I’ve released an Intro version (what some folks may call a “Quickstart”) of my Forged in the Dark game, Copperhead…

I’ve released an Intro version (what some folks may call a “Quickstart”) of my Forged in the Dark game, Copperhead…

I’ve released an Intro version (what some folks may call a “Quickstart”) of my Forged in the Dark game, Copperhead County. Copperhead County is about organized crime, political corruption, and the nature of the modern American South. You’ll play a crew of outlaws in the year 201x who band together to survive and thrive in post-recession America by adventuring their way to capitalist success. Do you want to play an RPG in the real world, dealing with real-life issues? Do you like things like Blades in the Dark, GTA, The Wire, Justified, Breaking Bad, or Fargo? Come on over.

This Intro PDF isn’t standalone and will require the Blades SRD to play, but is otherwise fully playable and contains all PC and crew playbooks, reference sheets, rules info, starting situations, some setting and faction info, a Spotify soundtrack, and the Best Brands Heist, the only published RPG adventure where you rob a big-box retail store.

This is a fully developed game that has been written and playtested over the last few years. My focus now is in finishing it as an actual book/product (a lot of which is already done) and raising money for editorial, art, online support, etc. This version of the Intro PDF is free, but will eventually be supplanted by an expanded EA version that will launch alongside the Official Copperhead County Crowdfund Campaign™ in the coming weeks.

If you read, like, play, and/or enjoy the game, please tell me and everyone you know! Stay tuned for more news about #CopperheadCounty

https://zzzwizard.itch.io/copperhead

#CopperheadCounty

#CopperheadCounty

#CopperheadCounty

This week, we wrapped the first season of my second playtest campaign for Copperhead County, my modern-southern-Forged-in-the-Dark game. RIYL: Blades in the Dark, Breaking Bad, Justified, The Wire, Fargo.

To celebrate, and to observe my ongoing attempts to finish this game, I’m going to recap the season, and show off both PC and crew playbooks, and the county map.

Copperhead County, modern crime Forged in the Dark, buy it from me sometime in 2018! Enjoy this preview, and read on for exciting criminal adventures.

Playbooks preview:

https://drive.google.com/open?id=1byaA6PohQN7trutrmhCblXBVVqG6INVf

In this game, we follow the exploits of the Hunnicutt family, a crew of Blood relatives who live in the fictional city of Patterson, TN, the seat of Copperhead County. At the start of the season, the Hunnicutts were not seasoned criminals, but turned to crime to raise money for their father, Ezekiel, a retired cop who now struggles with lung disease.

The Hunnicutts are:

Zeke, the Stringer. The oldest son, his business career cratered after a failed start-up and he now uses his financial acumen to lead the crew. Played by Adam Maunz.

Earl, the Cleaner. The younger son, he’s a city detective just like his dad, but very willing to abuse the badge, and his powers of observation, to do crimes. Played by Tyler Ellis.

Eustace, the Mover. Ezekiel’s younger brother, he’s a life-long fuck-up who recently left prison, and is at the forefront of making dangerous, violent decisions for the crew. Played by Adam Schwaninger.

The main trio are joined by Zeke and Earl’s sister Gwen, a county medical examiner / NPC Expert, and their idiot cousin Wayne, their starting Connection, who deals drugs out of a local Zip Burger restaurant.

With Wayne’s help, they started the season by ripping off a dealer who used to work with Wayne, but spurned him to find greater success with the College Street Crew, a tier-1 faction of college students and dropouts who run a party-drug ring. Deciding to double-down on drug-dealing, they decided to figure out the CSC’s workings, and possibly recruit, or eliminate, their drug cook. Eventually, they sniffed out the CSC’s lab (in the basement of a campus maintenance building) and kidnapped the cook, but the CSC came back on them and took Wayne hostage, and the two sides reached a deal where the hostilities would cease, but the Hunnicutts would pay the CSC a tithe after every job, in return for the CSC acting as their MDMA supplier. The Hunnicutts thus completed a Drug Game claim, but bristled at having to bow to these damn millennials.

Meanwhile, each of the Hunnicutts dealt with their own issues:

Zeke’s wife, Liz, a teacher, was recruited by the local Democratic Party in a long-shot bid to win a special election for County Trustee, an important position controlling the distribution of public funds. This eventually put the crew on the radar of the Barnett Mob, a tier-3 faction of no-drama dealers and corrupters who run the east side of the city, and apparently are in deep with the anemic County Democrats. Zeke made contact with a Barnett captain, and agreed to cooperate with them to covertly support his wife’s campaign, leading to the crew breaking into a GOP fundraiser at a country club, and planting a bug in the private lounge where the county’s powerbrokers gather (a bit of The Americans in our game).

