Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Wednesday, 28 August 2013

The Batquisitor Campaign Rules

Todays tea is a lovely Whittards Mango tea, very soothing, and along with it Matt has supplied the next step- campaign rules! Incoming transmission... :)


People of Gotham, your attention please. We all must come before the judgement of a higher power, and today is Gotham's judgement day.

Too long has this city been torn between opposing ideals. The oppressive order of the GCPD. The reckless anarchy of the Joker. The destructive greed of the Penguin. And though you may not realise it, the hopeless vanity of the League of Shadows, attempting to bring balance to this chaos.
The time has come for Gotham to face its final judgement. And, like all who stand before the inquisitor, your judge shall be... yourselves. The people of Gotham will make their choice: order, anarchy, greed or balance. Those who embody the paths not chosen, will be eradicated.


A final word to Gotham's erstwhile protector: do not try to find me. We each of us wear two faces. If you read my words, you will find only riddles; if you ask my name, you will hear only silence. I might be your oldest friend, your earliest enemy, or perhaps even the face in the mirror. You may call me... your Inquisitor.

=][=

Ideals
The 'soul' of Gotham is broken into three ideals, and each of the factions is devoted to one of them: this is their 'faction ideal'.
  • Order, affiliated to the GCPD and the Batman Family
  • Anarchy, affiliated to the Joker
  • Greed, affiliated to the Penguin
  • The League of Shadows is different, in that it is devoted to achieving Balance between the three ideals.

Loyalty
During the campaign, characters will be pulled between the various ideals. If they are pushed too far, they may leave their faction to better pursue that ideal. The affiliation of characters is tracked with points.
  • All characters begin with no points to their non-faction ideals.
  • Leaders begin with D10+6 points to their faction ideal; Ra's al Ghul begins with D10+6 points divided evenly between the three ideals.
  • Non-leader sidekicks begin with D6+6 points to their faction ideal; League of Shadows characters begin with D6+6 points divided evenly between the three ideals.
  • Non-leader henchmen begin with D6 points to their faction ideal; League of Shadows henchmen begin with D6 points divided evenly between the three ideals.
  • If a character is taken out of action during a scenario, his faith in his faction's ideal is shaken. He gains 1 point to his non-faction ideal with the least points. A League of Shadows character gains 1 point to his ideal with the most points, disrupting his Balance.
  • If a character takes at least one enemy out of action during a scenario, his faith in his faction's ideal is strengthened. He gains 1 point to his faction ideal. A League of Shadows character gains 1 point to his ideal with the least points, increasing his Balance. A character may only earn 1 point per scenario in this way.
  • Characters may gain points to their various ideals for other narrative reasons, as decided by players during the campaign.

Defection
At the end of a scenario, players must determine whether their characters remain true to their faction's cause, or defect to another faction that better represents their interests.
  • If one ideal exceeds the sum of the other two, the character defects to the faction that embodies that ideal. If all three ideals are in balance, they defect to the League of Shadows.
  • The receiving faction can decide what to do with the new recruit: add them to their roster (use a spare model, or your opponent's if they're willing!); interrogate them for information; or just keep their stuff and throw them into the river.

Territory
In addition to the loyalty of a player's crew, the campaign also measures how their actions are perceived by the people of Gotham. Each faction controls a section of the city, divided into territory hexes: see map. During the campaign, these territories will be won and lost, as the people's faith ebbs and flows between the various ideals. Each territory is worth 1 territory point to the faction that holds it.
At the end of a scenario, players must determine the state of their territories.
  • For each character lost to a rival faction, also lose one territory to that faction (opponent's choice).
  • In addition, the faction that wins the scenario gains a territory from their opponent (winner's choice).
Note that the actual location of the territories isn't important: factions may win territories even if they are not adjacent to their existing territories.
The Batman Family is different to other factions. They only start with a single territory, Wayne Manor, which is worth 6 territories to whichever faction holds it. The Batman Family can only gain additional territories if their total number of territories does not exceed the number of characters on their roster.


Friday, 23 August 2013

Preparations are key?

