Gangster: Unterschied zwischen den Versionen

Aus SIFFwiki
Zur Navigation springen Zur Suche springen
Zeile 26: Zeile 26:
*Bandenkrieg
*Bandenkrieg


=Lenses=
=[[Gangster Lenses|Lenses]]=
Diese Linsen können gewählt werden.
Diese Linsen können gewählt werden.



Version vom 7. März 2014, 15:36 Uhr

Soprano Family.jpg
Mafia Rank.jpg

Gameplay

Season 1

Einführung (3-4 Sessions): Man lernt die Welt in welcher man sich bewegt kennen, erhält einige Fixpunkte. Insbesondere lernt man die neuen Fähigkeiten (Criminal Reputation, Gang Rank, Criminal Activity Points...) kennen.

Season 2

Aufbau Organisation (4-5 Sessions): Die Schienen werden nun entfernt, die Spieler müssen NPCs finden um sie anheuern zu können. Dann müssen sie sich Assets erwerben.

Aktivitäten

Folgende Aktivitäten sollen von den Protagonisten ausgeführt werden können

  • Bestechung
  • Erpressung
  • Entführung
  • Diebstahl
  • Raub
  • Mord
  • Waffenhandel
  • Drogenhandel
  • Menschenhandel
  • Prostitution
  • Betrug
  • Kreditwucher
  • Glücksspiel
  • Geldwäsche
  • Geldfälschen
  • Bandenkrieg

Lenses

Diese Linsen können gewählt werden.

Academic [20]

Skills: 4-8 Points among Research, Teaching or Writing • Another 12-16 points to be great at one IQ/H skill.

Athlete [20]

ST, HT, Fit (Very Fit) or Swimming, Running

Criminal [20]

You’re a criminal or an ex-criminal. This lens is for a crook who’s a believable hero, even if he isn’t nice; e.g., a hacker, a casino robber, or even a principled hit man. Psycho killers and terrorists rarely make good heroes.

Skills: Streetwise (A) IQ [2] • Another 18 points chosen from Brawling, Forced Entry, or Guns (Pistol), all (E) DX+1 [2]; Filch or Stealth, both (A) DX [2]; Savoir-Faire (Mafia) (E) IQ+1 [2]; Gambling or Holdout, both (A) IQ [2]; Carousing (E) HT+1 [2]; Intimidation (A) Will [2]; Urban Survival (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Crooks of all kinds may spend some of their template’s advantage points (or leftover lens points) on Contact (Fence, fixer, smuggler, etc.; Appropriate skill at 12, 15, or 18; 9 or less; Somewhat Reliable) [1, 2, or 3] and/or Contact Group (Gang, mob, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15].

Intelligence [20]

You’re an active or retired spy, or a “sleeper.” Not all spies work for governments. In the movies, corporate spooks are common, and nongovernmental organizations – notably the U.N. – have secret agencies.

Skills: 20 points chosen from Filch or Stealth, both (A) DX [2]; Area Knowledge (any) or Current Affairs (any), both (E) IQ+1 [2]; Holdout, Interrogation, Photography, Propaganda, Research, Shadowing, or Smuggling, all (A) IQ [2]; Brainwashing, Cryptography, Forgery, Intelligence Analysis, or Psychology, all (H) IQ-1 [2]; Observation or Search, both (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Officially sanctioned spies must take their template’s Duty and may spend some of its advantage points (or leftover lens points) on Intelligence Rank 0-4 [5/level].

Journalist [20]

Skills: 20 points chosen from Filch or Stealth, both (A) DX [2]; Area Knowledge (any) or Current Affairs (any), both (E) IQ+1 [2]; Holdout, Interrogation, Photography, Public Speaking, Propaganda, Research, Shadowing, Smuggling, or Writing, all (A) IQ [2]; Intelligence Analysis, or Psychology, all (H) IQ-1 [2]; Observation or Search, both (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Law Enforcement [20]

You’re a cop (detective, marshal, etc.), retired cop, or private investigator. The latter two have no official clout, but several templates offer useful Contact Groups.

Skills: Law (Police) (H) IQ [4]. • Another 16 points chosen from Forced Entry, Guns (Pistol, Rifle, Shotgun, or Submachine Gun), or Liquid Projector (Sprayer), all (E) DX+1 [2]; Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First Aid or Savoir-Faire (Police), both (E) IQ+1 [2]; Administration, Animal Handling (Dog), Criminology, Interrogation, or Streetwise, all (A) IQ [2]; Accounting, Forensics, or Tactics, all (H) IQ-1 [2]; Observation or Search, both (A) Per IQ [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Active law officers must take their template’s Duty, and may spend some of its advantage points (or leftover lens points) on Legal Enforcement Powers (Local or Federal) [5 or 10] and Police Rank 0-4 [5/level].

Military [20]

You have experience as a guerrilla, militiaman, reservist, regular soldier, or special operator. This need not reflect your current status, which is often “mercenary” in the movies.