Earl found himself embroiled in an affair with his superior officer, Det. Sgt. Kathy Lind, when he ran into her in the supply closet while ripping off police supplies to use on a job, and responded to it by seducing her. This started a “Lind Trouble” clock, and for the next several downtimes, Earl had to avert her suspicions of his mysterious wounds and comings-and-goings. Eventually, the Lind Trouble clock completed when Eustace tailed her and found out she herself was bent, and on the payroll of the Mountain Mafia, the tier-4 masters of county corruption.

Eustace, an expert driver, auditioned for a pseudo-reality TV show filming in the county, a fake Smoky-and-the-Bandit style series about hillbilly drivers. He ended up competing against his rival, Billie Jo Holloway, a young racer whose mother Eustace shared a brief affair with back in the 90s. Eustace won the race, and the further ire of Billie Jo, and eventually found himself served with papers from her mother Bobbie Jean, seeking a paternity test and back child support. Is it possible Eustace is…. a father?!

The season came to a head this week. Since the Hunnicutts had ruined the College Street Crew’s campus pill lab, the CSC made them find a new place they could cook. Eustace took this chance to find an abandoned trailer in the mountains and fix it up a little bit, planning to lure the CSC into an ambush there. To make this easier, they recruited their cousin Grace, a former addict and convict who recruited a Gang out of her old shitkicker friends.

When the time came to lure the CSC to the trailer, their engagement roll was a 3: it turned out the CSC also planned to double-cross the Hunnicutts, and had invited goons working for Baron Carter, a tier-2 local warlord, who was to be their new drug-dealing partner. Luckily, Grace and her goons were up on a hill overlooking the trailer, and the Hunnicutts proceeded to roll crit after crit and demolish both enemy gangs, only leaving the CSC’s cook, Roy Reyes, alive. Roy agreed to surrender and cook for the Hunnicutts in exchange for them leaving the rest of his crew alone (what little now remained).

However, just as the Hunnicutts enjoyed their triumph, their lives were complicated when Detective Lind arrived on the scene, having tailed Earl from the city. It turned out she had notified her masters in the Mountain Mafia about what was going down, and soon Jock Richards, a bald MM captain, arrived to negotiate with the Hunnicutts. Luckily, the crits were not done, and Zeke managed to strike a deal with him where, in exchange for now paying regular tribute to the Mountain Mafia, they’d protect the Hunnicutts and loop them into Lind’s corrupt-police ring, allowing them use of the Police Payroll claim.

As the season ends, the Hunnicutts have broken into the county’s corrupt power structure, affording their patriarch’s medical care (he is now doing slightly better after a lung transplant) by becoming drug dealers, killing several people, and co-opting the rest of their family into crime. Liz Hunnicutt, Democratic candidate for County Trustee, has no idea what Zeke’s been up to, but if she wins her race, she’ll soon find herself in the middle of drama she never imagined. Earl must still balance his career as a cop with his criminal life, now with the added complication of he and his boss-lover knowing all about each other’s secrets. And will Eustace get on television and dedicate himself to late fatherhood, or will his hair-trigger temper mess it all up? Find out next season…

#CopperheadCounty update: I’ve been working on the final form of Copperhead County, my Blades-powered game about…

#CopperheadCounty update: I’ve been working on the final form of Copperhead County, my Blades-powered game about…

#CopperheadCounty update: I’ve been working on the final form of Copperhead County, my Blades-powered game about organized crime and corruption in the modern American South, and I want to show off a preview chunk.

Copperhead County is Blades in the Dark if it married Justified and had children named The Wire, Breaking Bad, and Fargo. It is a full game set in a fictional Appalachian county in Tennessee in the year 201x, where a corrupt establishment is creaking under the weight of change. Old South vs New South. Town vs country. Locals vs interlopers. Crew vs crew.

This preview has some intro pages and the Characters chapter, in case you want to take a read and gander at the character playbooks. The crews chapter (not included) is also finished, and now I’m going to start finalizing the setting chapter and working on general layout while awaiting the SRD. And then, ???