Okay so the first nights gaming didn’t go exactly to plan, mainly due to the fact that I was the only person who had ever written up inquisitor characters before, so we spent the night filling in paperwork, but hey, that’s the way it goes sometimes, from prior experience I’m sure it will be worth it, a brief post today on Weapons-
The weapons of Gotham are largely going to be those of the real world, and that means we have to eliminate a large chunk of the guns from inquisitor, this is a good thing however as armour is going to be rare, and anything bigger than a heavy stubber (or 30m machine gun) would be unbelievably deadly. Obviously there are exceptions to this ‘real world’ rule, but most of them have some game equivalent we can base rules on; Mr Freeze’s raygun (stasis weapon), Penguins umbrella’s (various weapons mixed up, plus a helicopter), scarecrow’s fear bombs (scare grenades) and jokers googly eyes (auspexes) and so on. We also need to assign a ‘rep’ value to each weapon, plus a new ‘common’ ‘rare’ rating etc
Whilst meandering on this point it’s worth noting that many of my fellow inquisitor players moans from the past about game balance centred around the difficulty in writing balanced warbands, the ‘ready reckoner’ at the back of the book simply goes on common, rare, unusual etc, so something as overpowered as a Frost Blade counts as much toward your rep as a servo skull that takes notes… for me it’s never been a huge issue as I choose not to play with muppets who would abuse the system, but I may at some point ‘point up’ the equipment in the basic Inq book, just to see where it would lead. Anyway enough meandering- here’s the Gotham weapons chart-


NameTypeRangeModeAccuracyDamageShotsReloadWeightavail
StubberpistolFsingle/semi(2)2D6+215215common
9mm clip fed pistols5 rep
AutopistolpistolAsingle/semi(4)2D620220common
submachine guns (uzi etc)10 rep
AutogunbasicCsingle, semi(4), full(10)2D6+230230rare
Assault rifles (M16, Kalashnikov etc20 rep
RevolverPistolEsingle2D6+26*2*15common
6 shooters, colts etc5 rep
ShotgunbasicEsingle2D6+21*1*30common
15 rep
Sawn-off ShotgunbasicAsingle-102D6+21*1*20common
15 rep
Double Barrelled ShotgunbasicAsingle/semi(2)-102D6+21*1*20common
20 rep
Pump action ShotgunbasicEsingle/semi(2/3)2D6+28*2*35common
20 rep
Automatic ShotgunbasicCsingle/semi)2/5)2D6+220340rare
20 rep
Hunting RiflebasicGsingle2D6+410*2*40rare
bolt action rifles, police snipers etc20 rep
Heavy StubberHeavyCsemi(4/6)/fully(10)3D640345rare
50 rep
Hand Flamerbasic*15*Flame-25%2D64625rare
25 rep
Flamerpistol*25*Flame-25%2D6+46840rare
50 rep
Exterminator**25*Flame-25%2D6+41xx10rare
15 rep
Disposable Rocket LauncherHeavyAsingle (A1B6)-53D61xx30rare
loaded with super Krak to represent R/L bazooka, could swap for super frag for hollywood effect30 rep
Throwing KnifeThrownEsingle-5D61xx10common
1 rep
Throwing StarThrownEsingle/Semi(2)D3+11xx10common
1 rep each
Smoke GrenadeGrenadeEBlast 41xx10rare
5 rep
NameReachDamageParry PWeightAvailabilityrep
Knife1D6-25%5common1
Short Sword/Machete2D10-15%15common2
Sword32D6-10%20common5
Axe22D6+2-15%20common5
Flail/Chain2D6+1-40%20common5
Spear4D10-15%40rare5
Staff4D6-15%40common5
Hammer/Club2D6+2-20%20common5
Falchion33D6-15%35rare7
Great axe23D6+2-20%45common10
Great Hammer22D6+2-15%45common10
Knuckle Dusters0Unarmed +3-30%5common2
Armoured Gauntlet0Unarmed +4-35%5rare2
Improvised Weapon1Unarmed +3-20%specialspecial0
BayonetspecialD6-20%5rare2
Buckler1D6special10rare10
Shield1D6special25rare20