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Empire State RPG
Empire State RPG
If you want
An overview of the film noir genre
Tips on creating your own world
To create a character
To review how the mechanics work
Guidance about how to structure your story
To set-up a social contract for play
Random tables to help you fill in some details
To know what movies I watched while writing
Turn to
Book 1
Page 2
Page 6
Book 2
Page 9
Page 12
Book 3
Page 24
Page 36
Appendices Page 37
Page 41
government there has been a loosening of restrictions. They may be reflected by an end of
prohibition (of alcohol, tobacco, or more exotic substances). It may mean the end of nightly
curfews. Colorful advertising (or indeed advertising of any kind) may just now be becoming
prevalent. The formerly militaristic police force may be softening its approach possibly to the
dismay of some of the old guard.
The Fissure provides the power necessary to run businesses, light homes, and create raw
materials. As a result, the Schism site is likely to be heavily guarded. It exists at the far end of the
pocket world, in a zone often referred to as some variation of The Battery or Battery Park.
Typically, these worlds are shaped by the imagination and beliefs of one (or more) people who
are reflected in the pocket. If the believer is paranoid, concerned about impending war, then the
mirror world they unintentionally shape will be bound up in preparation for, or possibly in the
middle of, an unending war. Fortunately for the inhabitants for these worlds, their homes
typically continue to exist, even after their creator has been killed. Typically, but not always.
When creating a mirror world for your own game, keep these facts in mind. Think about how
your game world reflects New York City. What are the similarities? What are the differences?
Even though the inhabitants dont recall the super heroic battle that caused the creation of their
world, there is usually some event associated with Year 1 that everyone remembers. Maybe it is
the arrest of a super hero or the start of a war. What is the key event in your world? Finally, it is
not necessary to identify WHO shaped the world through the force of their will (though it can be
valuable to do so), but you should have a sense of their belief structure. The answer to this
question may shape or be shaped by the previous two questions. A professor of anthropology who
specializes in lost cults might imagine an Empire State that is plagued with fish-men and
tentacled horrors, while a hero-worshipping young boy might create a pocket world populated
with four-colored heroes and their larger than life nemeses.
Your setting will reflect (and perhaps sometimes intersect) New York City circa 1930 to 1950 to
some degree, however the details of your pocket are yours to create. How similar or different
your world is to the New York City of the novel or of the real world is entirely dependent on the
players at your table.
If you want to bring an Aztec Cities of Gold vibe to your pocket, first make certain everyone in
your group agrees with that descriptive direction. Then, begin to incorporate aspects that reflect
that feel into your narrations. For example, the Empire State Building (and other major structures)
may reflect an Aztec-inspired pyramid architecture. This in turn may lead to battles on the large
steps that top these buildings, many stories above the streets. The best neighborhoods may
literally be lined with gold. Feathered head dresses may replace the iconic fedora as the headgear
of choice. The most powerful people in town may be recognized priests (honorary, high, or
otherwise). Blood sports may be popular forms of punishment and entertainment.
3) The Empire State Building is a fixture in all pocket reflections of the Empire State / New York
City. A thick fog (or other seemingly natural barrier) defines the edge of the pocket. Travel
beyond the fog is very difficult and results in travel to a even more shadowy reflection of the
starting point.
4) Time does not run parallel between worlds. It generally runs in the same direction, but not at
the same rate.
5) At the start of your chronicle, the land mass of your Empire State will be roughly the size of
Manhattan Island. In addition, the layout of your pocket will broadly reflect Manhattan.
6) Beyond the fog that surrounds each pocket world is yet another reflection, this time of the
pocket itself, one more step beyond the original New York City source material. Sometimes
people and objects from those reflections can cross back to the originating pocket.
7) We dont fully understand the links between the worlds in the Pocket and the Origin. It is
postulated in the novel that every event, every person is threaded between the worlds.
Inhabitants get reflected across worlds. The reflections are not always clean and rarely
predictable. Here are one set of interpretations of some of the major characters from the Novel
(with their Shadows):
Rad Bradley / Rex Braybury Moxie 5, Mental 4, Physical 3, Wealth 2, Relationships 1. Rad
has a Background 3 in Investigator and 1 in Way with People. Rex has a Background 3 in
Criminal Tendencies and 1 in Trigger Man. Both have their Hat as a possession detail.
Carson / Nimrod Moxie 3, Mental 4, Physical 1, Wealth 5, Relationship 2. Carson has a
Background 3 in Science and 1 in Government Man. Nimrod swaps the two ratings.
Kane Fortuna / Gardner Grey Moxie 4, Mental 1, Physical 2, Wealth 3, Relationships 5.
Kane Fortuna has a Background 3 in Investigator and a 1 in Weird Stuff.
Sam Saturn / Lisa Saturn Moxie 1, Mental 5, Physical 4, Wealth 2, Relationships 3. Lisa
Saturn has a Background 3 in Weird Stuff and a 1 in Seductive.
Byron / Keats Moxie 2, Mental 3, Physical 5, Wealth 1, Relationships 4. Byron has a
Background 3 in Weird Stuff and a 1 in Science.
Typically Shadows (reflected individuals) will have the same Asset ratings as the original source.
Their backgrounds will vary, either in importance (swap ratings see Carson and Nimrod) or
type (opposites see Rad and Rex)
necessary to minimize reflections other than the ones you intend to use. This is probably the
easiest on the body and the most expensive in terms of resources. Similar methods can be used to
observe or communicate across pockets.
A second way to travel is via the Fissure itself. This is harder on the body, but less likely to incur
time dilation penalties.
A third way to travel is more unintentional. If you kill someone, particularly someone from a
different pocket, there is a chance you will be pulled through to a different world. This is the
hardest to pull off intentionally and most likely to incur time dilation.
And, finally, there is always the chance that you just turn a corner and find yourself elsewhere.
The mechanics of traveling between worlds and acclimation are found in the recovery section of
Book One.
Regardless of how you transfer, the mechanics of acclimation are not your only challenge. The
streets are likely to be laid out differently to some degree and the names of people and places are
most certainly going to be different.
In the Mechanics section of this book, you will find specific rules reflecting these various modes
of travel.
Backgrounds work the same allowing re-rolls of dice showing numbers equal to or less than the
value of the Background for actions that are in sphere of influence of that trait.
CHARACTER GENERATION
Concept
Give your character a name. Write a short phrase identifying your character. If your character is
not from the pocket that the play group has defined, verify everyone else is okay with that and
identify what world you are from. Example concepts: Hard-Boiled Private Detective, Career
Criminal Trying to Go Straight, Femme Fatale, Insurance Claims Adjuster, Down-and-Out
Writer, Gun-Toting Thug, Working Class Joe.