If you’re interested in more, you can check the #CopperheadCounty hashtag to find some recent APs by my esteemed playtester Adam Schwaninger, some old APs of mine, and some really old WIPs from ages past.

https://drive.google.com/open?id=1Ck-Aa0BIkiEf3CD4DVOYdsZYFpyYTW6T

Copperhead County: Let’s Be Cops

Copperhead County: Let’s Be Cops

Copperhead County: Let’s Be Cops

After an expensive recovery downtime last session, the Hunnicutts manage to pull off a stick-up job assisted by a roll20.net RNG that finally took pity on them.

The Hunnicutts are a Blood crew, which is based on using family ties to increase your crew’s prestige. Many abilities are feud-based or involve family ties. Our particular family got into crime to raise money for the family patriarch, Ezekiel Hunnicutt, and his struggle with COPD.

Zeke the Stringer (planning, group actions, setups), failed start-up entrepreneur played by Adam Maunz

Earl the Cleaner (stealth, hunting, murder), corrupt cop played by Tyler Ellis

Eustace the Mover (speed, daring, cars), ex-con dirtbag played by me

Jason Eley as the GM

We decided to go after some Turf and chose the Gia Dinh Nui (Vietnamese protection racket) as our targets, as they had strongarmed our NPC cousin, Wayne, during a previous Entanglement result. This session saw the first of many crits during our opening Gather Information roll. We staked out the strip where Wayne had informed us the GDN operate, and ended up in a perfect position to witness a drug handoff at a Vietnamese market between the Barnett mob (higher-tier west-side old-school) and four GDN members (including Danny Tran, who was the guy who’d roughed up Wayne).

We deliberated whether we should go for all six guys and try for the drugs and the money, but we were gun-shy after our abject failure two sessions ago and waited for the Barnetts to leave before we moved in. Our plan? Use Earl’s connections to the police and pretend to be cops.

Earl flashed back to the precinct supply room, and although he got some badges for us to use, he ended up seducing his lieutenant in a great scene. Detective Lind will be poking her head into Earl’s business more often now, which isn’t good for criming, but we got our symbols of systemic abuse and white privilege.

Engagement roll was a 6 (again, a marked improvement over our 1 previously). We didn’t start off yelling (well, not too much), but our attempts at playing the dirty cops just looking for their cut weren’t enough. Last crew upgrade, we all took bonus dice in Fight because it’s a good plan B. Zeke also has several great Stringer abilities that boost setups and group actions. Mechanically, we were able to work together much more efficiently than in the past, and critted a controlled group Fight roll to put the GDN boys on the pavement.

I played Eustace’s Vicious trauma here, pistol whipping Danny well after he’d been taken down. It took Zeke to physically get Eustace off Danny, which was an opportunity for one or some of the guys to make a break for it. Zeke kept rolling sixes though, and the danger didn’t manifest.

We scared them into staying north of the strip, allowing us to move in on some new turf of our own. We didn’t let slip we weren’t really cops. We made off with some kush for Wayne to move. We tiered up to Tier 1. We didn’t leave any bodies (really, our choices were no bodies or four bodies).

It also (for me, anyway) felt really skeevy. It was a nasty plan to basically use some of the worst things about our country and have it work that well, you know?

Seriously, our dice rolls: 6, 2, 4, 6, (66, 6, 6) (a group roll), 2, 4, 6, 6, 3, 3, 5, 2, (5, 66, 5), 6, 6, 5

#copperheadcounty

The Dead Setters leave their mark on Duskwall in The Retirement Caper.

The Dead Setters leave their mark on Duskwall in The Retirement Caper.

The Dead Setters leave their mark on Duskwall in The Retirement Caper.

After the Brightstone Riots leave their ugly scars on the homes and safety taken for granted by the nobility, the Dead Setters use their rising influence to infiltrate the largest gangs of all: government.

Trains

Rook the Cutter can’t beat them, so he joins them. Unable to simply tear down Imperial authority, he uses his folk hero status and leads Ulf Ironborn, the Reconciled, and the Skovs (still galvanized after the riots) to reclaim the Lost District. With protections supplied from Teatime the Whisper and grudging help from the Silver Nails, the Skovs take back the District and claim it as their own. Rook becomes something of a robber baron, going straight for railroad construction and expansion into the Deathlands. The Dead Setters’ Ghost Market ability and their alliance with the Reconciled, plus ample supply of leviathan essence allow them to make more headway into the wastelands than any expedition in decades. Rook retires into rail tycoon-hood, sort of a combination of Daniel Day-Lewis’ roles from Gangs of New York plus There Will Be Blood.

