Guardians of Gotham: A CK3 Batman Successor Quest

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The Batman has vanished, and Arkham Asylum stands eerily empty. Without Gotham's protector, the city spirals into chaos, the GCPD struggles to maintain control, and crime is at an all-time high since the Wayne Murders. Watching Wayne Tower engulfed in flames from your apartment window, you can't help but ask yourself:

How did it all come to this?
Selecting the Knight
Pronouns
He
The Batman has vanished, and Arkham Asylum stands eerily empty. Without Gotham's protector, the city spirals into chaos, the GCPD struggles to maintain control, and crime is at an all-time high since the Wayne Murders. Watching Wayne Tower engulfed in flames from your apartment window, you can't help but ask yourself:

How the hell had it come to this? You don't know but you know you have to do something about it.

But who are you?
[ ] Damian Wayne: Your Mother was going to introduce you to your father when he disappeared. Not even Mother could find him with all her spies. She tasked you to find out what happened to him and if he was truly dead and to claim your birthright. If he is alive Mother will have a word with him. (Start out with League of Assassins Safehouse as Batcave, Faction Locked, No Hero Units, Secondary Goal: Make Gotham Yours!)

[ ] Jason Todd: You stole Batman's wheels once. He laughed at that. Then he saved you from a crazy orphanage and dropped you off at Miss Thompkins. It's been years since that day and you have become a leader of the local neighborhood watch but with Batman gone you are starting to think about expanding your operation to the whole city. You owe Batman a favor, right? (Start out with the Neighborhood Watch HQ as a Batcave, Start with an established faction (The Hood Watchers), One Hero Unit (Harper Row), Secondary Goal: Make sure the Children of Gotham are safe.)

[ ] Stephanie Brown: Your dad is a supervillain. You helped Batman take him down a few months ago before he told you to go home but you sensed that he was impressed. So you hung up your costume for a while until you finished school. Then you met a weird girl living in the library and took her home with you much to moms worry. But Cass is nice even though she doesn't talk or know sign language until you start to teach her. But now with Batman gone and your dad out of Arkham, Gotham needs you to be Spoiler again. (Start with no Batcave, No Faction, One Hero Unit (Cassandra Cain), Secondary Goal: Make sure Arthur Brown never threatens your family again.)

[ ] Ellen Yin: A cop working with a vigilante in a city full of corruption is a tale as old as Crime itself. You nearly lost your job because of it but thankfully the commissioner intervened on your behalf. But now Batman is missing and everything you worked on is unraveling. Not helping the matters is that the mayor who is pouring the money into the Batman taskforce instead of the more pressing matters. Its seems like you need to take matters into your own hands. (Start with your apartment as Batcave, Start as a member of the GCPD Faction, Harder time gaining Hero Units, Secondary Goal: Restore Gotham's Faith in the GCPD and purge it of corruption)
 
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The Batfamily
Jason Todd
  • Martial: 16
  • Diplomacy: 6
  • Stewardship: 8
  • Intrigue: 10
  • Learning: 6
  • Occult: 4
Traits:

  1. Heart of Rage: Once activated during a Character Event, it cannot be activated again for the next two character events. Jason's anger can be a double-edged sword, giving him immense power but also clouding his judgment, reducing Diplomacy rolls by a random number that is decided by dice when active but increasing his combat/martial rolls by the same number.
  2. Vigilante Fury: Jason gains a +10 bonus to Martial actions if he has recently been in combat.
  3. Streetwise: +5 bonus to Intrigue when dealing with criminal elements.
  • Martial: 6
  • Diplomacy: 10
  • Stewardship: 12
  • Intrigue: 8
  • Learning: 8
  • Occult: 6
Traits:
  1. Tech Savvy: +10 to Learning when dealing with technology or hacking.
  2. ???
Opinion: 20:
A Good Boss: +20 (You are pretty good boss who gives reasonable hours and pays good. Harper is grateful for that.)
 
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Mechanics
Character Events
A Character Event is a series of small updates covering the actions of a certain character over the time span of a turn.

The most notable thing about Character Events is that Jason's Heart of Rage is only able to activate once during a particular character event. Once it activates it cannot activate again over the course of the event.

Turns
Each Turn encompasses everything done over the course of a week period in game. As time goes on, the length of turns will increase, but for now there are an approximate 50 turns for a year, and there will be certain actions that will become available or unavailable depending on the time period.

Faction Actions
Faction Actions are the choices that you are able to make during your turns that further your end goal or standing in the city and eventually the world. These actions encompass everything from Acquiring and Training forces, interacting with other vigilantes, handling merchandising to create income, forcing someone to be your informant, to studying, developing, or rediscovering new tech.

All of these actions fall into one of six categories - Martial, Diplomacy, Stewardship, Intrigue, and Learning and Ocuult.