Characters are defined by two sets of numbers. Their Assets (Moxie, Mental, Physical, Wealth,
and Relationships) are rated from 1 to 5 and measure the characters overall potential or nature.
Their Backgrounds (characters start with two Backgrounds) measure the sum of their
experiences, personal advantages and nurturing prior to the start of the story.
Example:
Artie and his friends have decided to play the Empire State RPG. They decide on their setting
basics over dinner one night [See Book Three] and agree to meet again in a couple of weeks to
do char gen and start play.
The group reconvenes and after catching up on the events of the last couple of weeks, Artie and
the others brainstorm more about the setting and their character concepts. Stan still wants to
work with the Count of Monte Cristo concept, but has toned down the violence. Instead, he
proposes more of a blend of Sherlock Holmes and Batman. His character tracks down evidence
against his foes and leaves it for the authorities to find. The group agrees this is a much better fit
to the tone they discussed.
Carl riffs on this idea and proposes a Commissioner Gordon-type who acts as unofficial liaison
to Stans character.
Jessica wants to play against genre and create a priest. Not a nun, she insists, a woman who
is openly and successfully operating as a priest. The group agrees to the concept as long as she
finds a way that the priest can interact easily and often with the other characters.
Jo is an experienced gamer and normally plays tomboy style characters, but this time is really
taken with the idea of playing a sultry torch singer.
Artie, despite initial resistance to the idea of adding magic to the setting, has become smitten with
the idea of playing an urban shaman in the days since the group last gathered. Unfortunately, he
also realizes that everyone else has a stronger character concept than his and that no one has
stepped forward to act as the Game Master for the campaign. Though he hasnt run a game in the
past, he has played in several, and has spent the most time reading the rules, so he shelves his
character concept to use as an NPC and steps up to moderate the game.
His first act as GM is to point out that no one has incorporate the settings magic concept into
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their character description. Thats okay, but it does leave an idea that everyone was excited
about on the table.Jo gives him a knowing smile and tells him that shes got the magic angle
covered.
Assets
Rate your Assets (Moxie, Mental, Physical, Wealth, Relationships) from 1 (low) to 5 (high),
using each integer once.
Example:
With their concepts fleshed out, the players print out blank character sheets and start filling in
the blanks.
Jessica thinks about her priest, Reverend Lilah, and decides she wants the character to be built
around relationships, so she sets her Relationships at 5. Figuring a woman who openly operates
as a priest is pretty strong willed she sets her Moxie at 4. She decides money is unimportant to
her character and finishes up by setting her Wealth to 1, her Mental to 3 and her Physical to 2.
Jo struggles a bit, because she thinks all of her assets are important. Finally, she surprises
everyone by setting her Mental to 5. My torch singer has some secrets. She follows this with
Relationships at 4 and Moxie at 3. Her Wealth can be lower as she relies on her other talents
to get along. Her Wealth comes in at 2 and Physical at 1. Shes a lover, not a fighter.
Stans character comes in at Physical 5, Wealth 4, Mental 3, Moxie 2, and Relationships 1. Hes
a wealthy loner, but he was tough enough to survive his time in prison. Carl assigns the
following assets to his Police Commissioner: Mental 5, Relationships 4, Physical 3, Wealth 2,
and Moxie 1. The Moxie feels low, but maybe he just doesnt have anything to believe in at the
start of his story.
Details
For each active Asset category (typically Moxie, Wealth, and Relationships), list one detail for
each point in the category and rate from 1 (low) to the value of the Asset. See each Assets onepager for more information on details.
Example:
Arties friends struggle a bit with details, so he gets them started by having them pick a
Relationship detail (Contact) with at least one of the other characters.
Stan, having only one Contact, picks Carls character, Commissioner James. The one honest
cop on the force 1. Carl picks Jos character as one of his starting contacts. Maybe in the
first story one of my NPC contacts can betray me and I can shift that relationship to the man in
black over there, he says, indicating Stans character. Working around the table, Jo selects
Jessicas character as one of her contacts. She has a lot of respect for this woman who has
painted herself in such a non-traditional role. Jessica completes the loop by selecting Stans
mystery man. I may not know who he is, but I am intrigued by this masked vigilante. He is either
an angel or in need of salvation.
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Since all of these relationships are with PCs, they do not need to roll for complications.
Jessica continues to flesh things out while the others also work on their details. She considers
taking a small church as her Possession, but decides she would have more freedom if she is
officially without a parish at the start of the game. Instead, she chooses her Holy Book as her
Possession Detail. Because her Moxie is set at 4, she gets four passions. She chooses three: I
would kill for a cup of Joe - 4, No one is beyond salvation - 3, and Never turn away a lost
soul - 2. She saves her last passion for definition in play.
Her Mental asset is 3 and her Physical asset is 2, but she does not plan on a Weird Stuff
background, so she doesnt choose any details for them at this time. If she changes her mind, or
later adds the background, she can come back and/or fill them in during the game.
That leaves her remaining four Contact Details: Leonora OHara, a waitress who wants to
become a singer - 4; Bruno Keyes, a lifelong hooligan that she wants to redeem - 3; Vera Martin,
the daughter of a watch-maker - 2; and Dix Collins, a cyborg who is trying to rebuild his life
after the war - 1. Because each of these are NPCs, she rolls on the Yes, And table to learn
the rest of the story. Artie helps interpret each roll. Leonora admires Reverend Lilahs skills at
oratory and always leaves her tips in Lilahs offering plate (Patron Admires the characters
skills). Bruno used to be part of Lilahs flock, but doesnt want nuttin to do with her any more
(Past History Former Patron). Vera makes no secret that she doesnt want Lilah in the
neighborhood, perhaps because the Reverend distracts people from admiring Veras beauty
(Rival Intense). Dix only hangs around Lilah so he can steal from the offering plate (Criminal
Embezzler).
The others finish up their details and the whole group moves on to the next step.
Weaknesses
It is strongly recommended that you take one Weakness or Flaw for each Asset category.
Weaknesses/Flaws may be used to activate Voluntary Failures for additional dice during play.
You are required to take at least one weakness (two if you take a Weird Stuff background).
