Black Cat

From City of Hope MUSH
Revision as of 07:42, 18 September 2024 by Tyler (talk | contribs)
Jump to navigation Jump to search



Introduction

Black-cat-01.png

[ edit ]

RP Hooks

Roleplay and Character Hooks

This call is for characters who thrive on the **fringe of biker society**. We're not just looking for the bikers themselves but for the people who make their lifestyle possible and who operate in the shadows around them. If you're interested in a gritty, dangerous world where survival is all about who you know and what you're willing to do, this could be your chance to join.

Potential Roles

  • Mechanics: You're the grease-stained backbone keeping their bikes on the road. A trusted wrench turner who knows how to fix anything with wheels.
  • Medical Personnel: Maybe you're a former army medic, a back-alley surgeon, or just someone who knows how to patch up a knife wound without asking questions.
  • Criminal Contacts: Whether you're a fence, a smuggler, or a black-market dealer, you're in the know about who's moving product, what the cops are sniffing around, and who's about to make a big score.
  • Informants & Spies: You have ears in the underworld, with the connections to keep your finger on the pulse of what's happening on the highway, in the clubs, and out in the desert.
  • Band Members: Got the guts to rock the Black Cat Roadhouse? We're talking metal, rock, punk bands with the attitude to match the crowd.
  • Underworld/Criminal Influence: Your name carries weight in the desert; people fear you, owe you, or come to you when they need a favor. The bikers respect your reach, and you respect their muscle.
  • Tattoo Artists or Piercers: You know how to ink stories on skin, or you're trusted to work a needle through some tough customers.
  • Bartenders or Servers: The ones who keep their heads down, overhear more than they should, and occasionally smooth out the ruffled feathers of an angry biker or two.

House Band: Nomads

Nomads-01.png

Nomad is a gritty, hard-edged rock band that’s earned a reputation for turning any venue into a raucous, dive-bar atmosphere. Their sound is a mix of bluesy riffs, snarling guitar solos, and raw vocals that echo the feeling of endless highways and forgotten desert towns. At the forefront is their enigmatic lead singer and guitarist, Scratch—a wiry man with wild black hair, often half-hidden beneath a beat-up cowboy hat. His gravelly voice carries the weight of too many late nights and too much whiskey, while his fingers move effortlessly over the strings, pulling out heart-pounding rhythms and soul-wrenching solos. With a cigarette dangling from his lips and a perpetual smirk, Scratch commands the stage with a mix of charisma and menace, like a drifter who's seen too much but still has stories left to tell.

[ edit ]

Races
Black-cat-race.png

Night Run Bike Race
The Night Run Bike Race is a dangerous, high-stakes event held on a deserted stretch of road in the desert. With the desert heat unbearable during the day, the race takes place at night, attracting bikers, thrill-seekers, and those reckless enough to take part.
(WORK IN PROGRESS)

Goal

The character with the highest number of successes wins the race wins the race.

Total Rolls Per Character

All rolls should be made privately to the ST prior to the start of the event. +roll/page (ST)=stats vs diff.
* Willpower can be spent on each Acceleration
* Characters will have their dice pool for acceleration maxed at 8 dice (to adjust for different types of bikes, max speeds and maneuverability, etc.)

  • Roll 1: First Acceleration. Dexterity + Drive vs 6
  • Roll 2: First turn: Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.
  • Roll 3: Roll to Accelerate. Dexterity + Drive vs 6
  • Roll 4: Second turn: Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.
  • Roll 5: Roll to Accelerate. Dexterity + Drive vs 6
  • Roll 6: Third turn: Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.
  • Roll 7: Roll to Accelerate. Dexterity + Drive vs 6

Example

Billy wants to run in the race. He's contacted the ST prior to the start of the event and when paged should do the following:

  • Billy types +roll/page (ST)=Dexterity+Drive vs 6
    (Turn 1)
  • Billy types +roll/page (ST)=1 vs 6 (for complications)
  • Billy checks the Complications table for the result
  • Billy makes a roll based on the Complication result.
  • Billy types +roll/page (ST)=Dexterity+Drive vs 6
    (Turn 2)
  • Billy types +roll/page (ST)=1 vs 6 (for complications)
  • Billy checks the Complications table for the result
  • Billy makes a roll based on the Complication result.
  • Billy types +roll/page (ST)=Dexterity+Drive vs 6
    (Turn 3)
  • Billy types +roll/page (ST)=1 vs 6 (for complications)
  • Billy checks the Complications table for the result
  • Billy makes a roll based on the Complication result.
    (Home Stretch)
  • Billy types +roll/page (ST)=Dexterity+Drive vs 6

    Poses

    Once the races begin (and all rolls have been made privately), the storyteller will announce:

  • Racers to the mark. This should be the starting pose to set things up. When everyone has had their chance to establish themselves in a pose the ST will fire the pistol.
  • Launch Pose: This will be a reflection of how well you did on your first roll. Crowds are welcome to pose cheering, side-rp, etc.
  • First Turn Pose: The ST will call out "First Turn" where you will pose the combined effects of any complication you had to deal with as well as how well you advanced in the race. Once everyone has had a chance to make their pose (as well as crowds, etc.) the ST will call out for the next turn's pose.
  • Second Turn Pose: Same idea as the first.
  • Third Turn Pose: This is the last possible complication and how well one handles it.
  • Home Stretch: This will be the "finishing Pose" of who wins the race, how well others did, etc.

    Race Mechanics

    All rolls will be made prior to the start of the race so that people can already be working on their poses based upon what happens.

    1. Roll to Start

    Participants roll a standard Dexterity + Drive to see how well they launch from the starting line by the bar. The person with the most successes is in the lead followed by the next highest number of success, etc.

    2. Roll for first Turn

    At the start of this and successive rounds,

    **1d10** on the Complication Table to determine if they encounter a hazard or obstacle that could affect their progress.
    

    Roll for Complications

    • Complication Table +roll 1 vs 6 and check total # of successes below*
    • Botch: All botches for Complications are considered a 1.
    • 0-3: No Complication**: The racer proceeds directly to the next step (Roll to Advance).
    • 4-5: Loose Gravel or Sand**: Roll Dexterity + Drive (Difficulty 7)to navigate the uneven terrain.
     * **Success**: The player continues without issue.
     * **Failure**: The player loses 1 success.
     * **Botch**: The player must roll Stamina + Athletics (Difficulty 6) to avoid crashing (lose next round).
    
    • 6-7: Wild Animal on the Road**: Roll Wits + Drive (Difficulty 8) to avoid the animal.
     * **Success**: The player continues without issue.
     * **Failure**: The player loses 1 success.
     * **Botch**: Roll **Dexterity + Drive (Difficulty 6)** to avoid crashing. Failure results in a crash or forced stop (lose next round).
    
    • 8: Sudden Fog or Dust Storm**: Roll **Perception + Drive (Difficulty 8)** to navigate the low visibility.
     * **Success**: The player continues.
     * **Failure**: The player loses 2 successes.
     * **Botch**: The player must roll **Intelligence + Drive (Difficulty 7)** or get disoriented, losing another round.
    
    • 9: Sabotaged Bike (Loose Chain or Cut Brake Line)**: Roll Dexterity + Crafts (Difficulty 7) or **Wits + Drive (Difficulty 8)** to fix the bike. Secondary skills such as Repair / Mechanic would also be applicable.
     * **Success**: The player continues.
     * **Failure**: The player loses 2 successes.
     * **Botch**: The bike breaks down, causing the player to miss 1 round.
    
    • 10: Police or Rival Gang Interference**: Roll Intelligence + Streetwise (Difficulty 7) or **Dexterity + Drive (Difficulty 8)** to evade interference.
     * **Success**: The player escapes and continues.
     * **Failure**: The player loses 2 successes.
     * **Botch**: The player is caught up, losing 1 round.
    

    3. Roll to Advance

    Once a complication is resolved (or if no complication was rolled), the participant rolls **Dexterity + Drive (Difficulty 6)** to determine their progress. The successes from this roll are added toward their total of 20 successes.

    • **1-2 successes**: The player advances slightly.
    • **3-4 successes**: The player advances moderately.
    • **5+ successes**: The player makes a significant leap forward.

