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Hudson City Blues


bschrempp

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Re: Hudson City Blues

 

First I can not thank everyone enough for the help.

Next Question:

I have read through "Hudson City Blues" and boy does it sound fun. I have also bee pouring through “Dark Champions”, “Justice, Not Law”, Predators and “Hudson City, the Urban Abyss”. I remember seeing something about the AK47s coming from The Hanged Man being flawed.

I can not find it or remember how the flaw works. I can not find where that was, can one of you help me find it. I need to know how they work, or don’t work.

Thanks in advance.

Bob Schrempp

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Re: Hudson City Blues

 

Going from memory here... The Hanged Man believes that the best way to eliminate the gang bangers and such is to arm them so that they eliminate each other. He sells weapons to them at bargain basement prices thus ensuring that they have ample weapons with which to kill each other. He uses cheap reconditioned weapons for this purpose and he actually booby traps some of them so that they are likely to backfire and/or explode on the firer, after they have been used for a short time.

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Re: Hudson City Blues

 

Going from memory here... The Hanged Man believes that the best way to eliminate the gang bangers and such is to arm them so that they eliminate each other. He sells weapons to them at bargain basement prices thus ensuring that they have ample weapons with which to kill each other. He uses cheap reconditioned weapons for this purpose and he actually booby traps some of them so that they are likely to backfire and/or explode on the firer' date=' after they have been used for a short time.[/quote']

 

They also have a tracking device, so that he can who's using what against whom, and can detonate the explosive remotely. For example, he sells an Uzi to a gang member, and detonates the charge when it's being used in a gun battle with police.

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Re: Hudson City Blues

 

It is slow work, but I am going though HCB and listing out every NPC mentioned in each section with some notes about them. I will then "research" each character and post here when I am done. This is very slow, I do only 1 or 2 pages an evening in my "spare" time.

 

Here is an example of what I am doing...

 

PART I Episode I

 

Drug Deal

 

  • Crank, Type I Thug JNL 125
    • Uzi with 2 Magazines
    • S&W Model 19

     

    [*]Luko, Regualr Guy, straight 10s, Speed 2, no gun

    • If two or more heroes as Interamrs TEC-9 9mm pistol

     

    [*]Gina, Type I Thug, Int 14, Con 14

    • Micro Uzi in Purse

     

Mugging

 

  • Sam, Type I Thug
    • S&W Model 10 Revolver

     

    [*]Bert, Type I Thug

    • BlackJack 5d6
    • Knife +1 OCV 1d6+1 killing

     

Kids

 

  • Jeremy “Spray”
  • Paula “Scoot”
  • Randy “Tag”
  • All are about 12, straight 10s except STR 5, CON 5, Body 5

 

 

Bob

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  • 1 month later...

Re: Hudson City Blues

 

In preparation for running HCB I went through the book and listed out all the NPC and if there was a reference to another 4E book. I added some notes at the top too. Here is what I ended up with.

 

Hudson City Blues (HCB)

General Information on HCB

 

  • Resources that will help (all 4E not 5E)
    • Dark Champions – DC
    • Justice Not Law – JNL
    • Underworld Enemies – UE

    [*]The number in parenthesis after the titles are page numbers in Hudson City blues

    [*]Three or Four Player Characters is optimum, five is an absolute maximum.

    [*]Characters should have some kind of outside life they need to tend too.

    [*]For Player Character background ideas see JNL page 31 for information on Hudson City Commerce and Industry.

    [*]For Player Character Guide to characteristics and skills. HCB 67

    [*]News – News comes on the TV at breakfast, noon, dinner and 11 pm, HCB 6

    [*]Reserved Villains List

    • Retro – HCB 84
    • Optik – HCB 88
    • The Machine – HCB
    • Ashtray Art – UE 52
    • Tenerheart – UE 86
    • Plain Jane – UE 79
    • Crusade – UE 94
    • The Card Shark Organization – HCB 236, HC 175-176, 180, 236-253
    • The Mafia – JNL 131, HC 160 (Marcelli 204)
    • Headless Hangman – JNL 107, HC 155
    • The Hanged Man – UE 40
    • Mr. Nobody – HCB 87

    [*]Other Characters Mentioned in HCB, not in a specific encounter

    • Harbinger of Justice –

    [*]Hanged Man AK-47 Firearms

    • Check every attack roll against the following table.