Example:
Jessica looks at the char gen rules and realizes she needs at least one weakness and up to one per
Asset. Given the role of a female priest is so unusual, she decides that having a troublesome
shadow from another pocket dimension makes some sense, so chooses that as her Moxie
weakness. She also decides that while Reverend Lilah is very smart, she is unobservant perhaps
by choice. Lilahs already got enough flaws in the Physical realm and does not add a Physical
Weakness to the mix. Jessica gives Lilah the Wealth weakness of overly generous. Finally, she
chooses a Relationship Weakness she is tempted to go back to the well of the troublesome
shadow, but decides to go with Woman in a Mans World instead. Not only does this cause
problems related with going against culture, but it also tends to drive off potential suitors who
find out about her job as well.
When designing your details, goals, and weaknesses, remember that the same person, passion, or
item could show up in multiple places on your character sheet. The more often it shows up, the
more powerful and important it is to you. For example, an alcoholic P.I. might have alcoholic as
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one or more weaknesses, always up for a drink as a passion, and his hip flask as a possession.
He might even have Get my ex-wife back as a goal a goal that will require him to kick the
demon booze.
Backgrounds
Backgrounds tie your Assets to your concept. Choose 2 from the available list that best define
your past. Rate the one that is most important to you a 3 and the other a 1.
A Career Criminal trying to go Straight might have Criminal Tendencies rated at 3 and Jailbird
rated at 1 to represent both his skills and the time he spent behind bars. A Hard-Boiled Private
Detective might have Investigator rated at 3 and Government Man rated at 1 (since he spent some
time on the force before he was drummed out).
Example:
Reverend Lilah definitely has a Way With People, so Jessica assigns this as her Background 3.
She also picks up Artistic Spirit as her level 1 Background to represent her skill with oratory.
This links up nicely with her contact Leonoras admiration of her skills.
Note: When rating your Assets, Backgrounds, or a category of Details use each number once.
Goal
If you are planning to play more than a one-shot, give your character a goal something bigger
than a single story to pursue. This is your characters Personal Goal an overarching drive that
pushes them into action and draws the attention of the fickle hand of fate. This may be a desire to
reconcile with an ex-spouse, finding a missing relative, learn some big secret, or rule your home
pocket world. These goals should take multiple stories to complete. During each session of play,
you will also have a story-driven goal: solve the mystery, get away with the crime, find the
MacGuffin, or just get out of a situation alive.
Example:
Artie and his friends intend to play a campaign game, so each of the players chooses a Personal
Goal for their individual characters. These goals wont come into play as a major part of the plot
of any given story or episode, but they will be incorporated into the denouement scenes and
should flavor character scenes. Stans character has a Goal to wreak vengeance on those who
were responsible for his wrongful imprisonment. Commissioner James just wants justice brought
to the Empire State. Reverend Lilahs goal is to establish a permanent sanctuary, while Jos
character wants to ascend to the head of her mage house.
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Example: the middle two columns of Jessicas completed character sheet for Reverend Lilah.
MOXIE
WEALTH
BACKGROUNDS
Background (Rating)
Way With People ( 3 )
Artistic Spirit
( 1 )
______________ _ __ __ ____ (
______________ _ __ __ ____ (
)
)
MENTAL
Weakness: Unobservant
PHYSICAL
Weakness: ______________________
RELATIONSHIPS 5
Weakness: Woman in a Mans World
Contact Details:
( 5 ) Stans Mystery Man (PC)
_____________________
( 4 ) Leonora OHara. Waitress, wannabe
singer. Admires Lilahs Oratory Skills.
( 3 ) Bruno Keyes. Hooligan, needs
redemption. Wants to be left alone.
( 2 ) Vera Martin. Watch-makers daughter.
Doesnt want Lilah in the neighborhood.
( 1 ) Dix Collins. Cyborg trying to rebuild
his life. Steals from the offering plate.
WEIRDNESS DETAILS
(Only with Weird Stuff Background)
Type of Weird Stuff (Associated Asset)
(
(
(
(
(
13
) _____________________
) _____________________
) _____________________
) _____________________
) _____________________
Mental
Your Mental Asset represents your intelligence and observation skills. You will not start with any
Mental Details unless you take a Weird Stuff Background associated with your Mental Asset.
Example Mental Weaknesses include:
Alcoholic Your need for that next drink clouds your judgment sometimes.
Unobservant You may be bright, but sometimes you miss obvious details.
In Over My Head Sometimes your search for the story gets you in a little more trouble than
you can handle on your own.
Demonic Pact Typically reserved for appropriate Weird Stuff or Shadows. You owe the
Devil (or a devil) for one or more favors. He may not be ready to collect just yet, but that
doesnt mean that things still dont go against you. Old woman may recognize the demons
touch on you and shun you. Flowers may wilt in your presence. Or maybe the Devil is ready
to collect of course that means you have to die first.
Gremlins - Typically reserved for appropriate Weird Stuff or Shadows. Technology just seems
to break around you at the wrong time. Phones dont work, cars dont start, light bulbs break.
Its probably just coincidence though, right? Its not like a pack of real gremlins would follow
you around invisibly just to cause you problems, would they?
Example Mental Weird Stuff (and associated Details) include:
A Nose for News You have a sixth sense that ensures you are in the right place at the right
time, especially if there is a story to be found there. Possible Details include: Right Place
Right Time, It Takes One to Know One, My News Sense is Tingling, Mental Compass. A
possible associated Weakness is In Over My Head sometimes your search for the story gets
you in a little more trouble than you can handle on your own.
Urban Shaman You may come from a long line of witches or you might be the seventh son
of a seventh son, but either way, you have some degree of access to the forces of magic. In
most settings, the special effects are pretty low key but in some pocket worlds you can really
tax the CGI Budget. Possible Details include: Talk to Spirits, Mystical Bolt, and Divination.
Possible associated Weaknesses include Demonic Pact or Gremlins.
Once youve chosen your mental weird stuff details, rate them from 1 (low) to the value of your
Mental (high).
Physical
Your Physical Asset represents your strength, endurance, agility and dexterity. You will not start
with any Physical Details unless you take a Weird Stuff Background associated with your
Physical Asset.
Example Physical Weaknesses include:
Alcoholic Youve got it bad. Your constant inebriated state may inhibit your ability to walk
or shoot straight. Or possibly its the other way around you cant shoot straight anymore
unless youve got a good stuff drink (or three) in you.
Out of Shape You may have been an athlete once, but now are no longer in prime condition.
Or maybe you have always been a little on the heavy side. Either way, you find yourself out
of breath in inconvenient situations.
Gear/Exposed Power Source/Critical Component If your Weird Stuff background is
associated with some sort of equipment like a power suit or an enchanted sword, your gear
make work against you. In the case of complicated technological (or mystical) items, a
critical component might fail (or be stolen) at an inopportune moment. In the case of simple
gear, like a weapon, its just not available when you need it you forgot or dropped it, or it
has been taken from you.
