Gangster Squad Redux - One Crimefighter At Sufficient Velocity...

That makes sense. Though I think it might be necessary to scale up the numbers of Vitality and Resolve, given that characters are going to be taking Strikes and Stress more often.

Also, what sort of horrifying effects will Fatigue have? The most obvious thing I can think of is that if you go over a certain threshold you basically crash out of tiredness (the GM can have your character randomly crash at the worst possible time, in return for removing several Fatigue points?), and perhaps there could also be penalties to mental stats?

Also, presumably perks (and traits?) will also be grouped into the categories?

EDIT: Will the penalties for having Strikes over your Hardiness be restricted to Physical stats only (I think the penalty previously affected all stats, or am I mistaken?)

1) No idea on fatigue yet, but it will be...horrible. (Out of the three though, it will likely be the least terrible).
2) Yes, perks and the like will be grouped.
3) Maybe, unsure.
 
In the current incarnation of the new rules, you'll be wagering for every dice in a skill check. That might not stick, depending on how that looks in testing. Right now, negative skill point values will mean you need additional Successes; it negates some of your current ones basically.

Combat is totally unchanged outside of skill checks themselves, though Grappling may become an opposed Grit check.

You haven't told them the part where they get to wager different coloured poker chips!

That's the best bit! :D
 
Lemme give y'all a little preview of what the changes will mean for your character sheets.

I'm getting rid of Convictions for now and thinking of a new way to handle character personality which I can sink some more mechanical hooks into, probably moving it into Lifestyle along with where you live and stuff. Maybe taking a page from Torchbearer and having you define things like friends, enemies, your parents, etc in there in ways that can be used as adventure hooks or resources, and hooking the stuff into a more concrete system of beliefs.
 
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The new Character Sheet looks a lot more organized, from what I can see.

Just saying that I'm still here. :p
 
Read this first: Character Creation
Google Docs Character Sheet

CHARACTER SHEET
Name Your name here Human? Or Servo? Archetype Pick One
Age >0 Handedness Right/Left Career -
History
Origin Where you come from Education Schooling
Career What you do for a living The War The Vitelian War
Ambition What you want
Motivation
Why you fight crime
Vice Your worst flaw Virtue Your best characteristic
Lifestyle
Traits

Skills and Perks
Physical Mental Social
Grit 0 Intelligence 0 Slickness 0
Fisticuffs 0 Dexterity 0 Stature 0
Steadiness 0 Sleuthiness 0 Connections 0
Derring Do 0 Covertness 0 Contacts 0
 
Strikes 0 Fatigue 0 Stress 0
Hardiness 0 Sharpness 0 Resolve 0
Vitality 0 Endurance 0 Resilience 0
Perks
- - -
Advancement
Physical AP 0 Mental AP 0 Social AP 0
Equipment

Augmentations

Useful Links:
Special Origins
Perks
Traits

FYI. Sketch added quite a bit of stuff to the character sheet.

Note for Sketch: Career appears twice and Class isn't included anywhere at all on the character sheet google doc.
 
FYI. Sketch added quite a bit of stuff to the character sheet.

Note for Sketch: Career appears twice and Class isn't included anywhere at all on the character sheet google doc.
I'm still dooping with it and figuring out where everything will go. The final sheet will be two pages; page one for fluff stuff and page 2 for skills and perks. (Plus your gear on your scrap paper.)

Also, your Career as of character creation might not be the one you have several sessions down the road.

The new character creation system is basically a sneaky backdoor to introduce people to the world of Union City. Most people don't read the entire rulebook when they play a game, but p much everyone ends up reading character creation.
 
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Some quick questions:
What are the calculations for Sharpness/Resilience/et cetera at the moment?

Also, when did the Vitelian War end? Is it still 2917?
 
I'm considering shifting the timeline around a bit so the war is a more recent, and more painful, memory. It's been difficult to pin down exactly when it needs to be; 2929 is sort of equal parts real-life 1929 and 1939, so I need the war far enough back that the vets of it are affecting policy now, but still near enough for the hurt to still be fresh.

Union City is an America that backed the losing side of the Great War. It's supposed to be a bitter memory, and a source of contention. It's gotta sting, and be personal for characters. A way of making players hate and dread the Golden City right out of the gate, no lore needed past the intro text.
 
