Jump to content

Moonshine: A D20 game


Psych
 Share

Recommended Posts

The dark and grimy underbelly of the city isn't something for most people. A man's gotta do what a man's gotta do, and if that happens to be illegal then so be it. Sneaking right underneath the noses of the cops and even paying a few off, you've managed to net yourself a small little web of contacts and assistants to help manage your business. Politicians have begun to come to you for everything from fire arms, liquor, woman, and the occasional opium. But all this comes with a price. You're beginning to get more heat from the cops, at least the ones you haven't paid off, and rival gangs are always a problem. You and your crew will have to make the decision on what to do next. Make as much money as you can and get out of town or defeat the rival gangs and wrap the whole city under your thumb?

In this game, you and the rest of your party join forces under The Boss, the leader of your gang. Your job is to keep him happy and make sure you stay alive. You'll have many tasks to do, from seducing guards, brewing new recipes of alcohol, fighting mobsters, and intimidating the right people. You and your friends each have special skills vital to the team, so make sure you play your part and bring in new customers. Let's just say the fish don't mind sharing their bed either.

Signup sheet:

Character Name:

Gender:

Class:

Stats:

  • Clout:
  • Moxie:
  • Finesse:
  • Spunk:
  • Gusto:

Modifiers:

  • Clout:
  • Moxie:
  • Finesse:
  • Spunk:
  • Gusto

Skills:

Backstory/Why your character got into the rum running business:

Besides your class points, you have 18 points to put into stats however you want. The only requirement is you can not have a stat lower than 1.

Most combat won't rely on stats like strength or speed. Instead, the point of the game ranges from deception, to charm, to intimidation, to even a good old dash of tactical retreat. Each stat can affect a different thing, depending on how it's used.

Physical uses usually involve accomplishing goals, such as ducking behind that barrel for cover, or being able to stay up all night brewing some good ol' fashion firewater. Need to jump off a tall building but you character's afraid of heights? That would be this.

Special uses usually involve manipulation or emotional sides of the game. If you need to seduce a guard and steal his keys, or bribe a cop off, look no further.

When used Physically, Clout affects intimidation. While used Specially, it affects things like relations and bribery.

When used Physically, Moxie affects willpower. While used Specially, it affects things like charm and seduction.

When used Physically, Finesse affects ingenuity. While used Specially, it affects things like deception.

When used Physically, Spunk affects athletic ability. While used Specially, it affects things like morale.

When used Physically, Gusto affects energy and stamina. While used Specially, it affects things like charisma.

Upon signing up, a character chooses whether they excel in a skill Physically or Specially. This makes it easier for them to make roles in the chosen area. However, it also makes it harder for them to achieve roles in the opposite area. For example, someone who excels in Physical Clout has an easier time intimidating someone, but may find it harder to start relationships with others. Don't think that you'll have a harder time bribing someone though, as there is more than one way to skin a cat. Just because you can't bribe a guard into letting you by, doesn't mean you can't show him the business end of your pistol and have him open the gate for you.

Characters also fall into one of 10 classes. These classes each have a special ability unique to them. Females can be any class, and males can be any class except Burlesque. Just...yeah.

Newsie - Young men and women who roam the street selling papers. What they lack in brawn, they make up for in relations, having a network of allies around the city. Have a much easier time finding things in their surroundings.

Start with two points in Spunk.

Starts with Skill: Resourcefulness - Can observe surroundings and see what is useful. Can specify what they are looking for to get a more precise observation.

Special Ability: Rumor-mill. Learn of new rumors and events at the beginning of a day.

Flapper - Young women looking to have a good time. Might as well get your kicks while you're still young. When you come along on missions as something other than arm candy, you usually charm a guard or two. Energetic and require less rest than others.

Starts with one point in Moxie and one point in Gusto.

Starts with Skill: Knowledge-Celebrities. Knows more about celebrities in the cities, as well as having an easier time talking to them.

Special Ability: Zeal of Life - Requires less rest and resources to stay in action.

Mobster - Hardy men and sometimes women who make the big bucks. What do you mean you shot a guy yesterday? The muscle of the gang, and helpful if things go wrong.

Starts with two points in Clout.

Starts with Skill: Knowledge-Weapons. Knows more about weapons and how effective they are, as well as identifying them and their weak spot.

Special Ability: Triple Threat - Has a higher threat rating when alone, and a lower threat rating when in a group.

Burlesque - Step aside girls, the women are here. You've got every John from here to San Fran wrapped around your finger, and enough politicians that you could run this town. You specialize in seduction and diversion, and have been known to enjoy a little O every now and then.

Starts with two points in Moxie.

Starts with Skill: Knowledge-Drugs. Knows more about drugs to suit the ideal client, as well as having an easier time telling the real deal and finding their source.

Special Ability: Streetwalker - Can sometimes earn extra money when alone at night. If you know what I mean.

Officer - A simple cop doing his duty. God you hate those guys. A man's gotta do what a man's gotta do, even if it's illegal. You're a dirty cop on The Boss' payroll. You know the ins and outs of laws, to help you get through the system/

Starts with two points in Finesse.

Starts with Skill: Knowledge-Law. Knows more about laws that could affect your business, as well as what to do to avoid them. False bottom in the boat, anyone?

Special Ability: Payroll - Higher chance at being tipped off before a raid.