Susceptibility In the case of really Weird Stuff (powers gained from Schism exposure for
example), you might have also picked up an unusual weakness or susceptibility. Your powers
might not work against wooden or iron objects or you might be severely weakened by certain
types of unusual radiation. A Science! check can often reveal this sort of weakness to
inquisitive types.
Example Physical Weird Stuff (and associated Details) include:
Power Suit / Robot Body You have access to technology that gives you physical abilities
beyond that of mortal man. Possible Details include: Enhanced Strength, Armored Hide, Jet
Boots, Self-Contained Breathing. A possible associated Weakness is Exposed Power Source /
Critical Component.
Schism Stranger Direct (or indirect) exposure to Schism energies has altered you and given
you strange, innate powers. Possible Details include: Super Speed, Super Strength, Flight,
Shape-Shifting. Nearly anything is possible. A possible associated Weakness is
Susceptibility.
Enchanted Sword Somehow you have laid hands on a legendary weapon. While it serves
incredibly well as a weapon, it also has one or more abilities that make it extraordinary.
Possible Details include: Light on Command, Vorpal Blade, Detect Evil. A possible
associated Weakness is Gear a weapon like that is likely to be taken away from you at your
opponents first opportunity.
Once youve chosen your Physical weird stuff details, rate them from 1 (low) to the value of your
Physical (high).
Wealth
Your Wealth Asset represents your access to money and possessions during play. You will start
with one Resource Detail for each point in your Wealth rating. Wealth does not limit your options
for possessions, but can indicate quality. Consider two characters with their bar as a Resource
Detail: Joe, with a low Wealth score, might have a seedy corner tavern visited only by locals and
deadbeats as a detail; on the other hand, Faye, with a high Wealth score, might have an upper
class night club. Both are bars, but the quality is based on the value of the Wealth score.
Example Wealth Weaknesses include:
Alcoholic Youve spend all your money on booze. This makes it difficult to purchase
anything else.
Outstanding Debts The good news is you know people who are willing to float you some
money. The bad news is that one or more of them is calling their debts in *now*. Even if you
are wealthy, you can be heavily leveraged and when your chips are called in they are that
much bigger.
Exposed Power Source / Critical Component Even if you dont have it as Weird Stuff, you
may have an important piece of equipment that can fail at inconvenient times. This weakness
(possibly under another name) could represent a car (or airship) that is out of fuel at the worst
possible moment.
Wealth Details are called Possessions. They include the physical objects that are important to you
and that you leverage to get through the day. Possessions might also be places: Your House, Your
Office, Your Bar are all valid possessions.
Example Possessions include:
Once youve chosen your possessions, rate them from 1 (low) to the value of your Wealth (high).
As with all Assets, it is important to remember that the value of the Asset indicates its narrative
strength and importance to the character as much, if not more, than it indicates relative or
comparative strength. An heiress who has access to vast funds but who doesnt use them might
have a lower Wealth value than a struggling P.I.
Your Possession Details are also not an exhaustive list of the things you own. They are merely
your characters iconic possessions, the ones most likely to come up in the story.
Given the rules, why wouldnt you spend all your details on an airship and an office? In short,
you dont because those things dont fit your character. A gritty P.I. might own a car, but if it
only shows up rarely OR never gets beat up, its probably NOT a Possession detail. Its just a
prop.
Relationships
Your Relationships Asset represents the strength of your social web. You will start with one
Contact Detail for each point in your Relationship rating.
Example Relationship Weaknesses include:
Alcoholic Youve burned a lot of bridges getting this deep into the bottle. People tend to
have very little patience for you these days.
Mug Only a Mother Could Love You are not exactly what folks call attractive. This can
cause you trouble when trying to make friends and influence people. Fortunately, you have
other skills to fall back on. You do have other skills, dont you?
Cant Trust a (Wo)Man Wearing a Mask For some reason, youve chosen to keep your face
covered. This might be to protect you from the negative impacts of acclimation or it might be
to hide your identity. Whatever the reason, people tend to have bad first impressions when
they cant see your face.
Troublesome Shadow There is someone running around who looks just like you. They might
be your doppelganger from another Shadow, a long lost twin, or the results of plastic surgery.
Regardless of how they got your face (or you got theirs), the actions and decisions they make
tend to make it difficult for you to maintain your existing relationships or start new ones.
Relationship Details are called Contacts. They include the people you interact with on a regular
basis. They may or may not be friendly to you and the feeling may or may not be mutual. If
they are particularly important to you, they may also show up in your passions. At least one of
your Contacts should be one of the other PCs. Consider instituting a rule where you include the
character of the player on your right as one of your Contacts. If another player takes your
character as a Contact, you DO NOT need to reciprocate and take theirs as a Contact as well.
Example Contacts include:
You may be thinking at this point that each of the Assets is a very important one. Relationships
should be high because you have to slot one detail to another PC. Moxie should be high because
you can use it to drive any action that is important to you. Physical and Mental are important
because they drive most actions. You get the picture. And youre right. They are all important. As
a result, you need to focus on which is most important to the narrative of your story.
(1)
(2)
(3)
(4)
(5)
(6)
Loyal Friend
Bumbling
Buddy
Grim Ally
Gung Ho
Groaning
Griper
Incurable
Romantic
Friendly
Jealous
Intense
Fierce
Deadly
Obsessive
Unrequited
Married to
Another
Different
Class or
Station
Romantic
Triangle
Spouse
Unfaithful
Admires the
characters
skills
Sexual
Interest
Needs the
characters
skills
Chosen at
random
Part of a
complicated
wager
Burglar
Confidence
Artist
Extortionist
Embezzler
Substance
Abuser
Hooligan /
Thug
Ex-Friend
Ex-Lover
Former
Patron
Ex-Partner
Former
Cellmate
Went to
School
Together
(3) Beloved
(4) Patron
(5) Criminal
(6) Past
History
Backgrounds
Accountant
Youre good with numbers and with money. Good numbers men are hard to find and crooked
ones end up dead, so you are likely actively involved in managing the accounts of someone
powerful. Use with Moxie to work the books in support of your passions. Use with Mental to
interpret someone elses books. Use with Physical to physically manipulate money. Use with
Wealth to line your own pockets. Use with Relationships to know other accountants or to obtain
favors from your employer(s).
Artistic Spirit
The Artistic Spirit background covers the full range of the arts from painting to dance to music.
Use with Moxie to create a work inspired by your passions. Use with Mental to recognize artistic
styles. Use with Physical to do a physical performance. Use with Wealth to buy supplies for your
craft. Use with Relationships to know people associated with the arts.
