you try anything, I will claw your face off

I know we'll probably need her as an ally, but how I wish we could rub in her face that doing that would backfire.
 
Meeting with a thief​

Drury Walker

When Drury saw the kid sitting outside her apartment he decided to stick out there with her. Their neighborhood wasn't too bad but one can never predict when danger would strike as he informed her so she wouldn't freak out at his presence. Gothamites had to watch out for each other after all.

She just gave him a weird look and continued to be on her phone.

After ten minutes of silence in the hallway Holly decided to speak up

"You don't have to stick around. I'll be fine."

Drury gave her a look, questioning her sanity.

"This is Gotham."

She looked like she was going to argue but instead nodded in agreement

"so how long have you been in Gotham?" she asked while looking at her phone.

"all my life, you?"

"same"

The silence returned until Drury asked, "so how long do you think until your parents gets back?"

"I live with a friend." She answered abruptly.

Drury didn't inquiry further as there was likely a story there she wasn't going to share with a stranger even if he is her neighbor.

"Who are you?"

Drury turned to look and gazed upon the most beautiful woman he had ever seen, right up there with Wonder Woman.

Drury stood up from where he was sitting and walked over to her.

"I'm Drury Walker, your neighbor"

"I'm Selina"

The woman looked at him suspiciously and then asked Holly

"What are you two doing out here?"

Holly answered in a small voice ''I forgot my key."

Selina gave a Holly a sharp look

"I've told you before to always double check before you leave."

"I know, I'm sorry"

"Ok let's head in."

She opened the door, let Holly inside and let the door close behind her as she turned and walked up to Drury. She looked straight at him in a way which remained Drury of a cat looking at a potential meal.

"You seem like a nice guy, but this is Gotham. If you try anything, I will claw your face off"

Drury didn't know how to respond properly.

"ok, I hear you loud and clear."

She gave a smile and headed back to her apartment.

Selina Kyle

Gotham had taught Selina to always operate on the side of caution, so Selina was immediately suspicious of the good-looking Drury when she saw him waiting outside with Holly. Some people might think she was being unfair, but those people didn't live in Gotham, if they did, they would know a trusting nature isn't a good thing.

She did get a feel for the room and it seemed nothing was amiss. If Drury was going to try anything with Holly, he would have done so already. It was possible he was one of the good ones, so she decided to give him the benefit of the doubt for now.

Author's note
I know this is short but keep in mind Catwoman is unlikely to open up to a stranger. You can think of this as a introduction to each other. There will be times further into the quest where you can get to know her better.

On a personal note how did I do with this interlude? Was it too short? too long? etc.
My main critique of the piece is that it does little to convey the characters of the individuals in it. It communicates the information the interlude was trying to convey which in a quest is the most important part and using characters who are already known to people does make it easier to quickly characterize them but throwing in your own touches helps and makes the characters feel more alive and three dimensional and less like lists of traits and qualities meant to fill a role or a trope.

Very little character is portrayed about these characters in this piece and while yes these characters wouldn't talk much to each other they'd still think stuff and would react to what each person says. Here there are long stretches of just dialogue without any real reaction by the characters to the dialogue or things done to characterize how the dialogue was said (it's literally always "asked" "answered" or nothing which hurts the piece as a whole in my opinion. Even something as small as "asked inquisitively" or "answered in an annoyed tone" would have helped breathe life to these characters). Furthermore there is next to no thoughts from each character on what's going on. The thoughts we do get are pretty shallow (Drury thinks Gothamites should stick together and that Selina is pretty and Selina thinks that you can't trust people) and while I'm not expecting a massive delve into their psyche I do thing giving more than just what the characters think on the most surface level would help (for example expanding on why Drury thinks Gothamites should stick together despite that running counter to the general vibe of the city and his chosen profession would help make him stand out and give him character beyond "being Killer Moth").

This critique is meant to help you grow and while you nailed down the part about conveying information that is critical to the game side of things in my opinion you kind of fell short on the story side of things due to having characters feel very flat in a piece that should be character driven. I do think you can do better but if you write something really short as a standalone interlude you need to be careful not to be so sparse you only focus on the mechanical side of things rather than the character side of things.

