So how does this work? We're going to be using a highly modified version of STS familiar to everyone from Exalted and the World of Darkness. Your votes are going to influence stat distribution and Merits and other important things. Also a lot about the character's background and viewpoint. And I promise I'll stop using Second Person once the chargen is finished.
First real story post will begin this weekend. I will encourage write-ins by treating them like Stunts in Exalted. You can get some limited shaping of the narrative as well as extra dice. I might also throw in bonuses for artwork, or suggesting soundtracks for particular posts. I'll mostly be writing while bored at work so while elaborate write-ins like on Panopticon Quest are encouraged, they will not be necessary.
Note that this is not a sandbox quest. The city is a tinderbox and on the edge of violence even in the best of times. You are not here in the best of times. It's your choice on what and when and how to get involved, but Things will happen if your actions do not change them. And you probably don't want those Things to happen.
Secondary characters are mostly fair game for cameos and even substantial involvement. The Black Lagoon crew, however, will be mostly absent for the length of the Quest. And there is a twist involved in this Quest. If you want to speculate, use spoilers.
INDEX
Character Sheet
Chargen
Welcome to Roanapur (Morning, Day 1)
Early Morning Drive (Morning, Day 1)
Crazy Yolande's Discount Gun Sales (Noon, Day 1)
Grand Theft Auto: Roanapur (Afternoon, Day 1)
Fishing for Information (Afternoon, Day 1)
Splitting the Party is Never a Good Idea (Evening, Day 1)
Little Pierre Becomes a Man (Morning, Day 2)
Is This a Doctor's Office or Fight Club? (Morning, Day 2)
Not on Deadly Ground (Morning, Day 2)
Take Me Out to the Blood Sports (Morning, Day 2)
Your Reward for that Roll is Paranoia (Afternoon, Day 2)
On Your Feet Again (Evening, Day 2)
Grumpy Old Men (Morning, Day 3)
This Loot Drop Suc... Oh Grenades (Morning, Day 3)
In Which Pierre Finally Finds Decent Coffee (Afternoon, Day 3)
Bioware Morality Choice (Morning, Day 4)
In Which Pierre Touches Enlightenment (Morning, Day 4)
MECHANICS AND RULES
Rolls
I will call for rolls as needed, providing the Attribute and Skill as well as any modifiers. The Target Number will always be 7; that means any die that rolls up as 7+ is counted as a Success. Each roll will also have a Difficulty, which is the number of Successes needed for the action. Difficulty for rolls is determined based largely on how complex the action is. If you exceed the number of successes demanded by the Difficulty, the action takes place. More successes may add an additional margin of victory. If not enough successes are obtained the action fails, with all the consequences (or none) that entails. If the number of 1s rolled exceeds the difficulty of the roll and the roll fails, it is considered a Botch.
Modifiers
Aside from Attributes and Skills, you can gain dice for a roll from other sources. The most common bonuses are Equipment Bonuses, which provide additional dice due to having superior capabilities available. Situational bonuses are also possible if conditions are particularly favorable. Merits may also provide extra dice or even an automatic success (autosuccess) to the roll. Not all modifiers are positive, however. Sometimes bad conditions subtract from the available dice. Trying to multi-task almost always involves a penalty. Certain actions also impose penalties, such as trying to make a Called Shot or Disarm an opponent. Wound penalties may also come into play.
Stunts
Write-ins can also provide bonus dice. A sufficiently compelling write-in can provide up to 3 extra dice. More than just providing bonuses, though, Stunts also allow a certain degree of narrative control by establishing details about the environment or the setting. Detailed stunts will also be necessary in order to spend XP accumulated as part of play.
Willpower
Characters have a Willpower Track consisting of dots of Willpower and an equal amount of Temporary Willpower. Players may elect to spend a Temporary Willpower to gain one autosuccess on any roll. The amount of Willpower is always capped by the number of dots of Willpower. Temporary Willpower can be regained by a night's rest, by indulging Virtues and Vices, by making significant progress toward the character's Motivation, or through Merits.
Combat
Expanded Combat Rules
Here.
Health Levels
Mooks have three Health Levels. Named characters generally have seven Health Levels plus additional levels for every dot of Stamina over 1. The Health Levels have different Wound Penalties associated with them. As a character takes damage the Health Levels are filled in descending order, with Wound Penalties assigned when the first box in a row of Health Levels is marked off. Wound penalties subtract from Defense Values, though never below the lower of Dexterity or Wits. Certain Merits may allow characters to ignore some or all Wound Penalties, but Health Levels are still lost. Bashing Damage stops at the Incapacitated Health Level, but Lethal damage that fills the dying Health Level kills a character.