Driver
Use with Moxie to drive when it really matters. Use with Mental to identify clues associated with
forms of transportation. Use with Physical to steer a vehicle or ride a mount. Use with Wealth to
purchase a form of transportation. Use with Relationships to know people associated with
transportation.
Investigator
Characters with an Investigator background know how to find clues and make logical deductions.
Use with Moxie to investigate something related to your passions. Use with Mental to investigate
a crime. Use with Physical to collection physical evidence. Use with Wealth to purchase
investigative supplies. Use with Relationships to find suspects. Public and private detectives and
journalists often have an Investigator background.
Criminal Tendencies
Use with Moxie to support your passions through criminal methods. Use with Mental to plan a
crime. Use with Physical to commit a theft or robbery. Use with Wealth to buy or sell illegal
goods. Use with Relationships to make contacts in the underworld.
Jail Bird
While the Criminal Tendencies background indicates your knowledge and experience with
criminal activities, the Jail Bird background indicates you actually spent time behind bars
regardless of whether or not you deserved it. Use with Moxie to pursue a passion associated with
your imprisonment. Use with Mental to understand the inner workings of someone else who has
spent time in prison. Use with Physical to use dirty tricks in combat. Use with Wealth to leverage
connections made on the inside to get resources here on the outside. Use with Relationships when
interacting with another Jail Bird or prison guard.
In The Family
The In The Family background indicates that you are associated with organized crime in some
way. You may be the innocent daughter of a crime boss, a slightly crooked accountant, or a fullymade hired gun. Regardless of the depth of your connection, there are advantages to the
relationship. Use with Moxie to leverage your connections in support of your passions. Use with
Mental to remember (potentially incriminating) details about the family business. Use with
Physical to handle things within the family if you know what I mean. Use with Wealth to get
discounts from business owners under the familys protection whether you know why they are
so nice to you or not. Use with Relationships to know other people associated with organized
crime.
Science!
Use with Moxie to invent something to support your passions. Use with Mental to understand
technology. Use with Physical to attack with one of your inventions. Use with Wealth to buy
supplies for your craft. Use with Relationships to know people associated with science.
Mythos!
There are secrets man was not meant to know. The secret history of the world. It might have to do
with tentacled horrors from beyond, vampires and other supernatural creatures, or something else.
Just what those secrets are will depend on your home Pocket.
Use with Moxie to act against the conspiracy in accordance with your passions. Use with Mental
to know *things*. Use with Physical to physically combat the conspiracy. Use with Wealthy to
purchase tools and weapons that will serve in your crusade. Use with Relationships to know
people who know *things*. This background handles more mundane knowledge and skills
associated with the Mythos of your home world. To obtain special powers associated with the
conspiracy, pick up an appropriate Weird Stuff background.
In particularly dark Pockets, the Mythos can bite back. Failure on (or even making) a Mythos
check can force you into (mental) recovery. Multiple exposures can increase the difficulty of the
recovery checks. Those who delve too deeply in such Pockets can go irrevocably insane.
Triggerman
Use with Moxie to use a gun to defend or destroy one of your passions. Use with Mental to
perform ballistic analysis. Use with Physical to fire a weapon. Use with Wealth to get a deal on a
firearm or ammunition. Use with Relationship to intimidate others.
Hooligan
Use with Moxie to fight for something you believe in. Use with Mental to recognize when
someone is trying to get the drop on you. Use with Physical to put the beat down on someone.
Use with Wealth to buy or find things that could be used as melee weapons. Use with
Relationships to know people associated with fighting.
Martial Artist
While the Hooligan background describes someone who uses size, strength, and raw ability to
cause damage both in and out of combat, a character with the Martial Artist background has more
formal training and as a result often more self-control. Martial Artists are often associated with
exotic communities.
Use with Moxie to use your martial skills in support of something you believe in. Use with
Mental to recognize various fighting styles. Use with Physical to fight. Use with Wealth to obtain
supplies that pertain to your style or to make purchases in the community associated with your
style. Use with Relationships to know other people associated with Martial Artist or with the
community associated with your style.
The Martial Artist background handles realistic styles and moves only. For truly cinematic wire
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needed for your abilities. Use with Relationship to impress others with your weirdness.
When you take Weird Stuff as a background, you MUST take a weakness that is associated with
the Asset you linked to Weird Stuff. In play, others can use this weakness as detail as if it were
listed as such on their character sheet.
What Price Weirdness?
Weird Stuff can give a character a definite advantage by providing additional details that can be
burned during the story. It will also open powers that are beyond normal ken. These perks are offset by a mechanical disadvantage.
When you take Weird Stuff as a background, you MUST take a weakness that is associated with
the Asset you linked to Weird Stuff. In play, others can use this weakness as detail as if it
were listed as such on their character sheet.
This weakness starts rated at the same level as the Weird Stuff Background OR the associated
Asset whichever is higher. When another character burns your weakness, it is reduced in value
by one just like any other detail.
Note that this is the only time a weakness gets a numeric value. Also note that your Weakness
value resets fully after the Denouement roll. (See the Plot Control section for more details on the
Denouement roll.)
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MECHANICS
Determining Success or Failure
The majority of the time when you are required to roll dice, you will use this process:
(1) Tell the GM and your fellow players what you want to accomplish (your desired result). What
do you want to happen as a result of the action you are about to take?
(2) Identify the Asset and Background that will be used for the action being used for the action. It
is possible that you may not have an applicable Background.
(3) Roll a number of dice equal to the rating of the Asset. (Empire State uses the standard, sixsided dice you are used to from most board games.)
(4) If you identified a Background, re-roll dice showing values equal to or lower than the
Background rating. (You only get one re-roll per action.)
(5) Count the number of dice showing a 5 or a 6. This is your number of successes.
(6) Compare your Success Total against the Target value. (Typically, the Target value will be 1.)
a. If you have fewer Successes than the Target value, you fail your action and gain a Plot Point.
b. Otherwise, you succeed at your action and get your desired result. If you rolled two or more
Successes than you needed, you gain a Plot Point.
Complications
Recovery
After receiving a penalty from a Beating, shifting to a new Pocket World, or as a consequence of
some other action, you are considered to be in Recovery. If you are currently in Recovery,
reduce the number of dice you are rolling by the Recovery penalty. If multiple Recovery penalties
apply, use only the largest current penalty. (See Types of Actions and Recovery later in this
chapter for more details.)
Burning (or Leveraging) a Detail
If you want a shot at more successes, you may Burn a Detail. (See Burning a Detail/Leveraging a
Detail later in this chapter for specifics.)