Let me know if you found the critique helpful as I tried to give suggestions on how to improve some stuff (beyond "write more/better" which is unhelpful) but if you don't want this kind of critique I can step back and let you do things on your own.
 
My main critique of the piece is that it does little to convey the characters of the individuals in it. It communicates the information the interlude was trying to convey which in a quest is the most important part and using characters who are already known to people does make it easier to quickly characterize them but throwing in your own touches helps and makes the characters feel more alive and three dimensional and less like lists of traits and qualities meant to fill a role or a trope.

Very little character is portrayed about these characters in this piece and while yes these characters wouldn't talk much to each other they'd still think stuff and would react to what each person says. Here there are long stretches of just dialogue without any real reaction by the characters to the dialogue or things done to characterize how the dialogue was said (it's literally always "asked" "answered" or nothing which hurts the piece as a whole in my opinion. Even something as small as "asked inquisitively" or "answered in an annoyed tone" would have helped breathe life to these characters). Furthermore there is next to no thoughts from each character on what's going on. The thoughts we do get are pretty shallow (Drury thinks Gothamites should stick together and that Selina is pretty and Selina thinks that you can't trust people) and while I'm not expecting a massive delve into their psyche I do thing giving more than just what the characters think on the most surface level would help (for example expanding on why Drury thinks Gothamites should stick together despite that running counter to the general vibe of the city and his chosen profession would help make him stand out and give him character beyond "being Killer Moth").

This critique is meant to help you grow and while you nailed down the part about conveying information that is critical to the game side of things in my opinion you kind of fell short on the story side of things due to having characters feel very flat in a piece that should be character driven. I do think you can do better but if you write something really short as a standalone interlude you need to be careful not to be so sparse you only focus on the mechanical side of things rather than the character side of things.

Let me know if you found the critique helpful as I tried to give suggestions on how to improve some stuff (beyond "write more/better" which is unhelpful) but if you don't want this kind of critique I can step back and let you do things on your own.
I really do like your critiques as they really help me get better at writing in general. Every point you made was spot on and now that I look at it I want to do some serious editing on it. I would love to hear anything you have in the future and I always welcome it from you and anybody else.
 
Turn 2/Chapter 1
Shout out to King crimson for helping me put this together. I fixed a lot of this up thanks to his advice. Now on with the show.


So far, you're doing well. You managed to learn some science, got some good stuff from the GCPD, meet some new people and you learned a little of the Batclan.

But it's not enough for Killer Moth.

You have six actions this turn.

Martial
[] Train your body
DC 28. A supervillain's life is full of danger, training your body to its peak condition could save your life one day.

[] Break in and obtain goods
DC (Depends on your target). A supervillain without proper equipment is one asking for society to slap handcuffs on him.

-[] DC 80. Wayne Enterprises, A massive diversified multinational conglomerate owned and chaired by Bruce Wayne.

-[] DC 75. Stagg Enterprises, A multinational corporation owned and run by Simon Stagg with interests in engineering, chemistry and genetics.

-[] DC 55. S.T.A.R. Labs, An international independent network of research laboratories.

-[] DC 48. Police Warehouse. The GCPD has tightened security but it might be still possible for you to get inside.

-[] DC 35. Gotham Merchant's Bank, a bank is always full of cash and important information. Due to the GCPD robbery they have tightened their security.

[] Booby trap your apartment
DC 25. For the time being you are operating out of your apartment and as a supervillain and in a city like Gotham it would be prudent to make it as secure as possible.

[] Incorporate weapons into the Mothmobile.
DC 80. The Mothmobile is currently defenseless, adding weapons to it would add to your defense in a tight situation.

[] Break into Blackgate Penitentiary
DC 151. Blackgate is a prison located on a small island in the Gotham Bay where non-insane criminals are incarcerated when captured. If you free the prisoners, you could gain some loyalty and manpower.

[] Learn Martial Arts
DC 34. Learning hand to hand fighting will give an edge if you have no weapons on hand.

[] Learn Marksmanship
DC 30. You're a good shot but good isn't good enough.

Diplomacy
[] Bribe Politicians
DC 5. Gotham politicians always bark in anyone's favor if enough money is given to them.

[] Bribe Police
DC 20. Police officers have a hard job with little reward, especially so in Gotham. Many officers are willing to be on your payroll and do anything you want of them.