Attack Roll
Problem

16-18
Misfire

15
Jam

14
Runaway

Other Helpful Resources (Hero 5E)

 

  • Hudson City the Urban Abyss (HC) – This is the 5E replacement for JNL. At 278 pages it goes into great detail in describing Hudson City.
  • Hudson City Color Map PDF – You can buy a PDF color map of Hudson City from the Hero Games web site (herogames.com).
  • Predators (DCP) – Dark Champion source book. Some of the characters are in Predators (Buckshot, Headless Hangman, SNAFU)

PART I: The Ties that Bind (11)

 

Part I Episode 1: Optik At Work (17)

 

Drug Buy (17)

 

  • Crank, Type I Thug JNL 125
    • Uzi with 2 Magazines
    • S&W Model 19

    [*]Luko, Regualr Guy, straight 10s, Speed 2, no gun

    • If two or more heroes as Interamrs TEC-9 9mm pistol

    [*]Gina, Type I Thug, Int 14, Con 14

    • Micro Uzi in Purse

Mugging (18)

 

  • Sam, Type I Thug
    • S&W Model 10 Revolver

    [*]Bert, Type I Thug

    • BlackJack 5d6
    • Knife +1 OCV 1d6+1 killing

Kids (18)

 

  • Jeremy “Spray”
  • Paula “Scoot”
  • Randy “Tag”
  • All are about 12, straight 10s except STR 5, CON 5, Body 5

Other Encounters (18)

 

  • As needed add more encounters
    • One or two Type I Thugs

How the Press Reacts (19)

 

  • Frank “Fedora” Keaton or Patricia Eisenhart JNL 33

Gang Skirmish (19)

 

  • Barton Street Misson
  • 66 Blades (6 youths listening to a boom box)
    • Type I, each with a hand gun, one with a Micro-Uzi

    [*]66 Blades (5 in a pickup)

    • Type I, each with an AK-47 (Hanged Man)

    [*]Overlords (4 n a Car 1)

    • Type I, each with an AK-47 (Hanged Man)

    [*]Overlords (4 in second car 2)

    • Type I, 2 with combat shotguns, 2 with assault rifles.

    [*]66 Blades (5 late arrivals if time permits)

    • 4 Type I and 1 Type II, with combat shotguns, assault rifles and 2 hand grenades, and a LAW Rocket Launcher

    [*]Mission Volunteers (normals)

    [*]Mushrooms – Innocent victims of stray fire (normals)

    [*]Homeless in the soup kitchen line

    [*]Buckshot

    • Arrives in a van with 3 or more other vehicles filled with gang members

    [*]Tommy Brooks

    • Arrives in a van with 3 or more other vehicles filled with gang members

Who’s that (21)

 

  • Two PCs.

Retro’s First Appearance (21)

 

 

 

 

Overview

  • Retro, 2 body guard thugs (Cartel members)
  • Carillo-Mendoza Drug Cartel, JNL 132, about 12 members in HC
  • Ferdinand “Aero” Naaves, Carillo-Mendoza crime boss (Use Whitehurst’s Stats JNL 125). He love to fly remote control planes. Has 4 body guard thugs

The Encounter

  • Buyer
    • Uzi

    [*]Buyer Backup

    • 2 Thugs type I with Colt M1911A .45 pistols

    [*]Seller, Retro

    [*]Seller Backup

    • 2 Type I with M-1 Garand Rifles
    • 2 Type I in Combat Van

The Black and White Café (22)

 

  • Retro
  • Normals

Part I Episode 2: Optik’s Invitations (23)

 

Mayhem in the Underworld (23)

 

  • Optik
  • The Machine
  • A computer science professor at HCU

The List (24)

 

Nooky Smith’s Porn Film Emporium (24)

 

  • Nooky Smith
    • Handgun

    [*]Amy Kidnap victim from New Jersey, 14 years old, Runaway

    [*]Jim Kidnap victim from New Jersey, 15 years old, Runaway

    [*]Un-named Actor 1

    [*]Un-named Actor 2

    [*]Un-named Actor 3

    • Can of Mace

    [*]Un-named Actor 4

    • Can of Mace

    [*]Un-named Director

    [*]Un-named Director’s Assistant

    [*]Un-named Sound Technician

Louie’s Numbers Parlor (24)

 

  • Louie (Part of the Card Shark Operation)
  • Type I
    • Shotgun
    • Pistol

    [*]Type I

    • Shotgun
    • Pistol

The Chop Shop Gang (25)

 

  • Chop Shop Gang, JNL 123
    • Three of the gang out of JNL

Mr. Jones (25)

 

  • Jones a regular guy wit moderately high INT, a decent COM and a good PRE, Persuasion 16-, no weapons.