Voluntary Failure
If you have a relevant Weakness, you may choose, before you roll, to fail. In this case, you get the
basic award of one Plot Point plus a number of Plot Points equal to the number of dice you would
have rolled.
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Extreme Successes
Rolling three or more successes is a BIG DEAL. If you roll two more successes than you need for
any given Target (remember most Targets are set at 1), you actually gain additional narrative
momentum in the form of a Plot Point.
If you roll Six or more Successes, you not only gain the plot point, but major changes in the
setting result from your action. At the very least, your Goal should be advanced in some positive
way; but you may also shift the plot, find yourself with additional advantages, or cause the
Empire State to expand in some way likely adding landscape associated with your memories or
hopes. Some examples from the novel: the battles of the Science Pirate and the Skyguard were
blamed for floating Manhattan into the sky, electrifying the Hudson, making everyone with the
surname Johnston disappear for a day.
Rolling Nine or more Successes is literally world changing. It is this level of success that caused
the Fissure and the Empire State to spring into being to begin with. Not only do you gain the
benefits of Three or Six Successes, but you have given birth to a new world. Work with your
fellow players to define it and to incorporate it into your chronicle.
Types of Actions
Typically, the consequences of an action are stated before the dice are rolled. I want you to tell
me what you know about the mysterious airship. If you succeed, you get the consequences you
negotiated up front. These consequences can be nearly anything with the notable exception of
killing another PC. Dice cannot kill PCs PCs can only die when their player decides it is
appropriate for their story. Choosing your consequences or desired results properly can be very
important. Sometimes you very well may wish to put the hurt down on someone, but typically
you are going to want something more information, surrender, to defeat their master plan.
You will also want to sometimes pick challenges just to fail them. Often in film noir movies, you
will see a detective doing a montage of leg work, only to come up empty. Meanwhile, a clue
walks into his office, often on very shapely legs. Mechanically, in the Empire State RPG this
reflects a character choosing to fail an investigation check and turning the plot points gained
through voluntary failure into a filled node in the plot web.
A Beating
The goal of a Beating action is to do damage to a specific Asset of your opponent. If you succeed
your Action, your opponent gains a Recovery Track equal to the number of Successes you rolled
minus the number of Successes your opponent rolled. The value of the track indicates the penalty
in number of dice that the character will take on future actions until they take time to Recover.
The length of the track has a minimum of 1 and a maximum of 3.
Recovery Penalty from a Beating ONLY affects the Asset that took the Beating. For example, if
you have a Recovery Track or Recovery Penalty of 2 from a Physical Beating, you roll two fewer
dice for any actions based on your Physical Asset. (This can reduce your pool to 0 dice.)
Extended Actions
The goal of an Extended action is to accumulate successes. (Recovery Rolls and Climaxes are
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both special examples of Extended actions.) An Extend Action has a total number of successes
necessary for final success and a Target. A character (or multiple characters) may roll as often as
they like to complete the action, though specific actions may have penalties for repeated rolls.
Subtract the Target value from the number of successes rolled to determine the number of
successes applied to the number needed for completion of the Extended Action.
Since a character may roll as often as they like until the action is completed, Failure can only
occur voluntarily. You only get one set of Plot Points for a voluntary Failure on an extended
action.
Outside of Recovery Rolls and the Climax, Extended Actions should primarily used when timing
is important. For instance, suppose Reverend Lilah has been tied up again and is trying to escape
her rope knots so she can help her allies find a gaggle of goons. The GM rules that the task is
relatively simple, but time consuming (difficulty 1 with a total of 2 successes needed.) Since
Lilah has a Physical Asset of 2 this will take her at least two rounds (and possibly several more)
unless she chooses to burn or leverage a useful detail.
Example:
Lilah tries to escape: Finding herself tied up once more, Lilah tries to escape before her allies
can come and rescue her. This whole damsel in distress thing is getting tiresome. The GM rules
that the rope knots are the same as described above: Difficulty 1, with a total of 2 accumulated
successes needed. On her first roll, she gets a 3 and a 5 one success which matches the
difficulty, but she doesnt accumulate any. (1 success minus difficulty 1 is 0 accumulated
successes.) She needs to roll at least 2 successes (5s or 6s) to start making real progress.
Goon Fight
It is not as common in Noir as in some other genres, but sometimes the protagonist(s) find
themselves facing a number of similar characters in a single fight. This is often best handed as an
extended action with a Target of 1 and a total number of successes needed somewhere between
the number of player characters and the number of thugs. Remember the goal may not be (and
often is not) to beat them all, but instead to get information, drive them off, or get through them to
their boss.
Opposed Actions
If multiple characters are acting at the same time, then their players take turns rolling actions on
their behalf. If order is important, the character with the highest Asset pool goes first. If there is a
tie, compare the relevant Background values, with the largest Background value going first. If
there is still a tie, assume the actions (and rolls) take place simultaneously and evaluate
accordingly.
Example Opposed Action - Plying your Opponent with Drinks:
Alcohol is a social lubricant. In an appropriate setting, you can choose to ply your opponent with
drinks to achieve various effects: get them to reveal details, to drink them under the table, etc.
Plying your opponent with drinks is an opposed, extended action with a penalty in the form of a
hangover.
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Difficulties
Most actions should have a difficulty of 1. Difficulty 3 actions are truly incredible challenges, but
still in the realm of natural human ability. Difficulty 6 actions are legendary. Difficulty 9 actions
are world-changing.
In practice, outside of the climax, Difficulty 2 checks should be rare and Difficulty 3 check even
more so. Non-climax Difficulty 2 checks might occur once or two a story. Difficulty 3 checks
(outside of the climax) might occur once every one or two stories. Even difficulty 3 checks on the
climax should be reserved for large groups of players and/or long and important stories.
What about Weapons (and the Like)?
Weapons (and other useful items/facts) play into the mechanics in two ways. First, if you have a
weapon as a detail, you can burn it for extra dice like any other detail. If youre lucky, the extra
dice will lead to extra successes which can turn into a longer Recovery for your opponent.
You can also convert Plot Points into extra dice to represent a weapon, useful item, or handy bit
of knowledge for one roll. It usually costs two Plot Points to buy each additional die, though if
you plan ahead you can purchase Chekhovs Gun dice during a recovery scene for use during the
climax. (Chekhovs Gun refers to a letter written by Anton Chekhov to Aleksander Semenovich
Lazarev in 1889 where he writes: One must not put a loaded rifle on the stage if no one is
thinking of firing it. In the Empire State RPG, the Chekhovs Gun rule is a way to set dice aside
during the game to stack the odds in your favor during the climax. For more details see Plot
Impact of Recovery later in the text.)