[] Recruit criminals
DC 78. Nobody can truly succeed on their own and average criminals already have a low standard when it comes to job offers. The name Killer Moth doesn't really command respect and so few people are willing to work for you unless it's for a lot of cash.

[] Recruit the homeless
DC 60. The homeless of Gotham struggle everyday and are willing to perform any number of tasks for the right amount of money. They do come with their own set of problems, so you'll have to be very careful with them.

[] Meet with Holly Robinson
DC 20. Holly is young and impressionable; you could use that to gain her allegiance.

[] Meet with Selina Kyle
DC 42. Selina Kyle is a mysterious woman you like to get to know better.

[] Gotham's high society
DC 20. The ultra-rich love to give themselves parties for every conceivable reason. You should attend some of these and get to know the upper class.

Stewardship
[] Create a secret base
DC 48. A secret place nobody knows about would be very helpful to you.

[] Create a business
DC 70. A business would give you some legitimacy and enable you to operate more openly although opening a business in Gotham would invite opposition from various elements legal and illegal.

[] Buy a vehicle
DC 10. There are always various vehicles in Gotham to buy and having a secondary inconspicuous vehicle could prove useful.

[] Get a patron to sponsor you
DC (depends on your decision). Gotham is full of powerful figures who could use a deniable asset.

-[] DC ???. Joker's gang, the most feared in all of Gotham, would gain you some cloud although you would have to deal with the Joker's whims.

-[] DC 30. The Falcone Crime Family was once the undisputed rulers of Gotham until the Batman and various supervillains popped up. They might be interested in evening the playing field and are a "safe" group to work with a while. You could use their need to gain some concussions if your careful enough.

-[] DC 40. The Penguin's gang is current one of the strongest in Gotham and led a shrewd businessman. An excellent partnership could be formed if you play your cards right.

-[] DC 35. The False Flag Society, an up and coming group that if you join soon you could gain a leadership role in.

[] Sell gear from the robbery
DC 35. You gained much from the GCPD job but some of it you don't need that other people could use for their own purposes.

Intrigue
[] Investigate the Gotham Underworld
DC 40. Knowledge is power and knowing the major players, locations and activities of the criminal underworld is very powerful.

[] Investigate the Gotham Supervillains
DC 45. You may be considered a joke now but that will change someday, and you will need to know your rivals.

[] Investigate the False Flag Society and its leader Black Mask.
DC ???. The False Face Society is an enigma. It would be best to discover who they are and what their goals are under their leader Black Mask.

[] Investigate the Gotham Sewers
DC 31. The sewers are rumored to host everything from strange cults to secret societies and even killer monsters that attack anyone. You could potentially discover something useful to you.

[] Gather Blackmail
DC ???. Everybody has skeletons in their closet especially the rich and powerful of Gotham.

[] Uncover Batman's identity
DC 285. The Batman come out of nowhere one day and is the source of your current crappy reputation. Maybe you can expose him. Figuring out who he is will send your reputation through the roof.

[] Uncover Nightwing's identity
DC 270. The first Robin who really isn't in Gotham much so you likely wouldn't get far. Figuring who he is will give you an edge over the rest of the Batclan.

[] Uncover the current Robin's identity
DC 220. The violent, loud mouthed current sidekick of Batman. Your not a fan and a child is surely guarding his identity worse than any of the adults.

[] Uncover Batgirl's identity
DC 263. She single-handedly destroyed your reputation. Firefly might be content to let bygones be bygones but you want revenge and figuring out who the vigilante who humiliated you is will make that so much easier.

[] Investigate the Batclan's methods.
DC 151. People in general have patterns, ways they do things that are comfortable in. The Batclan has a way they complete their work and figuring out what it is can assist you in dealing with them effectively.

Learning

[] Learn about the Major Criminal Players of Gotham
DC 10. Gotham is a hotbed of crime. You need to know who is and isn't boss.

[] Learn about the Justice League
DC 10. The Justice League is composed of the greatest superheroes on the planet. It would be wise to know more about them.

[] Learn about Magic
DC 26. The reveal that magic has been a part of the world forever was a surprise to you. Magic could be very useful to your future.