Mechanic - The arms of the operation, you handle the messy stuff. When there's a problem, most people come to you. You're the one that deals with the brewing for the liquor. You have an easier time coming up with special recipes and also are safer at your job.

Starts with one point in Finesse and one point in Gusto.

Starts with Skill: Knowledge-Liquor. Knows more about liquor and it's varieties. Can easily tell it's quality as well as deduce ingredients from special brews. Has an easier time making new batches and new recipes.

Special Ability: Repair - Can repair mechanical devices, as well as do other things, such as disarm or hotwire.

Politician - All good businessmen need buyers, and you are it. You help get connections to the gang, as well as keep a front and help keep the cops and the laws away from your nest egg.

Starts with one point in Clout and one point in Gusto.

Starts with Skill: Knowledge-Politics. Knows more about connections between gangs and other personal relationships. Easier time mediating between two parties as well.

Special Ability: Legislation - Can make a new law every few days, and hope that it passes. If it does, it affects the whole city, and other rival gangs.

Au Pair - A sweet little maid with her hands in all the money bags. You know where all the good jewelry and China is. Your employers love running to their husbands, asking for things like drugs or tobacco, and since you have the connection, you'll be staying for a while. You've got more dirt on people than a mudslide.

Starts with one point in Clout and one point in Finesse.

Starts with Skill: Background - Easier at overhearing secrets and blending into crowds.

Special Ability: I Know A Guy - May get the chance to make some more money at the start of the day, should you have the product to sell.

Crooner - Live entertainment that has been known to dip into the snow every now and then. You've got a great in with the other musicians and artists, and you swear they drink more than the fish. Everyone loves your performances.

Starts with one point in Moxie and one point in Finesse.

Starts with Skill: Entertainment - Easier at causing distractions and requiring allies to make lower rolls to hold or avoid the attention of allies.

Special Ability: Invitation Only - Knows the location of at least one party each night.

Immigrant - A new face to the city, and yet already corrupted. You have balanced skills, and don't excel to highly in any one area, but nor do you have any glaring weaknesses.

Starts with one point in Moxie and one point in Spunk.

Starts with Skill: Communication - Easier time communicating with gangs of different nationalities.

Special Ability: Fresh Face - People have a harder time recognizing you, and you have a lower chance of being arrested during raids.

In addition to any skills they start with, characters are given two addition skills of their choosing upon creation.

Resourcefulness - Can observe surroundings and see what is useful. Can specify what they are looking for to get a more precise observation.

Knowledge:Celebrities - Knows more about celebrities in the cities, as well as having an easier time talking to them.

Knowledge:Weapons - Knows more about weapons and how effective they are, as well as identifying them and their weak spot.

Knowledge:Drugs - Knows more about drugs to suit the ideal client, as well as having an easier time telling the real deal and finding their source.

Knowledge:Law -Knows more about laws that could affect your business, as well as what to do to avoid them. False bottom in the boat, anyone?

Knowledge:Liquor - Knows more about liquor and it's varieties. Can easily tell it's quality as well as deduce ingredients from special brews. Has an easier time making new batches and new recipes.

Knowledge:Politics - Knows more about connections between gangs and other personal relationships. Easier time mediating between two parties as well.

Background - Easier at overhearing secrets and blending into crowds.

Entertainment - Easier at causing distractions and requiring allies to make lower rolls to hold or avoid the attention of allies.

Communication - Easier time communicating with gangs of different nationalities.

Ability:Blades - Receives a bonus on rolls regarding bladed weapons, as well as enemies receiving a loss on rolls against you when they have a bladed weapon.

Ability:Guns - Receives a bonus on rolls regarding guns, as well as enemies receiving a loss on rolls against you when they have a gun.

Ability:Blunt - Receives a bonus on rolls regarding blunt weapons, as well as enemies receiving a loss on rolls against you when they have a blunt weapon.

Casanova - Receives a bonus on rolls dealing with women, as well as women receiving a loss on rolls against you.

Sponge - Receives higher bonuses when using alcohol.

Addict - Receives higher bonuses when using drugs, but may have cravings.

Mr. Sandman - Receives more energy from sleeping than normal.

Wanted - Raises your Clout against other gangsters, but increases your chances of arrest during the day and during raids.

And finally, now for the main part of the game. Each Day, you and your allies will be able to go around town to various areas. As you engage in shenanigans, it will slowly turn to Dusk, then Night, then Twilight, then Dawn, and finally Day again. Certain phases are longer than others. Your job is to make money and keep The Boss happy. Each day you will be informed of the weather, The Boss's mood, and any areas you can visit and a short description. Your job is to go out there and sell liquor, meet clients, and make money. You have more than one product though, so sometimes you will get clients wanting specific types of liquor, or certain drugs, or even maybe a nice lady friend for the night.

However, you can't stay up 24/7. Each character has a certain amount of Vitality and Morale, based on their stats and skills. If a character reaches 0 in Vitality, they will have to spend a few days in the Hospital, and be unable to make any actions. Morale dropping to 0 requires the character to spend the day resting to boost it. If a character is arrested, they will also have to spend a few days in the clink.

Your character being unavailable will make The Boss mad, as time is money and you're losing both. Make sure you have plenty of money in the bank and product on, or in this case under, the shelves. You're not too sure what'll happen if he blows his top, but you're sure it can't be good. That Tommy he keeps isn't just for show.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...