Skills: Soldier (A) IQ [2]. • Another 18 points chosen from Gunner (any), Guns (any), Knife, or Parachuting, all (E) DX+1 [2]; NBC Suit, Spear, or Throwing, all (A) DX [2]; Camouflage, First Aid, Gesture, Savoir-Faire (Military), Seamanship, or Submariner, all (E) IQ+1 [2]; Artillery (any), Forward Observer, Leadership, or Scuba, all IQ (A) [2]; Strategy or Tactics, both (H) IQ-1 [2]; Swimming (E) HT+1 [2]; Hiking (A) HT [2]; Skiing (H) HT-1 [2]; Survival (any) (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Active-duty personnel must take their template’s Duty and may spend some of its advantage points (or leftover lens points) on Military Rank 0-4 [5/level].

Rich Adventurer [20]

Invest 20 points in Status and/or Wealth.

Security 20

You’re a professional counterspy (if so, this background is to “intelligence” as “law enforcement” is to “criminal”), bodyguard, or secret policeman.

Skills: 20 points chosen from Fast-Draw (Pistol) or Guns (Pistol or Submachine Gun), both (E) DX+1 [2]; First Aid or Savoir-Faire (High Society or Servant), both (E) IQ+1 [2]; Administration, Criminology, Hazardous Materials (any), Holdout, or Interrogation, all (A) IQ [2]; Brainwashing, Cryptography, Intelligence Analysis, Psychology, or Tactics, all (H) IQ-1 [2]; Body Language, Observation, or Search, all (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Government agents must take their template’s Duty, and may spend some of its advantage points (or leftover lens points) on Legal Enforcement Powers (Federal or Secret Service) [10 or 15] and Security Rank 0-4 [5/level].

Templates

Kromm hatte inspiririendes dazu zu sagen.

Erlaubt sind die folgenden Templates

  • Faceman

For a gangland campaign loosely inspired by video games, but stopping short of the outright urban warzone that most video games seem to favor, I would recommend the following:

  • Experts at finding and exploiting people and situations. A successful crew is only as good as its face man! An investigator in the form of a corrupt cop or former cop – to stake out targets and misdirect the authorities – would also be valuable.
  • Experts at getting away with crimes. The crew wants a cleaner to destroy the evidence and a wheel man to help them flee the scene. That cop-gone-bad investigator would be a huge edge here as well – he would know how the authorities work and be able to head them off at the pass.
  • Thugs. For casual threats, this means the big guy or the fast guy. When weapons get involved, this means the shooter.
  • Lookouts and scouts. Yet another good use for the investigator! The traceur would be really cool here as well.

The crew might want a medic in the form of a crooked doctor. As others have pointed out, you can't walk into an ER with bullet wounds from a gangland war! A doc-turned-criminal is a huge asset if you deal in drugs, too: Pharmacy at 17 and Chemistry at 14.

The demolition man is another "maybe." Blowing things up left and right isn't wise, but gangs do use bombs to settle scores (we had a gang war here that was fought with nail bombs and stolen dynamite as often as with firearms), and breaking into armored cars, safes, vaults and so on calls for explosives. Finally, remember that this profession covers arson, which plays a significant role in a lot of scams and evidence cover-ups.

I seriously doubt that a crew would require an assassin (gangs beat people up and shoot them in the face; they rarely use garrotes, poisons, and rooftop snipers), a hacker (totally different and unrelated kind of crime), an infiltrator (like the assassin, that's way too James Bond for a gang, which will have a face man steal the keys or talk the crew in the back door, a big guy or a shooter intimidate the gatekeeper, or a demolition man smash the door), a ninja (for similar reasons to the assassin), a weapon master (ditto), or a wire rat (for similar reasons to the hacker).

Disadvantages

Einige der vorgeschlagenen Disadvantages passen nicht zur Kampagne. Honesty fällt mir da als erstes ein. Dafür könnte es neue Sachen geben, z.B. für den Investigator: Compulsive Plotting [-5*]

Crew

  • Alle PCs zusammen bilden die Crew
  • braucht einen Namen
  • Hat einen Stat der "Respect" genannt wird
  • Besitzt die Assets der Gruppe
  • Besitzt das Geld der Gruppe

Assets

Assets sind dazu da, kriminelle Aktivitäten ausführen zu können. Z.B. braucht man einen Strip Club um Prostitution betreiben zu können. Oder man muss einen Abschnitt Strasse verteidigen um Drogen zu verkaufen... all dies sind Assets.

Assets generieren HEAT.

Hauptquartier

Diesen Asset hat man wenn das Spiel anfängt. Die Spieler können sich was passendes aussuchen, z.B. ein italienisches Restaurant wenn sie Mafiosi spielen wollen. Allerdings ist dieser Asset nicht viel mehr als ein Platz zum abhängen, Contacts treffen, schlafen..

Whr. könnte man auch hier Ausbaustufen, ähnlich wie bei Vigilante Justice machen.