Two Fives
55
Crime
Characters can commit crime. Your character might commit crime in this roleplay for a variety of reasons. They might be a vigilante whose crime-fighting undertakings aren't particularly legal. They might be a villain who's intent on robbing someone of their hard-earned cash. When a character commits crime successfully, they receive a token. Tokens can be used in the token store. While tokens are OOC, their IC equivalent is 1,000 dollars. Thus, your character would ask for 1,000 dollars if you wanted 1 token.
Committing crime is easier when using abilities. For example, a robber with mind control might manipulate their victims into simply giving up their money. For another example, a drug dealer with telepathy might read the minds of their customers to check for undercover cops. It needs to make sense, e.g. using telepathy to steal a car won't give you the advantage of using an ability.
When committing a crime, you roll a d100.
To commit crime successfully without an ability, you must roll 45 or under.
To commit crime successfully with an ability, you must roll 90 or under.
To commit crime successfully without an ability with a weapon, you must roll 90 or under.
If you fail, you lose everything. Tokens, items, dignity, you name it, and spend some time in jail. Vigilantes and villains are two sides of the same coin in Metropolis.
When crimes are committed during the night (an odd-numbered page) rather than during the day (an even-numbered page), chances increase by 10, thus offering you a 100% success rate.
Murder
Murder is a big deal. Think of it realistically. Characters should develop progressively towards this. What I mean is don't start your character out as a sociopathic serial killer, you'll get bored.
You must roll twice for this crime.
The first is the crime roll.
The second is the roll that determines whether or not you get caught. You start at 50 and there are factors that can increase or decrease your chances. For example, committing murder in broad daylight won't get you very far. It is possible to get a 100% success rate. Right off the bat you already know the night increases your chances. To make it more dificult to pull off, I'll disclose all of these factors only once you've tried it. After all, it's a skill--you get better at it once you do it a few times. When I disclose all of these factors, I'll tell you what you must roll to avoid authorities. If you fail this roll and get caught, your character will be sentenced to life imprisonment, ending their story (you'll have to make a new character).
Crime Against You
Sometimes, NPCs can come after you. Some might be easier to handle than others--but never underestimate them. They could be anyone or even anything.
Most of the time you can block attacks. Rarely can you dodge them, especially when taken by surprise. When engaging NPCs, you've got to be creative and clever. Think on your feet. What I mean by this is not relying only on your abilities, but the environment around you too. Say you're fighting someone who can control fire, are there fire hydrants around--fire extinguishers, even? You're being chased by an ice manipulator. Lure him to a petrol station where there's lots of flammable things. If he follows you, he's toast. Literally. Robot? Short-circuit him. Electricity? Don't stand on metal. Water? Taser. You get the gist of it. The more innovative you are, the better chance you have at defeating them.
Gun Crime
Dice are rolled by the shooter to determine where the bullet hits.
1-49 Miss
50-69 Limbs
70-89 Torso
90-100 - Head/Dead
Markmanship or accuracy-based abilities increases these chances.
1-49 Wherever you aimed
50-99 Above applies
Characters can commit crime. Your character might commit crime in this roleplay for a variety of reasons. They might be a vigilante whose crime-fighting undertakings aren't particularly legal. They might be a villain who's intent on robbing someone of their hard-earned cash. When a character commits crime successfully, they receive a token. Tokens can be used in the token store. While tokens are OOC, their IC equivalent is 1,000 dollars. Thus, your character would ask for 1,000 dollars if you wanted 1 token.
Committing crime is easier when using abilities. For example, a robber with mind control might manipulate their victims into simply giving up their money. For another example, a drug dealer with telepathy might read the minds of their customers to check for undercover cops. It needs to make sense, e.g. using telepathy to steal a car won't give you the advantage of using an ability.
When committing a crime, you roll a d100.
To commit crime successfully without an ability, you must roll 45 or under.
To commit crime successfully with an ability, you must roll 90 or under.
To commit crime successfully without an ability with a weapon, you must roll 90 or under.
If you fail, you lose everything. Tokens, items, dignity, you name it, and spend some time in jail. Vigilantes and villains are two sides of the same coin in Metropolis.
When crimes are committed during the night (an odd-numbered page) rather than during the day (an even-numbered page), chances increase by 10, thus offering you a 100% success rate.
Murder
Murder is a big deal. Think of it realistically. Characters should develop progressively towards this. What I mean is don't start your character out as a sociopathic serial killer, you'll get bored.
You must roll twice for this crime.
The first is the crime roll.
The second is the roll that determines whether or not you get caught. You start at 50 and there are factors that can increase or decrease your chances. For example, committing murder in broad daylight won't get you very far. It is possible to get a 100% success rate. Right off the bat you already know the night increases your chances. To make it more dificult to pull off, I'll disclose all of these factors only once you've tried it. After all, it's a skill--you get better at it once you do it a few times. When I disclose all of these factors, I'll tell you what you must roll to avoid authorities. If you fail this roll and get caught, your character will be sentenced to life imprisonment, ending their story (you'll have to make a new character).
Crime Against You
Sometimes, NPCs can come after you. Some might be easier to handle than others--but never underestimate them. They could be anyone or even anything.
Most of the time you can block attacks. Rarely can you dodge them, especially when taken by surprise. When engaging NPCs, you've got to be creative and clever. Think on your feet. What I mean by this is not relying only on your abilities, but the environment around you too. Say you're fighting someone who can control fire, are there fire hydrants around--fire extinguishers, even? You're being chased by an ice manipulator. Lure him to a petrol station where there's lots of flammable things. If he follows you, he's toast. Literally. Robot? Short-circuit him. Electricity? Don't stand on metal. Water? Taser. You get the gist of it. The more innovative you are, the better chance you have at defeating them.
Gun Crime
Dice are rolled by the shooter to determine where the bullet hits.
1-49 Miss
50-69 Limbs
70-89 Torso
90-100 - Head/Dead
Markmanship or accuracy-based abilities increases these chances.
1-49 Wherever you aimed
50-99 Above applies
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