Birds

Raven the Hound murders Magistrate Rolan Wott and then shoots herself on Bowmore bridge. Her spirit is torn between her Reconciled friend Nyryx, who was possessing her at the time, her spirit-linked ghost-form raven Zeramore, her Tycherosi blood, and her rituals from the Path of Echoes that should have returned her to the crew’s spirit well.

Weeks later, rumors abound of a spectral raven that plucks the life from those who would harm the Dead Setters. Months and years after that, a small cult following of assassins springs up, taking the storied name of the then-defunct gang the Crows. Raven becomes the spectral and enigmatic leader of the new Crows, styled after the Assassin’s Creed brotherhood.

Gears

Deemo the Leech, now a Hull, disappears after the Brightstone Riots. Left with only the desires to discover, acquire, and destroy, she continues her sparkcraft, refining her automatons, and seeding them into Duskwall’s various vital industries. Deemo becomes an information broker, as her clockwork spies are everywhere. Those who cross her are seldom seen again, but rumor has it her hull spies are often powered by the spirits of her former enemies.

Heirs

Teatime the Whisper, aka Habel Tinriver, aka Heir of Scurlock. He travels outside the lightning barriers to claim Lord Scurlock’s ancient castle for his own. Accompanied only by Mr. Clicks, Scurlock’s former hull manservant, Teatime explores forbidden knowledge.

He rejects vampiric immortality in favor of taking on apprentices, passing his accumulated lore to better and brighter (and saner) minds. He is of course murdered by one of these apprentices years later.

Badges

Richter the Spider weasels his way into the vacancy left by Bluecoats commander Bowmore, tragically killed in the riots in an “accident” involving a sack of hand grenades. He uses his cohort of loyal “yellowcoats”, a sort of internal affairs Stasi, to keep one step ahead of regular Bluecoats corruption and assassination attempts. Richter eventually manages to use his connections to the Imperial Navy to get a seat on the Council, and from there he institutes a sort of anonymous “criminal court”, where underworld disputes can be settled with minimal violence. Less violence means more business, which means more graft for the people in charge. Hardly anyone argues with the new way of doing things… for now.

