ShadowNES
Mystery Men
I've been trying to get a character-driven, story-based NES set up for awhile now. The idea is that a bunch of pre-Superman heroes (like The Shadow, Nyctalope, the Green Hornet, the Spider) take on a city controlled by Prohibition-era crime lords.
There would be ~10 players, a near-equal number of crime lords and masked vigilantes. The number would be controlled through an application process, where players can submit seperate applications for Crime Lords and Vigilantes, but can only play as one. Vigilantes would be similar to the example heroes: no real extranormal abilities. But cool gadgets, costumes, and lots of badassery. Crime Lords would be the head of a mob, and rivals to other Crime lords.
Both vigilantes and crime lords would, in their applications, would be judged on three categories. Plausibility, which is how much their break the semi-realism of the game, Character, how interesting they are as a concept, and Detail, the amount of effort put into creating them.
The city would be divided into neighborhoods, which have stats. Each neighborhood would have a description, income level, corruption level, and major vices, and percentage controlled by each mob.
The corruption level is the amount of control Crime has over it. At 100%, the police are completely in the pocket of the gangs, the entire territory's income is divided between the controlling mobs, and superheroes can count on next-to-no support from the local population. Superheroes would reduce corruption by reducing the number of goons in the neighborhood, and removing corrupted public officials.
Major vices are fluff, but describe the type of crime that goes on there. Income level would affect major vices, as prostitution and extortion wouldn't be as common in a High Income neighborhood as Kick-backs.
Mobs are close to normal NES nations. They get an income, which comes from their vice operations in neighborhoods (the total income of the neighborhood/divided by the corruption level/divided again by the percentage of crime they control) which they spend on goons, corrupt cops, and hitmen.
- Goons are thugs, they go down by droves but are cheap and can do a little of everything.
- Corrupt Cops are crooked police officers in the payroll of the mob. They're more expensive, but good at keeping corruption level high, and superheroes can't take them out the old-fashioned way without losing reputation.
- Hitmen have one job, and that's taking people out. Like vigilantes. Like heroes, they have a chance to evade.
In each neighborhood they set up hideouts, which are a center for their branch of crime there. They have an upkeep, which determines the level of detective skills needed to find it.
Superheroes have a few stats. At creation, they distribute nine points between Prowess, Detection, and Evasion. Each stat needs at least one point. No stat can be higher than five.
- Prowess is fighting ability. A superhero with high prowess can wipe the floor with goons and hitmen that come his way, though he'd be overwhelmed by large numbers.
- Detection is detective skills. A superhero with high detection can find hidden hideouts easier, and dig up evidence of corruption that he can turn over to the police. Detection can also be used to tell him just how many henchmen he'd have to fight. Unlike evasion and prowess, this doesn't make him harder to injure.
- Evasion is ability to evade detection. A superhero with high evasion can avoid tough fights much easier, and whittle down large groups of henchmen through hit-and-run tactics.
They also have a reputation stat. It starts out at zero, and can go higher or
lower. It will go up when the hero exposes corruption, takes down henchmen, and breaks up hideouts. It will go lower when they use lethal force (though, if this takes down a henchman, it'll be a net gain), and do other bad things that aren't exactly in the rules. A bad reputation can be a good thing, as a hero known for using lethal force will terrify henchmen more than one who just gives them a solid beating and puts them in jail.
A single crime lord and his goons would be more than a match for a hero, at the start. Even a hero with a prowess of 4 couldn't be expected to take on a dozen goons in a straight-up fight. They're just one man. But vigilantes can strike without warning and disappear without a trace, and whittle down a crime lord's income and influence until they can be beaten.
Combat
!NEW!
Combat is handled, principally, between henchmen and vigilantes. Each vigilante has two stats that matter in combat: prowess and evasion. Henchmen have a prowess value equal to the number of minions in a group, with matching evasion values if they are hitmen. Groups of minions can't be larger than five, if there are more than five henchmen then a new group is created. If a henchman is solo, he has a value of two (but still only takes a single hit to knock out).
In combat, the vigilante goes first. He rolls a number of dice equal to his prowess, and every matching set of numbers is a hit. Each hit eliminates a henchman from the fight. If the henchmen have an evasion value, they can use that to try and negate the hit by rolling a number of dice equal to their evasion. If they have any matches, they eliminate a single die for each match from one of the vigilante's matching sets, negating that attack unless it was a matching set of three or more.
The henchmen then attack, with a number of dice equal to their (remaining) members. The hero, like the henchmen, has a chance to evade.
If there are multiple heroes or groups of henchmen, they make seperate attacks. The member of the group that is attacked is decided randomly.
If a henchman group is hit, one of its members is eliminated. If a hero is hit, they lose a die from one of their statistics (determined randomly).