Kitrok created a bunch of genre notes for a Warriors themed game.
They are for MEST but can easily be incorporated into other gaming systems...
GENRE GOALS
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This genre will be a tribute to the film version of Sol Yurick's novel
http://en.wikipedia.org/wiki/The_Warriors_%28Sol_Yurick_novel%29There should be several linked mini-campaigns, all of which fight upon a map of Manhattan, New York. One of the mini-campaigns should be known as "The Gauntlet" and allow players to run one or more gangs through the series of encounters identified in the movie. The campaigns should be focused on gathering two types of Resources; Reputation, and Recruits. A key feature should be the growth of a gang, and the customization of its members. Gang members begin as Common archetypes and become customized in Champions. There should be a sole Persona character in a gang that will represent the player. A player's gang should start with his Persona and two Champions as the core members. Any battles that are fought must include one of the Champions or the Persona, and any number of Commons that are purchased.
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GANG TEMPLATE
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The Warriors genre is mostly about melee combat; very few models will have anything besides Improvised, Unarmed, Club, Nun-chakus, or Small Knives. Perhaps one or two might have Light or Medium Revolver in any assembly.
As such, we should differentiate the various gangs by their fighting styles or by their approach to combat. There are a lot of gangs and I think we should address the ones we know first, but also set up a pattern that can be used to model the other gangs.
The first element of the pattern is that there should be thematic list of what can and what can't be weapons and armor for a gang. Next is a list of member types; there should be a sub-set of the Common archetypes as for the Basic Game rules and we should add new archetypes. There should be a set of archetypes available to all gangs, and free-hires that can be picked up during a campaign. Also, each gang has a limited list of skills that could be assigned to it for when creating Champions placed into pick-lists; Grab-bag or Rare.
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ARCHETYPES
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Average; same as Basic Rules
Brawler; same as Basic Rules
Shooter; same as Basic Rules
Leader; same as Basic Rules
Side-kick; same as Basic Rules
Joker; has Average stats except for INT and includes [Selfless], Obviate and Sneaky
Fighter; has high CCA with Fight and Boxer
Peabody; SIZ 2 character with but has Timing, Stealth
Vet; receives Trained, Sure-footed
Brute; has [Braggart], includes high STR plus Tough, Sturdy
Thinker; has INT with Leader, Tactics, Planning
Ace; high stats but with [Comrade], Knife-fighter and Quick
Psycho; comes with the new [Wreckless] trait, includes Resolute, and Presence
Shy; comes with [Bond], has low stats, but receives Outwit
Look-out; low RCA, CCA, SIZ 2, with Sure-footed, Stealthy, Outwit
Mentor; receives Fencer, Tactics, Tough
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TRAITS
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I want to add some new traits [ NEW ] and restrict the over-all list of traits to those below [ EXISTING ]. Please feel free to add, limit, or remove as you see fit.
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NEW
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[Wreckless];
Penalized -1 Wild die Defender Close Combat Hit Tests while in a Scrum.
Quick;
May Counter-strike if tie with Active character in Close Combat Hit Test.
Boxer;
Receive +1 Modifier die Attacker Close Combat Tests if using Concentrate.
Planning;
When this character’s activation has ended, receive an Initiative Point to spend immediately upon any Ordered friendly character; if unspent the IP is lost.
Sneaky;
Automatically become Hidden at no cost if behind cover or when not in LOS.
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EXISTING
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[Bond <character>];
Whenever this character is not within Cohesion of <character>, it is penalized -1 Wild dice for Combat and Morale Tests.
[Braggart];
May never use the Hide action, nor become Hidden. Any friendly model within Cohesion suffers ?1 Wild die when targeted for Detect Tests.
[Comrade <character>];
When <character> has been eliminated from play or in a Scrum, this character must as its first action each Turn either join the Scrum or Engage the model that eliminated <character> until that opponent has been Knocked-out or Eliminated.
[Selfless <character>];
While Engaged to an opponent in common with <character>; any damage received by <character> may instead be given to this character.
Acrobatic X;
Receive +X Base dice Defender Combat Tests. Allows movement across the bases of up to X models as though they were not present. Never penalized for being Flanked or Cornered. Ignores X penalties for being Outnumbered in a Scrum. 2 + 12X
Brawler;
If Attentive and Engaged may perform Circle or Push Bonus Action in spite of not passing Combat Test, but acquire Delay token.
Fencer;
While Attentive, all Melee weapons without the [Stub] trait used in Close Combat receive the Parry trait if Defender and the Impale trait if Attacker.
Fight;
If Fight level is higher than the Engaged opponent; receive an extra Bonus Action. If two higher the opponent is disallowed a Bonus Action unless using a Concentrated attack against this character. Each level beyond two more than the opponent allows another Bonus Action.
Focused X;
Considered Attentive with up to X Delay tokens; these Delay tokens don’t convert to Stun damage. At the start of this characters’ Initiative, it may ignore X Delay tokens.
Knife-fighter;
Melee weapons with the [Stub] trait may optionally use REF for Attacker Hit Test and optionally use CCA for Attacker Damage Test.
Leader X;
If within Visibility of a friendly model it provides a bonus +X Modifier dice for all Morale Tests. Only one model with this trait may provide bonus.
Obviate X;
For 1 AP if Free and within Cohesion of Attentive target without the [Beast] disability; perform +X Base dice for Opposed INT Test while within Cohesion of Attentive target. Target receives delay X Delay tokens equal to cascades.
Outwit X;
Receive +X Modifier dice for Close Combat Hit Tests. If Attentive, the Hit Test may instead be performed comparing INT. Negates Outwit X.
Presence X;
Costs 1 AP. If no character has yet been Wounded; perform Opposed INT Test at +X Base dice against Sociable target within Cohesion. +1 Modifier die for every Attentive friendly model within Cohesion that also has Presence. Upon success, this model and any friendly models within Cohesion may not be targeted by Combat attacks until after the target itself has been attacked. If targeted, reduces other’s Presence by X.
Resolute;
Do not count for Bottle Test calculations
Sure-footed;
Downgrade Terrain effects on movement by one per: Difficult ? Rough ? Clear.
Tactics X;
Receive +X Base dice for Initiative Test when designated as the player's Leader.
Timing X;
When Attentive, for any Opposed Test involving this character; whenever opponent rolls a die showing a face-value of 1, award that as a success for this character. Negates Timing X of opponent.
Tough X;
Receive +X Wounds.
Trained <list>;
If target in <list> is within Cohesion and Activates this character may also activate. Spend AP for these characters in any order. Afterwards, mark all characters as Done.
Sturdy X;
Receive +X Base dice for Defense Damage Tests. Ignores first Stun damage received of any attack.