Richter dies of old age, a miracle for someone as divisive and ambitious as he was. His children are not up the task of holding Duskwall’s criminal elements in sync with its corrupt government. Things start to fall apart, a perfect starting situation for a theoretical continuation of our campaign.

~~~

We really shook the pillars of heaven with this campaign. We played weekly since ~March 2016, going from v4 quickstart all the way to 8.1 release. Huuuge thanks to all of you who read these APs and everyone who streamed/APed Blades during that time – I probably watched some if not all your stuff in my attempts to be a better Blades GM.

I’m still running playtests for my #glowinthedarkrpg post-apocalypse hack and I’m playing in a #copperheadcounty crime hack. Blades in the Dark has insinuated itself into my gaming thoughts like nothing since, well, probably the idea of Fate aspects. I’m just so appreciative of this community and John, Sean, and everyone being transparent and available.

For the final time, and for reals this time, #heestcomplete

https://www.youtube.com/watch?v=QcVGdZXKMuY

Yeah, Those Are Good Cop Names, aka The Hunnicutts Participate in an After School Special, a #CopperheadCounty story

Yeah, Those Are Good Cop Names, aka The Hunnicutts Participate in an After School Special, a #CopperheadCounty story

Yeah, Those Are Good Cop Names, aka The Hunnicutts Participate in an After School Special, a #CopperheadCounty story

Jason Eley the GM

Tyler Ellis as Earl Hunnicutt the Cleaner

Adam Maunz as Zeke Hunnicutt the Stringer

Adam Schwaninger as Eustace Hunicutt the Mover

Our bubbling rivalry with the College Street Crew, a bunch of molly pushers, was something the Hunnicutt clan couldn’t let fester, not after their muscle came after our cousin Wayne at his place of work. We decided to track down the CSC chemist. We didn’t have much of an endgame, but we figured if we found their chemist, we could maybe steal some of their gear, maybe kidnap their chemist, we didn’t know but we knew whatever we did would hurt the CSC.

Earl, using his authority as a Patterson PD detective, got a minor hit on them in the police database. He followed the trail to Patterson State University and spoke to Bobby Ballard, an unusually recalcitrant PSU rent-a-cop. Seriously, Bobby was really loath to divulge information to an actual legit cop, so much so that Earl’s pressure made Bobby suspicious (devil’s bargains: engagement roll penalty), but Bobby caved enough to meet Earl later that night. Earl would be bringing Zeke and Eustace, of course, in disguise as undercover officers Michael Steel and Dan Hardcastle, which are totally great cop names.

“Yeah, those are good cop names.” – Tyler

Our engagement roll was a 1.

So of course Bobby was in on it – it made sense that the college drug ring would have campus safety buttoned up, and although Zeke helped Eustace grab Bobby’s phone and get warning of the impending ambush, the Hunnicutts couldn’t do much to stop Mark Bryant (rising football star and something of a recurring nemesis for Eustace) and 2 other CSC kids with guns from coming out of the nearby maintenance building.

Everyone exchanged fire, but thanks to Earl’s police training the CSC got it worse. We had to decide whether to fight it out, go stealth, or cut and run. We decided to try to flank them, and Eustace played out a flashback idea to survey the maintenance building – back in the 90s when he was just a teenage dirtbag, trying to score college girls. Guns & Roses on the radio, making out with Bobbie June Holloway in the back stairwell of the maintenance building…

There was a back stairwell. The Hunnicutts darted around back but Mark confronted them as they reached the back door. Mechanically, Mark was a tough cookie. Eustace had to resist his charge before he could open fire, but he did. Eustace ripped off the rest of his Glock 18’s magazine, spraying Mark and putting the star down (not dead, but close). They got the door open and burst into what must have been the CSC’s drug kitchen. Earl tasered Roy Reyes (whom we suspected of being their cook but couldn’t tell for sure).

Bobby used his campus safety powers to call the real cops on us next. Eustace booked it out the front door while Zeke packed up the gear. Eustace made it to the van and just off-roaded it across campus back to the building. Bobby was at the back door and the surprisingly badass rent-a-cop plugged Eustace in the shoulder right before he bounced off the van’s hood, ragdolling across the grass.

We bundled Roy and the lab equipment into the van and made it out just before the cops arrived.

We’re at war with the CSC now and hit our first Wanted level. This was a costly success and although we’re into actual crime now with our first Drug Game claim, in the short term we’ll be in dire straits as we try to recover our stress and injuries.

The #CopperheadCounty Best Brands Heist

The #CopperheadCounty Best Brands Heist

The #CopperheadCounty Best Brands Heist

Myself, Adam Maunz, and Tyler Ellis, playing as the Hunnicutt family, set the bar low for future quiet criminal operations in Patterson, TN. Our second score for Jason Eley’s modern southern crime hack saw the Hunnicutt brothers Zeke (the Stringer) and Earl (the Cleaner) robbing a “Best Brands” big box store the week of its grand opening. Their loose cannon uncle, Eustace (the Mover), was unfortunately present as well.