Healing
Bashing Damage heals automatically, at a set rate of one Health Level every four hours as long as the character does not incur any more Damage. Medicine Rolls and rest can speed up recovery to one Health Level every two hours. Lethal Damage is significantly more difficult to heal, and must first be Stabilized by a Medicine roll at the Difficulty of the Wound Penalty inflicted by it or by seeking assistance from qualified medical personnel. Lethal Damage that is not Stabilized may lead the character to bleed out. Once Stabilized the damage heals at the rate of one Health Level every twelve hours, though further Medicine rolls and dedicated rest may speed the process up. Somce Lethal Damage may inflict Crippling effects, like the loss of an eye or a limb, that cannot be healed properly and which will impose lasting Penalties due to the permanent loss of capability.
Experience Points
Experience Points will be awarded from time to time through play. Completing a discrete scene with some achievement, a particularly compelling write-in, making significant progress toward the character's Motivation, or other circumstances may trigger an award. XP can be spent to raise Attributes, Skills, purchase Willpower, or Merits that directly impact the character. External Merits like Contacts, Resources, Allies and so on will also be awarded through play and do not need to be purchased if earned through player decisions. Spending Experience is always dependent on a write-in to justify how the purchase through the character's experience or actions; either as a deliberate action or in response to compelling circumstances not short of a 3-die stunt.
XP Costs
Attributes: (New Attribute Rating x 5XP)
Abilities: (New Ability Rating x 3XP)
Merits: (3XP per dot)
Willpower: (10XP per dot)
Merits
Merits cover all kinds of backgrounds and I'll let you propose your own. Nothing that would be tagged from CharGen (aka, inherited Merits) will be allowed; Contacts, Allies, or Resources can be stunted in by spending XP but any write-in to that effect is subject to an absolute veto if it won't work with the existing plot. Generally speaking, the "better" a Merit is, the more dots it is worth; but every dot of Resources is 25k, while with people it represents both a combination of utility and their willingness to support you. And Allies in particular will degrade if you don't follow through with help when requested from them.
Weapons
Weapons have a variety of stats depending on their class and particular characteristics. The most important are Accuracy, Damage, and Range.
Accuracy
Accuracy represents the equipment modifier of the item on an Attack roll. A gun marked with +1 Acc adds one dice to attack rolls made with it. Most mass-produced items are 0 Accuracy, adding no bonus or penalty to the attack roll. Poorly made guns might have -1 Acc, or suffer a penalty based on extreme recoil or difficulty with operations. Weapons manufactured with excellent tolerances might have a +1 modifier, while a +2 modifier generally indicates that a weapon is effectively hand-crafted or otherwise of exceptional quality.
Damage
Each weapon has a Damage tag, as a number of health levels of damage it inflicts and a type of damage that it does. In general guns do straight damage while Melee weapons add to the Attacker's Strength. Guns do however go straight to Lethal damage, and so are usually more dangerous and require less investment in training than Martial Arts or archaic Melee weapons. A gun with 3L damage does three health levels of damage as Lethal. A baseball bat (for example) might have a tag of 2B, which means it adds 2 health levels of Bashing damage on top of the levels inflicted by the attacker's Strength. A defender has Bashing Soak equal to their Stamina; only characters with Body Armor or particular Merits can soak Lethal damage with their Stamina.
Range
Ranged weapons have brackets for attack at short, medium, or long range. Short range attacks are taken at full dicepool, while Medium range attacks suffer a -1 penalty and Long range attacks take a -2 penalty. Weapons may not be used beyond the far end of their Long Range bracket without a particular Merit allowing it.
Other Special Effects
Various weapons may have extra effects which will be indicated in their writeup. For example, fully automatic weapons are capable of Burst and Suppression Fire. Burst fire allows an attacker to take multiple attacks in a single round at specified dicepool penalties. Suppression fire locks down a particular arc of approach and forces defenders to immediately take cover for a Round. Explosive weapons do Splash Damage, which hits any characters within a certain range of the target (or targeted area) with damage.
Unique Weapons
There are actually a great many unique weapons in Roanapur. Such weapons are notable for various features, such as adding 2 or more dice in Accuracy bonuses, being deployable in unusual manner, being specially balanced for dual-wielding, reduced penalties for burst fire, and so on. Unique blades, knives, and so on are also to be found. These weapons cost more than just (lots of) money, however. They require a Stunt or even a full-on sidequest to acquire and must be paid for with XP as a Unique Equipment Merit. Other kinds of Unique Equipment than just weapons exist; Pierre's bulletproof coat is a Unique Weapon of N/A rating, being an extraordinary piece of personal protective armor unmatched in Roanapur.