In each turn, you have one action from each category may be attempted, for a total of Six Faction Actions per turn. This limit may in time be raised through special actions.

The base roll for a Faction Action will be as follows - Rolling against a standard DC:

1d100+ Jason's Attributes + Chairholder/Hero Attribute + Trait Bonuses + Skill Bonuses

Omakes are allowed.

Rolling a Nat 100 on a Faction Action (But not a Character Event) will cause the Die to explode, allowing it to be rolled again. Eventually, there will be actions that can be unlocked to lower to Explosion Threshold - The number that the die has to surpass naturally in order to explode.

Personal Actions
Personal Actions are additional Actions that your Chairholders and Heroes are able to attempt to do each turn. The majority of these actions are simpler things that range from talking to people, building social connections, hanging out with friends or doing things to relax. However, each Chairholder will additionally have a unique branch of actions that they are able to take.

I.E. Alfred has a series of unique actions that differ depending on which Councilor Position he is in. These actions all either search for information about the Gangs of Gotham, or decrease the amount of attention and information that are publicly known about the Batman's disappearance.

Jason himself has a total of 3 personal actions per turn. These may be spent as you wish, but you may also choose to spend all three of your actions to give any one project your 'Special Attention'. Any action that has been designated as Special Attention gets a flat +15 to the action.

The Mechanics were borrowed and modified from The Usagi Quest By Lunaryon
 
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Vote End
Adhoc vote count started by Martin Noctis on Aug 14, 2024 at 2:04 PM, finished with 58 posts and 42 votes.
 
Turn 1: Batman?
The Signal shined in the sky for the sixth week straight and yet there was still no sign of him. You were getting worried.

"Hey, boss. Here are the new reports." Larry one of the newer members said as he put the said papers on your desk. As you read over them your worries worsened. The crimes were getting worse and the cops were stretched thin. Your boys were tough but they were not equipped for THIS! You looked back at the Batsignal then at the framed Batarang on your wall.

"Well somebody has to do it." You said to yourself before grabbing your coffee mug and going to the common room to announce the change of plans.

Faction Actions
Pick one of each category

[ ] Here's a crowbar Billy!
DC: 30
Your guys are unarmed. That was fine when they were dealing with drunkards and dealers but now with gangs moving back into Crime Alley with their guns, you need to make sure that your boys get home to their families. Unfortunately due to certain laws, you can´t give your boys guns.
(Reward: Hood Watchers gain melee weapons! Gang Activity in Crime Alley gets a slight malus.)


[ ] Renaming the Alley
DC 80
Ever since the… Batman's disappearance Crime has gone up. It's worse than before he showed up. Well, you arent going to let some assholes make a mess of your neighborhood. And if you cant stop them than you will make it as annoying as you can!
(Rewards: slight public approval, slight government approval, organized crime kicked in the balls)

[ ] Warehouse Busting
DC Variable
Crime Alley like most of Gotham is filled with abandoned buildings. Specificly Warehouses. Warehouses are now being used for various illegal activities. Sending your boys out there to monitor the warehouses and bust those where crimes are being committed will be dangerous but necessary if you want to make Crime Aleey safe.
(Reward: Warehouses raided, Chance to encounter another Guardian, Chance to bust a D-Ranked Rogue, Crime decrease.)

[ ] Call the Cops
DC 40
Before Batman went missing the GCPD were coming to the HQ to warn you about the newest Arkham escape or to ask you to help out with a manhunt. Now nothing. The last time you saw a cop was on TV being executed by the clown. Reestablishing contact may be useful to get a sense of how bad things have gotten.
(Reward: Restablish contact with GCPD, ???)

[ ] Hey there Neighbor!
DC: 50
The recent events are making everybody nervous but you'll call them down. Somehow. A speech could be a good start. But first you have to make sure everyone shows up.
(Reward: Crime Alley Citizens reasured, ???)

[ ] Hood Watchers Reborn!
DC 65
Hood Watchers have gotten big since you formed them five years ago. Perhaps too big. You barely can enter your office without getting swarmed by the paperwork and the last time you checked your budget you fainted and suppressed the memory. You miss the Wayne Donations but back to the topic. Things have to change especially if you want to make the Hood Watchers a bigger name in Gotham.
(Reward: Hood Watchers resume proper functions and you start the basics of buracracy, ???)

[ ] Money Please!
DC Variable
You need cash. The Wayne donations are drying up and you don't think more are coming with the rumors that Wayne is dead. So time to do your least favorite thing in the universe. Beg for money.
(Reward: Money, ???)

[ ] Have you seen my Bat?
DC 90
Batman is missing and he was last seen around here if the rumors are true. The trail may be cold but at least you could figure out what actually happened to him.
(A clue, ???)