Things actually started off really smoothly. We got a six on engagement, and kept that controlled position through Eustace and Zeke’s moderately-stealthy nighttime jaunt to the rear of the store while Earl kept lookout. This was a tricky choice, since Earl, as a Cleaner, is good at sneaking and lookout, but we decided Zeke’s teamwork abilities would be best served bolstering Eustace’s mediocre thievery since neither of the other two were good at spotting trouble.

Steve Satterfield, MVP

Things went south when Earl spotted one of the strip mall security carts rolling his way. He decided to hide and things went from risky to desperate. Earl was rolling 2+ dice on all his stuff here. Hiding, ambushing, fighting, this was definitely in his wheelhouse, but the dice were just not with him. Steve the security guard was going to spot him. Earl decided to act first and tried to taser the guard. No dice. Steve called for backup. Earl tried to just shoot the guy. Pope of Nope. Steve clubbed Earl in the head as their desperate struggle alerted Zeke and Eustace, dealing level 3 harm to the Hunnicutt sibling.

Something to note here – desperate situations are friggin’ desperate in Jason’s games. I’m actually not positive if it’s how he personally tunes his session or if it’s in the CC rules, but you can’t resist consequences from desperate stuff (edit: This is unpacked more in the comments). Shit got real when Steve clubbed Earl.

We All Float Down in Traumatown

We were all really high on stress from trying to keep things under control in the first half of this score, but like the intro to Heat, when you can’t stay quiet anymore, you’ve gotta commit. Zeke had a special ability And Knock Em’ Down, where actions following a setup action can push for free. With Zeke guiding Eustace, the mad uncle cashed in the free push for effect (they’d need great effect to slam through the shuttered facade and still hit Steve with enough force to put him down) and then pushed himself for a bonus die, which trauma’d him out. I chose Vicious, because in my head Eustace is a human trash fire and hopefully lives long enough to drag his family to hell with him. The dice gods relented and allowed a six to come forth.

Eustace hotwired the forklift in the Best Brands stockroom and charged through the store, crashing through the facade and catching Steve in the mouth with the forks’ edge.

Something else to note: I wouldn’t have minded dropping out of the scene at this point. Eustace took a trauma, after all, but Jason floated the idea of possibly having trauma work more like this other game Monsterhearts (I think some people might have heard of it) – essentially when you trauma out, you can still take part in actions but you must embody your new trauma. This was like a birthday present for me. Opportunities to be more vicious? Yes please. Now, on a subtler mechanical level, staying in play actually means you can burn through your stress and screw yourself over even faster, so it’s not like Jason’s being nothing but nice here. Still, birthday present.

Bad People Making Bad Life Choices

Did we have to shoot Steve’s backup? No, poor Kirk King didn’t have to die in a bullet-riddled golf cart. We could’ve used Steve’s walkie-talkie to intimidate the guy to stand down or just run for it. He was in a golf cart, for chrissakes. Again, the dice wanted blood and granted us a six on a team Fight action.

Did we have to set the Best Brands on fire to cover our tracks and destroy any video evidence? No, but we were pressed for time, Earl was hurt, and it was the most vicious, direct solution.

Did we have to burn our bridges (and Claim opportunity) with our fence, Rich Sturges? No, but people got XP triggers to feed, man. Gameplay-wise, this is probably going to steer us towards drugs, guns, and gang violence and away from “cleaner” options like straight-up theft. Still, two men died over smartphones that night that didn’t need to. Is this the first step onto a slippery slope for the Hunnicutts or is this looking out over the cliff and stepping back?

The other guys can chime in of course, but for my part I had a great time being a bad person yet having Eustace’s descent into violence come from his nephew getting wrecked so hard. Still, in the faux TV show of our game, Eustace would definitely be the “obvious creep” character. Zeke doesn’t feel like he’s tainted in the same way, and Earl at least tries to act like a proper corrupt cop.

Had a fun downtime phase in Jason Eley’s #CopperheadCounty game last night.

Had a fun downtime phase in Jason Eley’s #CopperheadCounty game last night.

Had a fun downtime phase in Jason Eley’s #CopperheadCounty game last night. We’re playing the Blood faction, which is a close-knit family gang (the Hunnicutts) who are trying to raise money for Ezekiel Hunnicutt’s medical bills. I play Eustace the Mover (a driver/daredevil), Ezekiel’s younger brother, and Adam Maunz and Tyler Ellis play Zeke the Stringer (a planner/spider) and Earl the Cleaner (a covert hunter/killer), Ezekiel’s two sons.

Our first score was a lucrative stickup job against some college frat molly dealers where Eustace defined himself as a raging trash fire person when he crowbar’d one of the frat-gang enforcers in the girlfriend. Jason’s set up a stash-alike track but for the crew as a whole for Ezekiel’s medical fund, and we put any Cash overflow into that. It was just enough to get Ezekiel’s track from quality 0 to 1, and the tug-of-war clock we have set up to track his condition stayed neutral at 4/8 ticks.

One of the interesting hacks in Copperhead County is that you roll your Stash level to indulge vice. The stinger here is that every new stash level you achieve also comes with some increased Heat, basically from tax evasion. It gives more mechanical heft to Stash besides feeling good about retiring a PC later on down the line. Not that Eustace plans on retiring. We all agreed he’s the most likely to be killed by his family.