Retro Investigates (25)

 

  • Retro

Ashtray Art Strikes (26)

 

  • Ashtray Art – Assume he does not have any supernatural powers to create flames, UE 52
  • Woman Normal
  • Elderly Man, half blind without glasses
  • A kid
  • Others

Part I Episode 3: Race Against Time (27)

 

Tenderheart Strikes (27)

 

  • Tenderheart
  • Normal middle-aged man in a business suite.

Optik Needs Help! (27)

 

  • Optik, 2625 Hansen Street, this street name does not show up on the JNL or the HCB maps.
  • The Machine
  • DNPCs, Hunteds, Watcheds for characters show up.

Retro’s Revenge (28)

 

  • Optik (Dead)
  • The Machine

 

For some fun and a gun fight include

  • Retro
  • Some Thugs

PART II : The Takeover (30)

 

The Enemy’s Plan: Part II (31)

 

  • Retro
  • The Machine
  • Overlords and Buckshot
  • Hudson City Street Gangs
  • Crusade – UE 94
  • Plain Jane – UE 79
  • Mr. Nobody
  • Card Shark Organization – DC 140-156
  • Mob
  • Arsenal – JNL 76-86
  • Ashtray Art
  • Yakuza, the master of crime
  • Tommy Brooks of the 66 Blades

Part II Episode I: The First Shot (34)

 

Plain Jane and her Hunter (34)

 

  • Plain Jane
  • Mr. Nobody

Acquisition 1: Street Gangs (34)

 

  • Retro
  • Buckshot and the Overlords

Gang Leader Ambush (35)

 

  • 66 Blades and Tommy Brooks
    • Type III Thug – JNL126 w/ +1 SPD and +3 STR
    • Micro Uzi
    • Armored Jacket +5 PD, +5 ED
    • Knife

    [*]Three Type I Thugs (66 Blades)

    • Handguns
    • Duffel of Automatic Weapons

    [*]Overlords and Buckshot

    • Fully armored per DC 170
    • Combat Van

    [*]Twelve Overlords

    • Armored with +5PD, +5 ED
    • AK-47
    • 9mm Handgun

    [*]Many Normals (fifty plus)

    [*]Retro

    [*]The Machine

    [*]Plain Jane

Crusade Strikes (37)

 

  • Crusade UE 6-10, 93-96
  • The Machine
  • Three gang leaders
    • Carver of the Blood Hawks
    • D-Cool Jack of the Gracie Park Tigers
    • Icer Summers of the Four Points Gang

    [*]LeMastre Park, Hudson City Zoo JNL 37

    [*]Russian Bears (normal bears)

Part II Episode 2: Innocent Blood (38)

 

Buckshot’s Gang vs. the Card Shark Organization (38)

 

Setup for the Episode

 

  • Lazy Bill’s Saloon (Card Shark Establishment)
  • Card Shark
  • Card Shark Organization
  • Buckshot
  • Overlords
  • Other Gangs

The Investigation (38)

 

 

 

 

Depending on how the characters react:

  • Card Shark Organization members, Lieutenants, or leaders
  • Gangbangers
  • Gang Members

Pairadice Club (39)

 

  • Pokerface
  • 5 Spade Deck Agents (+2 OCV, +2 DCV, +1 SPD) In the front of the club
    • 2 Deck Agents (dressed as waiters)
    • 3 Deck Agents (dressed as patrons)
    • all equipped with
      • CAR-15
      • Armor with activation roll of 14-

    [*]5 Spade Deck Agents (+2 OCV, +2 DCV, +1 SPD) in the casino

    • 2 Deck Agents
    • 3 Deck Agents
    • all equipped with
      • CAR-15
      • Armor with activation roll of 14-

    [*]5 Cub Deck Agents dressed as patrons

    [*]5 Diamond Deck Agents dressed as patrons

    [*]Spade Face Card

    [*]Club Face Card

    [*]Diamond Face Card

    [*]Card Shark

    [*]One-Eyed Jack

    [*]Buckshot

    [*]30 Gangbangers from different gangs

    • Type I, II and III thugs each with:
      • Hanged Man AK-47
      • Hand Gun
      • Type III with a grenade or two