[ ] WHERE IS THE GOVERNMENT?!
DC 60
But like seriously where are they? Even during the times when the city was ruled by criminals all except for in name the Mayor always made speeches but now. Nothing. Zero. Hell, there aren't even talks about the upcoming election on the news! And sure Gotham is in a bad place but the elections were always something everyone mocked with their family. But now there is nothing.
(Find out what the city government is doing and its status, ???)

[ ] What's up Docs?
DC: 65
A Few months ago you formed the RND of the Hood Watchers and gave them the job of making the walkie-talkies you bought have a longer range and than promptly forgot about them till Harper asked if she could form one. Well, time to see if they figured it out.
(Reward: Status of RND found out, Better Walkie-Talkies)

Personal Actions

Jason
Too busy ask later!
Harper
[ ] Tinkering with Harper: Harper has always been an inventive child and with the chaos she is getting stressed. Tinkering helps her relax.

[ ] Hang out with Cullen: Harper has been busy these past few months. She and Cullen barely talk. Time for her to change that!

[ ] Do your job.

[ ] Making a name for myself!
DC 45
With Batman gone, somebody has to step up and protect Gothamaties. Even if you still lack a mask and a codename or cool gadgets.

[ ] Who are you supposed to be?!
DC Variable
You need to make a mask and figure out what to call yourself before you go out there and pick fights. There should be something in your closet.

No Voting until Character Sheets are posted!
 
Vote End
Well, then. What a onesided vote! :evil:
Adhoc vote count started by Martin Noctis on Sep 8, 2024 at 1:43 PM, finished with 19 posts and 9 votes.
 
Turn 1 Results

"Here's a Crowbar, Billy!"

Roll: 30 + Martial (16) = 46

"Well, it ain't perfect, but at least it's something. I handed out some crowbars, bats, and a few other blunt objects to the boys. Gangs moving into Crime Alley have guns—so my guys aren't exactly on equal footing—but better a crowbar than their fists. We're still unarmed, but at least my people can protect themselves for now. This'll buy us a bit more time."

Reward:
The Hood Watchers are now equipped with melee weapons. Gang activity in Crime Alley receives a slight malus.


"Call the Cops"

Roll: 85 + Diplomacy (6) = 91

"I was starting to wonder if Gordon and his guys were still alive, honestly. Haven't seen much of the GCPD lately, but today? Got lucky. Managed to reestablish contact with some old allies in the force. They've been quiet, yeah, but they're still out there, fighting the good fight. We're not alone. Might be time to work together again, like the old days. We'll see where this leads."

Reward:
Amazing Succcess!!! You successfully reestablish contact with the GCPD. Future collaboration possible. ??? revealed in later turns. New Info in News Network


"Hood Watchers Reborn!"

Roll: 27 + Stewardship (8) = 35

"Ugh. This paperwork is a nightmare. I tried to whip the Hood Watchers into something a bit more organized, but it's too much, too fast. Bureaucracy's not my thing, clearly. I'll need help if I'm ever going to turn this mess into something legit. For now, we're still just a bunch of tough guys in hoodies trying to keep the peace."

Reward:
Failure to properly reorganize the Hood Watchers. No rewards. Jason will need more help to establish a real infrastructure.


"WHERE IS THE GOVERNMENT?!"

Roll: 95 + Intrigue (10) + Streetwise (+5) = 110

"Okay, this was... interesting. Dug into what's left of Gotham's so-called government, and, man, it's worse than I thought...."

Reward:
Critical success! To be continued in A City without a Head!


"What's up Docs?"

Roll: 97 + Learning (6) = 103

"Well, I gotta give credit to Harper. The tech team? They pulled through. We've got new, upgraded walkie-talkies that can cover way more ground than the junk we were using before. Makes coordinating across Crime Alley a lot easier. This is going to help us stay ahead of the gangs and any other trouble that comes our way."

Reward:
Big success! RND team has developed better long-range walkie-talkies. Communication within the Hood Watchers significantly improved. Enemies have a harder time spying on you.


Personal Action: Hang out with Cullen

Roll: 54

"I've been so caught up in everything—the Watchers, the crime, the city going to hell—that I didn't realize how much time had passed since Harper and Cullen had a moment together. They need each other, even if Harper won't admit it. I nudged her in the right direction, and she finally took a breather. Cullen's a good kid, and Harper needs to remember what's at stake. It's not just the city; it's family."

Reward:
Harper's morale improves as she reconnects with Cullen. Loyalty Increased


"Who are you supposed to be?!"

Roll: 6

"...Man, I thought coming up with a new identity was going to be easy. You know, 'Red Hood' or something cool like that. But trying to figure out the mask, the look, what I'm supposed to stand for—it's harder than I expected. I ended up sitting in front of the mirror for hours, trying on different stuff from the closet. I need more time. Maybe I'll ask Harper for help. This isn't ready yet."

Reward:
Failed to establish a new identity or mask for Jason. No rewards yet.
 
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