The Best Brands Caper

Next was a bit of setup and stakeouts for our next score, fixed up for us by Eustace’s friend, Dante Richman (think Isaiah Whitlock), a retired crook who made it out of the game alive and rich. This guy Sturges wants us to knock over a Best Brands big box electronics store the friday before their grand opening. After a ridiculous fortune roll revealed that Earl’s friend Keller worked the strip mall as a security guard, we decided to get some security uniforms and go for a stealth plan. We’ll see how it shakes out in 2 weeks.

My own notes are that I should’ve brought it more as Eustace. I was only firing on 2/3rds my cylinders due to RL stuff, though, and I missed a perfect opportunity to nab 2XP from my No, Fuck You xp trigger when Zeke accosted me about hitting Amanda with the prybar. Earl and the crew itself did fairly well XP-wise, however, especially considering it was downtime, which is always a little lighter IME.

#CopperheadCounty

#CopperheadCounty

#CopperheadCounty

To honor the launch of a second playtest group this week, I present a comprehensive Copperhead County: Almost Done Edition update.

Copperhead County is Blades in the Dark if it married Justified and had children named The Wire, Breaking Bad, and Fargo. It is a full hack set in a fictional Appalachian county in Tennessee in the year 201x, where a corrupt establishment is creaking under the weight of change. Old South vs New South. Town vs country. Locals vs interlopers. Crew vs crew.

Inside you will find:

* An original setting with original factions

* Six playbooks, including the all-new Mover

* Three crews, including the all-new Blood

* Revised Claims and more

* An official and very good Spotify playlist

* PDFs with bookmarks

February 2018 edit: This preview is now offline while I finish the game. You can find a playbooks preview here:

https://plus.google.com/+JasonEley/posts/HRCdv51wkm5

To Do:

* Polish everything

* Test and iterate Mover and Blood

* Finish and include area writeups

* Finish and include descriptions for non-criminal factions

* Write other copy

* Better maps

* Art???

#CopperheadCounty AP: The continuing adventures of my playtest for my modern-southern-criminal hack.

#CopperheadCounty AP: The continuing adventures of my playtest for my modern-southern-criminal hack.

#CopperheadCounty AP: The continuing adventures of my playtest for my modern-southern-criminal hack.

More on the hack at:

https://plus.google.com/u/0/+JasonEley/posts/5LhUpew5xRK

For previous adventures, check the tag.

Our last Copperhead County session was a doozy, so this is pretty long! The crew ended up overseeing a five-faction firefight, multiple rocket launchers were fired, buildings and vehicles were exploded, old enemies were slain, and new allies were made. All in a day’s work for the Hellraisin’ crew known only by their rural dive bar, Marlene’s.

Technical notes: This session had a lot of clocks flying around to track multiple sides fighting each other, and it worked super smoothly. I also tried the Uncertain Resistance rules for the first time, and really, really dig them and am adopting them for this game.

This was our second game back from a holiday hiatus, but I’ll dispense with the first one quickly: The major issue facing the Marlenes is that, after foolishly starting a war with the Heathens MC (tier 3, bad biker dudes) in season 1, the Heathens have taken over their bar and made the PCs pay them 2 Cash every downtime. Last week, Zeke, the Heathens captain put in charge of Marlene’s, bade the PCs to accompany him on a heist of the nearby historic Lester Hawkins Distillery, in order to make off with their valuable rare whiskeys. This was also part of the Heathens’ plans to weaken the Barnett Organization (tier 3, a no-drama weed-growing mob), who had their hooks in the distillery.

Dubious of the plan, Camila the Wheeler tried to set up a meeting with the Barnetts and critted, as her musician friend Baird hooked her up with a Barnett captain, Gabrielle. Camila impressed her with the need to kick the Heathens out of town, and received permission to hit the distillery, in exchange for terms TBD.

Later, the PCs and Zeke attempted the heist, and after looting a few expensive bottles from the gift shop, split up. Half of the crew ran afoul of security, who radioed another guard, who called the cops. Not caring enough about Zeke’s heist to risk the cops, the crew high-tailed it out of there, gaining barely any Cash and a good amount of Heat.

For their next job after that flub, the crew was eager to finally make their stand against the Heathens. They soon got their chance when Zeke came to them again, this time needing their help against the Pettimore Clan (tier 4, a brutal mountain crime family), who the crew had gotten mixed up with in season 1. The Heathens had scoped out the Pettimore’s drug pipeline, and discovered they were getting heroin shipments from a Mexican cartel via a mountain airstrip. The scheme was for Zeke and the crew to put eyes on the airstrip before an upcoming delivery, and when the time was right, signal the motorcycles to come in and take the product.

Meanwhile, Marvin the Brick completed a long-term project he’d had for a while: Directing Starla, one of the escorts in their employ who was often in the company of Zeke, to find out what his plans were. This was great timing, as Starla soon came to Marvin stricken: she had overheard Zeke on the phone with the Heathens MC President, intimating that after the airstrip deal, the Heathens would turn on the crew and take Marlene’s for themselves.