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Once you Acclimate to (fully recover from moving to) a new world, moving back will initiate a
new Recovery Track. Returning to your starting world before you complete your Recovery erases
the track.
In the novel, agents of Nimrod wear Acclimation Respirators when traveling to the Empire State
from New York. Wearing an Acclimation Respirator can stave off the effects of a World Shift.
There is no Recovery penalty for World Shifting while it is worn, however, an Acclimation
Respirator inflicts a one die penalty to all asset rolls while worn.
Example:
Rev. Lilah is knocked unconscious after Jessica invokes Unobservant Weakness to fail to notice
the goons waiting for her around a corner. They get the jump on her and, in addition to knocking
her unconscious, give her two boxes of Physical Recovery to deal with.
Jessica has a whopping 10 plot points after getting beat down, and decides to use them to her full
advantage. First, she decides to spend 5 of them to get a 6 die Chekhovs Gun for the climax.
(Because she is in recovery, the cost of the useful detail is reduced by one!) This session could be
heading toward a world-altering climax!
Rev. Lilah then feigns further unconsciousness while the bad guys reveal the plot. She fills in two
of the remaining three nodes of the Plot Web at a cost of two points each. One node is a place the rough voiced men describe a meeting in an isolated house at the edge of town at midnight.
They then leave Lilah alone, confident that she aint gonna wake up anytime soon. Slipping
free of her bonds and looking around she finds herself in a storage room. She finds a packing slip
with an address, presumably of the isolated house in question, and a name: Hatti Bannister.
The name doesnt mean anything to Lilah, but she makes a mental note of it to share with her
allies.
Her head is still ringing from the beating she took, so she takes a moment to clear her head
before slipping out an unguarded window. Jessica knows that Lilahs two die pool isnt going to
help much so she asks Artie if there is any coffee around. Artie says yes one of the goons was
drinking some and left it behind. (Hes applying the yes, and guideline here.) Jessica grins
and burns the (currently) 4 point detail I could kill for a cup of Joe for four extra dice. She
rolls 5 & 3, followed by 3, 5, 5, 1. Three successes is sufficient to clear her recovery track, so
Jessica has Lilah finish the coffee and escape! Lilah has important news for her allies!
The Useful Detail must be used before the Denouement. If it is not, the bonus dice and Plot
Points spent are lost.
You may only have ONE Chekhovs Gun set up for your character per story.
Example of Chekhovs Gun:
During the game session, Reverend Lilah is caught unawares by some goons and knocked
unconscious, suffering a two die Physical Recovery Penalty in the process. When she comes to,
she finds herself in a storage room surrounded by crates of oddly smelling herbs and spices.
Thinking they might come in useful later, Lilah pockets several small bundles before looking for
an escape. (Mechanically, she invests several Plot Points to get them as bonus dice later in the
story.)
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Plot Control
Each character starts with a number of Plot Points equal to their Moxie.
Characters earn Plot Points when:
They fail an action (1 Plot Point) or choose to fail an action. If they choose to fail an action,
they gain 1 Plot Point plus 1 Plot Point for each die in the Asset they would have rolled.
Another character Betrays them. The Betrayed character gains 1 Plot Point for each point they
have in a Contact Detail with the Betraying character. They Betrayed character may also shift
a one point from a Detail related to the Betraying character to another detail of their choice.
They roll two or more successes over their Target.
Plot Points can be spent to:
Add a new character or location to a plot web. This costs 3 Plot Points.
Make additional Re-Rolls during an action.
o Spend 1 Plot Point make a second Re-Roll based on the Background applied to the
action. This Re-Roll is identical to the standard Re-Roll allowed based on your
Background and may be applied to any dice that currently show your Background value
or lower.
o Each additional Re-Roll for any reason increases in cost by 1 Plot Point. The third
(second additional) Re-Roll on an action costs 2 Plot Points. The fourth Re-Roll costs 3
Plot Points, etc.
The Twist
When the Plot Web is full, the Twist of the current story is triggered. For the purposes of the table
below, the character of the player who spent the plot points to fill the last Node of the Plot Web is
the Twist Character.
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6, 3, 3, 2. Invoking his free re-roll, he re-rolls three dice again getting a 6, a 5 and a 1. He now
uses his standard re-roll to re-roll the 1 to get a 3. This gives him 6, 6, 6, 5, 3. If he wanted to reroll the three again, he would now need to spend a plot point.
Example Not Over Yet:
In a different possible Pocket, Stan rolls a 6 Not Over Yet when he triggers the twist. This
means he and his allies will be able to stop Hattis current plan before she takes over the Empire
State, but she will escape in the resultant chaos, only to return in the next session to implement
her REAL plan.
The Climax
Once the Twist has been determined and interpreted, enter into the Climax scene for the current
story. The Climax is an extended Action against the Real Villain/Threat. The Target number of
the Action and total number of successes that need to be accumulated is listed on the Plot Web
Template you choose for the story. Your goal will be to foil the antagonists master plan and you
should work with the GM to describe a suitably dramatic conclusion to the tale. Dont hold back
at long last, this is your chance to shine.
The world should also reflect your success in completing your story, both in a physical
way (the rain stops, the sunrise is more beautiful) and with progress toward your Personal
Goal (your ex-wife calls and wants to have drinks, you get a clue to the location of your
missing nephew).
Regardless of success, once the roll is complete, you can partially refresh your details. Restore
one point to each detail, but do not raise any detail beyond their maximum. Also, if you have a
Weird Stuff background, others can use the associated Weakness against you, reducing its value.
As a result, you need to refresh your Weirdness Weakness value to its maximum value (the value
of your Weird Stuff or the associated Asset whichever is greater).
See Book Three Running the Game for an example of a Denouement Roll.
Large numbers of successes are literally world changing. If a character gets 6 or more successes
in a single action (following re-rolls, but not including extended actions), reality itself will shift to
ensure that you accomplish your goal. This can only happen when a character has an Asset of 6 or
higher and is likely going to require multiple re-rolls. Nine or more successes is even more
dramatic. For an example, consider the climatic battle between the Science Pirate and the
Skyguard from the opening of Empire State. Somehow, the passions that flared between the two
and that drove the final blow of that battle, caused the Schism and resulted in the various pocket
worlds being formed.