I'm considering shifting the timeline around a bit so the war is a more recent, and more painful, memory. It's been difficult to pin down exactly when it needs to be; 2929 is sort of equal parts real-life 1929 and 1939, so I need the war far enough back that the vets of it are affecting policy now, but still near enough for the hurt to still be fresh.

Union City is an America that backed the losing side of the Great War. It's supposed to be a bitter memory, and a source of contention. It's gotta sting, and be personal for characters. A way of making players hate and dread the Golden City right out of the gate, no lore needed past the intro text.

How about 2915 to 2921? That would mean it only ended about 8 years ago, but those who were fighting from the start of the war would be in their thirties at least by now. Making it too distant a memory would lead to the problem that most characters were too young to be involved in the war.
 
When can we expect to start being able to re-stat our characters? And on that note, a manual on how the new mechanics work would be nice once everything's done.

Also, when Wagering points for Extra Dice will we be wagering points of the corresponding Special Stat for the Skill in question? (Strikes for Physical, Fatigue for Mental and Stress for Social)
 
When can we expect to start being able to re-stat our characters? And on that note, a manual on how the new mechanics work would be nice once everything's done.

Also, when Wagering points for Extra Dice will we be wagering points of the corresponding Special Stat for the Skill in question? (Strikes for Physical, Fatigue for Mental and Stress for Social)
Soon, and yeah of course, I'll give y'all a rundown.

Yes, you'll be wagering corresponding Penalties for the Skill in question.
 
So, with the changes to AP at creation, should we rework our characters?

Also, Dame has free assignment of skill points and advancement points, am I right?

FYI, the amount of AP at creation basically got doubled. However, they are all allocated to specific areas (Physical, Mental, Social, Traits)
 
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So, with the changes to AP at creation, should we rework our characters?

Also, Dame has free assignment of skill points and advancement points, am I right?

Feel free to do so, as creation is pretty much done.

And yes, the Dame can do whatever the Dame wishes to do.

EDIT:

Here is the Sheet, and the bit explaining it.
 
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Creation is officially done-ish.

Feel free to have a shot at making and remaking characters and tell me what you think! Copy-paste the character sheet to a new googledoc or onto this page (in a spoiler box) and have fun with it!

If you see anything that no longer makes sense in Traits or such, list away!
 
Creation is officially done-ish.


Feel free to have a shot at making and remaking characters and tell me what you think! Copy-paste the character sheet to a new googledoc or onto this page (in a spoiler box) and have fun with it!

If you see anything that no longer makes sense in Traits or such, list away!

The Veteran and Graduate traits may be sorta redundant with the new History section.

The any roll of 10 removes one Stress for Mood Swinger might need to be rebalanced I think. A lot more dice being rolled now.

Can't think of anything else right now.
 
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Are Stealth perks Mental or Physical perks?
Some perks will be both; if you see a stealth perk that is movement based, it's both. If it's disguises, lockpicking etc, it's Mental.

BTW, with this will come new Stealth rules. Basically, within a stealthy encounter, you guys will slowly pile up, uh, let's call them "anti-stealth" points, as you fail Covertness checks that accompany your actions. When you get too many, threshold determined by enemy sleuthiness, you're detected. The math is non-existent, but this should be more tension-filled; you are basically "using up" your stealth to move through an encounter.

EDIT: Shifting some stuff around. Replaced "Career" (which is just your job anyway) with a "politics" section. Trying to come up with a less copywritten name for the Electric Lady too; she's managed to work fully into the mythology of the setting as a sort of Malcom X figure. You'll get mechanical stuff from your political leanings too; I'm hoping to kind of sucker some people who min-max into playing characters that are controversial to roleplayers. :D
 
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New combat rule changes which are small, but will change things immensely.

- Every turn you are in combat, you take a point of Fatigue. So you can very quickly get to a point where you are simply numb and doing every rote. This is, by the way, why trained characters are vastly superior; they keep their wits about them longer, and they'll still be able to act even when they can no longer wager because they have more auto successes available from perks and higher Skills.
- Taking a break is back; if you do nothing on your turn, you get Fatigue back instead. So you might want to manage longer fights so some of you can get a breather.
 
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