Obviously, it was time to take down Zeke, so the PCs made their own plan. Using their own gang of Soldiers, and their alliance with Jensen Allbright (tier 1, a rich Californian intruding into the local market) and his bodyguard, Houston, they would wait for the airstrip battle to begin, then assault the Heathens themselves.

As the job began, the crew and Zeke arrived at the airstrip in one of their heavy vans, finding a simple setup: in a small valley surrounded by hills was a rough airstrip and a small outbuilding. Their engagement roll was a 3, and so they soon found yet another faction busting up the deal: the Copperhead Patriots (tier 2, a militia with very bad opinions) came flooding over the hills across from them in trucks, firing on the Pettimores and threatening to take the loot for themselves. (In retrospect, I wish I had spawned these dudes behind or nearer to the PCs. My intention was to complicate the PCs’ planned approach and have the Patriots threaten the plane. That worked out, but as a result most of the crew were insulated from the firefight, and I would have preferred to threaten them more directly. That’s life!)

As a flashback action, Jesse the Stringer had reckoned that someone might come in from that direction, and so had already set up Willem the Cleaner in a deer blind with his trusty sniper rifle. Rather than charge down into the bulletstorm, the PCs decided to hang back for a round while Zeke signaled his Heathens calvary to charge down to the strip. At this point, I created a status clock for each of the enemy gangs, as well as a Plane Distance clock measuring the approach of the cartel plane, and a Sheriff Response clock measuring the response time of the county cops (who are allied with the Pettimores). Then I rolled quality for all of the gangs to see how much they shot each other, and periodically advanced the Distance and Response clocks after the PCs and gangs had acted.

As the firefight raged, Willem started to pop off individual Patriots with his sniper rifle, not wanting to give up the game with the Heathens just yet. Then Marvin recklessly (his Trauma) charged down the hill, wielding an RPG launcher he’d thoughtfully brought along, and fired a rocket down into the airstrip outbuilding. As a Devil’s Bargain, he agreed that in his reckless haste, he had left all of his other rockets in the van, and so this was his only shot. The outbuilding blew up good, hurting the Pettimores’ defenses, but Marvin’s body armor was shredded by their rifle fire.

Meanwhile, Jesse had a complex plan to take care of Zeke. As a flashback, he and Haddie the Hazard had trapped the locks of the van, so that when he directed Zeke to stay in the van while they all went outside, the van became an unescapable deathtrap. Then Jesse and Haddie doused the van in gas, and Jesse threw the fateful match before Zeke had a chance to alert anyone. With Marvin’s extra rockets still inside the van, it blew up immediately, completely incinerating ol’ Zeke. RIP to an NPC I really liked playing, who the PCs hated intensely. (I later gave them a Cash penalty to the job for destroying their own van.)

As this was going on, Marvin and Willem continued firing into the chaos, rolling well on their resistances and taking lots of stress to avoid harm and shoot good. As the cartel plane approached, Willem saw one of the Patriots go for his own RPG, but used his superior Reflexes to shoot him down before he could wreck the plane. The plane, seeing that the airstrip had become an explosive free-for-all, banked back up and flew into the night (after Marvin’s player called for a fortune roll to see if they still had fuel, and they did. The cartel comes prepared!).

With the enemies weakened, Camila directed Houston’s gang, as well as the crew’s own gang, to sweep down to the airstrip in their trucks and open fire on the Heathens. The battle continued to rage, and even young Haddie got into the destruction, using her own rocket launcher to blow up the Patriots’ trucks, leaving them at the others’ mercies. The remaining Pettimores were soon destroyed before the allied forces took down the rest of the Patriots, and then mopped up the final Heathens, suffering only minor losses to Houston’s crew (who never rolled above a 3).

Left in the bloody, fiery aftermath, the crew and their allies high-fived and worked on an escape plan. A fortune roll revealed that one of the Pettimores’ trucks had survived the outbuilding explosion, and Haddie hotwired it as Camila surveyed the wreckage, finding a big bag of money that the Pettimores had brought for the deal. By this point, the Sheriff Response clock was almost complete, and it came down to the wire as Haddie got the truck working and sped everyone away before they arrived. If not for her quick driving, the crew would have probably gotten into a firefight with the cops and would definitely have gained a Wanted Level.

With Zeke dead and the Heathens’ plan foiled, the MC’s grip over Marlene’s was gone, and the bikers frittered away back to their holes. The crew now had their own turf back, and with all the Rep gained from this job, could afford to increase their Hold, and are now halfway to Tier II. Camila met with Gabrielle Barnett again and agreed to her terms of friendship: the Marlenes would stay out of Barnett territory in the city, and stay out of the weed game. Then Camila lingered in her company… could romance bloom between these crime lords?

Find out next time on… #CopperheadCounty