      [*]LAW Rocket

      [*]Explosives

Meeting Card Shark (40)

 

The Meet (41)

 

  • The Museum of World Art
  • King of Hearts, un-armed
  • Card Shark, armed
  • Face Card Agents, armed
  • Queen of Hearts, armed and Flash Grenades
  • One-Eyed Jack, armed and Flash Grenades
  • The Arsenal, Heatseeker’s Squad
    • Heatseeker
    • Claymore
    • Exocet
    • Longbow
    • Ultimax
      • For each use the Terrorist JNL 127
      • +5/+5 armor (act 14-)

    [*]Buckshot

    [*]Several Dozen Gang Members

    [*]Plain Jane

Gangs Again (42)

 

  • 2 to 7 Gang Members, type I thugs

Part II, Episode 3: The Mob (43)

 

Back in Action (44)

 

The Raid (45)

The Troops (45)

 

  • The Marcelli Family DC 110 - 111
    • 18 common Thugs
      • Type I
      • +2 OCV

      [*]2 Captains

      • Anantasio “The Sword” Rocca
      • Guido “Ham” Vachelle
        • Use Dominic “Dom” Tarontelli from DC 11

    [*]Card Shark Crew

    • Jack of Spades
      • ASP 30mm Belt Feed Machine-Cannon

      [*]Three of Spades

      • Appropriate small Arm
      • LAW Rocket

      [*]Three of Spade’s 5 “hands”

      • Type I Thug
      • +2 OCV
      • LAW Rockets
      • Appropriate small Arm

      [*]Eight of Spades

      • Appropriate small Arm
      • LAW Rocket

      [*]Eight of Spade-s 5 “hands

      • Type I Thug
      • +2 OCV
      • LAW Rockets
      • Appropriate small Arm

      [*]Buckshot

      • AK-47

      [*]4 Gangbangers

      • AK-47

Crusade Pursued (46)

 

  • Crusade
  • Arsenal (or equivalent if the died in museum)
    • Longbow
      • Combat Helicopter DC 96
      • w/ look-down video and infra-red +6 PER

      [*]Heatseeker

      [*]Claymore

      [*]Exocet

      [*]Ultimax

      [*]NOTE: Each on a Combat Motorcycle II DC 95

      • Each has a “special” feature related to the driver
      • Each driver has combat drive and TF: Motorcycle

Ashtray Art Goes Big Time: The fire (46)

 

Looters (46)

 

  • 30 – 50 civilians with clubs and some guns

Stymied Looters (46)

 

  • Shop Keeper with 30.06
  • Looter 1
  • Looter 2

Harried Cops (46)

 

  • Cop 1 in Riot Gear and Shotgun
  • Cop 2 in Riot Gear and Shotgun
  • Crowd of normals
  • 10 – 12 youths

Media Hype (46)

 

  • Group of youths
  • Reporter
  • Cameraman

Fire Engine Blues (46)

 

  • Studs Street Gang JNL 136
    • 6 Gangbangers
      • all with handguns
      • 3 with tire irons
      • 3 with spray paint

    [*]Firefighter

Those Darn Kids (46)

 

  • Spray
  • Scoot
  • Tag

PART III: The Crime Boss (50)

 

Part III Episode 1: Retro Cleans House (54)

 

The Hanged Man Purchase (54)

 

  • The Witch Gang
    • Hail Mary UE 70
      • CAR-15
      • +6 PD/ +6 ED armor Act 11-

      [*]10 Witch Gang Members

      • Type I Thugs
      • Half with +5 PE/+5 ED armor

The “Nasty Boy” Trap (56)

 

  • Street Bum 1 All 10s except 7 Body
  • Street Bum 2 All 10s except 7 Body
  • Street Bum 3 All 10s except 7 Body
  • Frank “Fedora” Keaton (writer)
  • Tony Kendall (TV News)

Committed (57)

 

  • Asylum Guard 1
    • +2 OCV with truncheons 2d6

    [*]Asylum Guard 2

    • +2 OCV with truncheons 2d6

Hung Out to Dry (57)

 

  • The Arsenal

Part III, Episode 2: WAR! (57)

 

Gang Threat (58)

 

  • 6 Gangbanger per character
    • all with AK-47s (Hanged Man)
    • One in 5 or 6 with night vision goggles