[] Learn about Mathematics
DC 40. The science that deals with the study of quantity, structure, space, and change.

[] Learn about Biology
DC 34. The study of life and living organisms.

[] Learn about Chemistry
DC 35. The study of the properties, composition, and structure of substances, the transformations they undergo, and the energy that is released or absorbed during these processes.

[] Learn about Engineering
DC 57. The use of scientific principles to design and build machines and structures.

[] Learn about Physics
DC 37. The study of the structure of matter and the interactions between the fundamental constituents of the observable universe.

[] Learn about Psychology
DC 25. The study of the mind and behavior.

[] Learn about History
DC 28. The study of past events.

[] Learn about Sociology
DC 21. The study of the development, structure, and functioning of society.

[] Learn about Computer science
DC 33. The study of computers and computational system

[] Learn about Economics
DC 30. The study of the production, distribution, and consumption of goods and services.

[] Learn about Astronomy
DC 32. The study of extraterrestrial objects and phenomen

[] Learn Stealth
DC 33. If you know how to get in and out of places without anyone knowing you could avoid unnecessary trouble.

[] Learn Espionage
DC 38. The practice of spying to gather information.

[] Learn Escapology
DC 35. The practice of escaping from restraints or other traps.

[] Learn the Art of Disguise
DC 30. Sometimes it would be helpful to not be yourself in situations.

[] Learn Tracking
DC 28. There's more to finding someone even in today's world than just knowing their name.
 
[X] Learn Martial Arts
[X] Bribe Police
[X] Train your body
[X] Learn about Magic
[X] Meet with Holly Robinson
[X] Break in and obtain goods
-[X] DC 35. Gotham Merchant's Bank
 
You came back!:D

Okay so...I have a single track mind. Let's roll.

[X] Plan Not the Smartest
-[X] Train your body
DC 28. A supervillain's life is full of danger, training your body to its peak condition could save your life one day.
-[X] Booby trap your apartment
DC 25. For the time being you are operating out of your apartment and as a supervillain and in a city like Gotham it would be prudent to make it as secure as possible.
-[X] Recruit the homeless
DC 60. The homeless of Gotham struggle everyday and are willing to perform any number of tasks for the right amount of money. They do come with their own set of problems, so you'll have to be very careful with them.
-[X] Create a secret base
DC 48. A secret place nobody knows about would be very helpful to you.
-[X] Investigate the Gotham Sewers
DC 31. The sewers are rumored to host everything from strange cults to secret societies and even killer monsters that attack anyone. You could potentially discover something useful to you.
-[X] Learn about Magic
DC 26. The reveal that magic has been a part of the world forever was a surprise to you. Magic could be very useful to your future.
 
We have enough money for now, lets not get too hot...ild say go for a break in every other turn. the rest we should beef ourselves up, as well as start getting martially better, as well as using !!!SCIENCE!!! for !!!FUN!!!...as in use actual physics for combat...

[X] Plan: Meetings and Getting Gud.
-[x] Learn Martial Arts DC 34.
-[x] Learn Marksmanship DC 30.
-[x] Booby trap your apartment.
-[x] Meet with Holly Robinson
-[x] Learn Escapology
-[x] Learn the Art of Disguise

Okay, learning martial arts and Marksmanship is obvious, gotham...so is booby trapping our apartment, we stole shit so we need it under lock and key, next turn I'm aiming for a disposable car and continuing to build up so when we go out, we can get taken Seriously...or at least as serious as we can be.

Meeting with Holly to keep an eye on her and maybe get a minion down the line...or at least someone who can help keep an eye on the area.

escape and disguise because were going to be needing to at least understand how this all works, plus eventually we can get stealth and tracking next turn.
 
So my reasoning on why I want to rob the bank and sell our weapons is not as much for the material gains but the potential reputation gains. Currently we are the laughing stock of the crime world. If we had proof that we were behind the police station job then our reputation would go though the roof
 
[X] Plan: Meetings and Getting Gud.

I like this one. I'm always for covering the fundamentals at first.
 
[X] Plan: Upgrade
-[x] Train your body
-[x] Booby trap the apartment
-[x] Create a secret base
-[x] Buy a vehicle
-[x] Learn escapology
-[x] Learn the Art of disguise
 
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