    4. Additional Turns

    Once the player has successfully negotiated the first turn, they will need to do two additional turns (3 total) before they return to the Black Cat and the Finish line.

    5. Winning the Race

    The first player to accumulate **20 total successes** wins the race.

    Other Notes

    • **Crashing**: Players who crash due to a botched complication roll are out for 1 round as they recover or repair their bike.
    • **Disqualification**: Players who fail to recover after multiple crashes or severe failures may be forced out of the race completely.
    • **Team Play**: Sabotage or interference by rival gangs could affect the race, and players might need allies to succeed.

    [ edit ]

  • Black Cat

    Black-cat-02.png

    [ edit ]

    Overview

    The Black Cat Bar is a gritty, desert-side roadhouse that serves as both a biker hangout and a haven for outcasts and misfits. It's a rough-and-tumble place where the lights are dim, the music is loud, and fights break out as frequently as beers are poured. Known for its no-nonsense atmosphere, the bar draws in a mix of bikers, criminals, survivalists, and drifters, along with the occasional rock or metal band brave enough to perform. It's a place where deals are made in the shadows, secrets exchanged over whiskey, and danger lurks just beneath the surface

    [ edit ]

    Contacts
    Contact: Rando

    [ edit ]

    Notable Stats
    Location: Cobre Desert - Highway 42
    Grid: 1616
    Type Bar
    Setting Nightzone

    [ edit ]

    Events

    The Roadhouse is the perfect place for high-energy, immersive events that generate roleplay opportunities for characters. Below are some ideas for events you can host at the Roadhouse, along with suggestions for mechanics, roleplay hooks, and more.
    Midnight Run (Night Bike Races)
    The Midnight Run is an underground drag-style bike race held on a deserted stretch of road out in the desert, away from prying eyes. These races are dangerous, fast, and often take place under the cover of night, to avoid the desert heat but also to avoid any legal trouble. See also: (Races)

    Roleplay Opportunities

    • Riders push their bikes and themselves to the limit, risking crashes or worse as they race for glory, money, and reputation.
    • Spectators place bets, goad the racers, or cause mischief by sabotaging bikes or the track.
    • Rivals might take the opportunity to settle old grudges or try to eliminate competition, turning the race into a life-or-death struggle.
    • The race could serve as a distraction for other deals going down, where the bikers’ attention is focused on the race while more clandestine activities take place behind the scenes.
    • A famous racer or outlaw could make an appearance, adding to the tension and stakes.

    Fight Night (Bare-Knuckle or MMA Fights)
    The Roadhouse organizes underground fights, either bare-knuckle brawls or mixed martial arts, where local tough guys or even the bikers themselves can participate. This could also involve fighters from rival gangs or outsiders.

    Roleplay Opportunities

    • **Spectators** can place bets, stir up rivalries, and enjoy the chaos.
    • **Fighters** will need to psych themselves up, look for trainers or sponsors, and maybe try to rig the fight for some extra cash.

    Battle of the Bands (Live Music Night)
    A **Battle of the Bands** event featuring rock or metal bands brave enough to perform for the tough biker crowd. Some locals may be musicians or know a band trying to make a name for themselves.

    Roleplay Opportunities

    • Characters could perform themselves, act as roadies or managers, or sabotage rival bands to secure a victory.
    • A conflict between bands or groups in the audience could erupt into a brawl, or it could serve as a reason for the bikers to protect their turf.
    • A famous but reclusive musician could be invited to judge, bringing additional intrigue and possibly supernatural connections.
    • The event could serve as a backdrop for secret deals, alliances, or confrontations between factions.

    Outlaw BBQ & Bonfire Night
    A giant, open-air **BBQ and bonfire** out in the desert, attracting bikers, criminals, and fringe people from the community. It's less formal than other events but still has potential for intense socializing and drama. This could also be a "patch-in" event for new bikers.

    Roleplay Opportunities

    • Tensions flare between rival gang members, new recruits are hazed, and alliances are forged or broken.
    • A few people get too drunk and start revealing secrets or provoking fights, leading to opportunities for characters to exploit the chaos.
    • The event could serve as a cover for a more serious plot, such as a high-profile meeting between rival vampire factions or a major criminal deal going down.

    [ edit ]