Mafia Threat (58)

 

  • 8 Mobsters

Card Shark Threat (58)

 

  • Mini Helicopters HSB 59

Retro’s Estate (59)

 

The Neighborhood Watch (59)

 

  • Roving bands of gangbangers
    • 2 to 4 type I thugs
    • AK-47s (not hanged man)
    • Radios
    • 4X4s
    • infrared goggles

Outer Perimeter and Grounds (59)

 

  • 4 attach dogs HCB 60

Estate Building

 

  • 10 plus Mafia Soldiers
  • Retro’s Body Guard (depends on how the first part of the adventure went)
    • Snafu JNL 118
    • Gunmetal Silk UE 68
    • Hell Razor UE 74

    [*]2 to 5 Retro’s personal flunkies from the Cartel HCB 86

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  • 3 weeks later...

Re: Hudson City Blues

 

Here is the basic information I am giving the players about how to build a character. Included are the character questions from Hudson City Blues:

 

Hudson City Blues

Character Creation Notes

In Dark Champions, the slant is towards reality and less of a four color adventure. There is more pain and death. More of a Batman (not Superman) color. There are little or no powers. Powers might be used to build a “special skill” a player has like Target Hearing or a special weapon but will not be used in general.

 

It is a costumed vigilante genre, but the PCs don’t have to wear costumes per se, but maybe they will wear a "uniform" like a trench coat or fatigues. This will allow them to walk in public without attracting attention. Of course, eventually, the cops and the bad guys will be looking out for someone who dresses like that. Likewise, the PCs may not wear masks. They would more likely wear hoods, hats, or even motorcycle helmets. Ski masks are an option, but that may send the wrong message.

 

I won't require Code vs. Killing, but there will be consequences if the characters kill someone without justification (or at least without covering their tracks properly).

 

As for the "hero" ID, maybe the players will come up with the names. Since they're vigilantes, their nicknames would probably be given by the media, the cops, or the criminals they hunt.

 

All aspects of the characters skills, powers, abilities and so on must be explained. Use the Background / History and Personal Motive to rationalize what the character has and can do.

 

Characters built on 125 points and 75 in disadvantages. Target 75 points in characteristics with a max of 100. Round your character out with the different kinds of knowledge skills your character should have from their background. Make your character a person with a personality.

 

Work

1. What is your characters job?

2. What days of the week does your character work?

3. What is your characters work schedule?

a. Is it consistent?

b.What hours of the day does he work?

4. What would happen if the character went to work:

a. Tired

b. Slightly Injured

c. Significantly Injured

d. Hardly able to move

5. How easy is it for your character to get time off?

 

Family

1. Does the character have family in Hudson City (DNPC or not)?

2. Do family members live with the Character?

3. What family/significant other obligations does the character have on a:

a. Daily basis

b. Weekly basis

c. Monthly basis

d. Holiday basis

4. What is the characters relationship with his family?

5. Do children ever visit the character’s domicile?

 

Home and Misc.

1. Where does the character live?

2. What kind of furniture dose the character have?

3. Does the character usually cook meals, eat out or eat pre-prepared meals?

4. Does the character live alone?

5. Does the character know his neighbors?

6. Where does the character store “vigilante” type stuff?

 

Money

1. Is the character forced to work to pay bill, earn money for good, etc.?

2. What would happen if the character earned no money for a:

a. Day

b. Week

c. Month

d. Three months

e. Year

3. Does the character have enough money to pay for replacement charges, ammunition, for foci and so on?

4. When payment is made for “illegal” things is made, what form does it take?

5. If the payments are in cash, where does the cash come from?

6. Where does the character bank?

 

Vigilante Activities

1. Briefly describe a typical vigilante “night” out:

2. How does the character move around the city?

3. What does the character do with criminals he apprehends?

4. Describe the character’s vigilante “costume.”

5. What would your character do (while alone) if he was injured for:

a. 1 or 2 body

b. less than half body

c. More then half body

 

Play

1. What hobbies (if any) does the character have?

2. If the character went to a park, what would he do?

3. If the character spent a quiet day at home, what would he do?

4. Does the character like to read? If so, what authors or books?

5. What group sports does the character like to play (other than beating the snot out of bad guys)?

 

Background / History

Supply a short background / history for your character.

 

Personality Motive

What is your characters personality and motive. What drives your character to be a vigilante?

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  • 4 years later...

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