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Pre-Game Discussion
Before you start play, take a few minutes with your players to discuss the genre, setting, and style
of play they think they are getting into. Mistaken assumption can be a real game-killer. If one
player wants to play gritty crime noir and another thinks they are getting pulpy two-fisted action,
someone is going to be disappointed. Discuss and agree to the desired level of seriousness (and
comedy) and character collaboration. (Remember, players should ALWAYS collaborate to make
sure everyone is having fun. This doesnt mean that their characters cant be at odds.)
[See Also: Social Contracts at the Table, Genre and Setting, and Other Thoughts on Running the
Game]
Example:
After reading Empire State (the novel), Artie and his friends decide they want play the RPG. Over
dinner, they discuss the Social Contract. They liked the overall tone of the book, so they decide to
stick with a Film Gris genre. Things will tend to be bleak and even frustrating for the PCs early
in the story, but they have confidence that things will tend to go their way in the end.
Artie and Carl liked the novel as it is with its police blimps and crude super science, but Jessica,
Stan and Jo want a little more magic in the setting. After some discussion, they decide to combine
the two. During Wartime, magic was prohibited much like booze and cigarettes. But now that
peace has been declared and the laws have been loosened, urban shamans and neo-hedge
wizards are starting to come out of hiding. The characters from the novel may show up in the
game, but it is distinctly a different pocket world and if the books characters appear, they are
probably shadows of the originals. They decide NOT to focus on the multiple world aspect
initially, but agree that as the game continues visitors from (and going to) other worlds are fair
game.
24
Stan has been thinking while the discussion of the specific world has gone on and has come up
with an idea that he runs past the others. He watched a lot of hard core Film Noir in preparation
for the game and he wants to play an ex-con out for vengeance on the men who he believes are
responsible for sending him to prison. He describes the character as a more violent Count of
Monte Cristo. The group discusses thinks that this sounds a bit too dark for the setting that they
discussed. After a little thought, Stan agrees to revise his concept to fit the Film Gris genre more
closely.
Artie and the others then talk about scheduling. It is early December so they are practical about
having limited time during the holiday season. They agree to get together for dinner to do
character generation in two and plan to start the game after the New Year. Starting in January,
they will meet every time weeks on Saturday evenings. They will rotate between houses and will
gather early to eat dinner before they start focusing on the game.
[See Book Two for Examples of Character Generation]
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characters (PCs). Unless you have a specific starting point in mind, use the random suggested
locations table to generate a scene in which your PCs can interact for the first time. You have set
up the Bullet, now by giving the PCs somewhere to act you will set the tone for the story.
Together you will develop the first glimmerings of the whos and whys of the plot in this first
scene.
For instance, by having the taxi driver, the G-Man, and the scrappy reporter start a story in a train
yard, you have a chance to introduce a floating dice game in a box car. The reporter and
government agent can then explore who is responsible for the gambling while the taxi driver
ferries them about town.
Example:
With all of the characters prepared, Artie kicks things off with the Bullet. After a little thought, he
describes the following scene: We open looking at one of the taller buildings of the Empire State
skyline. Its not as tall as the Empire State Building itself, but it is none-the-less impressive. We
slowly pan up and in toward one of the upper most balconies of the building. A man is standing
there looking over the edge and a crow or raven is sitting on the railing, watching him. Behind
the man, we can see the room is in disarray, almost as if there had been a struggle, but no one
else is visible. We get a close up of the mans face. He looks hypnotized he is staring off into
space. The camera pans back and we watch as he climbs up onto the railing absently. He
continues to stare forward and looks neither to the left or the right nor up or down. We see the
raven cock its head and the man steps off the railing into space. The camera watches over the
edge as he plummets downward and disappears into the darkness.
Artie has attempted to set an evocative scene, without revealing any plot-defining details. That
will be the collaborative job of all the players as the story progresses. His next job is to set the
opening scene to give the other players a chance to introduce their characters into the story. He
chooses a small local grocery and describes the scene: There are three or four fresh fruit stands
in front of the shop and a handful of shoppers are milling about either examining todays
produce or carrying the ingredients of their evening meal out in cloth bags. An older man
wearing an apron is sweeping the sidewalk and an equally old woman can be seen inside,
working the cash register.
Artie then invites the other players to add their characters to the scene. Stan still doesnt have a
name for his character, but describes a well-to-do man walking down the sidewalk and pausing
to examine the fruit. Reverend Lilah enters from the opposite direction and greets the grocer.
Blessings on you, Mr. Lime. Artie describes Limes reaction, The man nods in greeting, but
does not look up from his task. Notice that Jessica has introduced a small detail to the game
she named the grocer. This is not relevant to the plot (yet) and so she does not need to spend plot
points or add him to the Plot Web.
Jo describes her character as coming out of a back room of the grocer. We cant quite see what
she has in her bag, but some oddly shaped and colored produce seems to be sticking out of it. She
gives the cashier a wink and a smile and begins to head out. Artie decides to run with this detail
as well. Find what you need, dear, asks the old woman. Jos character (who still needs a
name) nods. As always. Put it on my tab? Of course, comes the reply.
Finally, Commissioner James enters the scene. Stans character watches him intently. James
tosses the old man a large coin and takes an apple from the stand. No, no, its on us, objects
the grocer. (Artie is again running with the idea of James being the only honest man on the force
26
and giving Carl a chance to have his character shine.) Keep it. And the change is
Commissioner James response.
The players then have their characters interact. Artie watches for a chance to insert fall-out from
the Bullet, but gives the players a chance to beat him to the punch.
27
The GM nods, Sure, I can work with that. Artie allows the scene to progress a bit further and
then narrates. Lash, you get up to head to the mens room and very nearly collide with the shady
figure coming out of the back offices. He murmurs an apology, but doesnt look up, careful to
keep something secured beneath his jacket. He clearly doesnt recognize you, but you recognize
him as Monte Robicheaux, a so-called explorer who hired you to investigate a flop house twenty
years ago. Your presence at that flop house was part of the evidence that was trumped up to send
you to jail.
Having inserted both the plot web addition from Jessica and Stans characters goal into the
narrative, he sits back again and watches to see where the players (and their characters) go next.
28
a chemical plant not far from the docks. Since the Plot Web is full, the Twist is triggered. Stan
rolls a die and gets a 4, The Least Likely Villain. Jessica, Jo, and Carl secretly select a
number of plot points from their pool and choose a character from the Plot Web to be the Real
Villain. A total of four points were bid on Monte Robicheaux which beats three points for Hatti
Bannister, so Monte is the Mastermind of the story. Jessica bid three points on Monte and Jo bid
one, while Carl bid three for Hatti. As a result, Jessica and Jo each get two plot points back and
Stan gets three. (They split the total of seven points bid evenly, with Stan getting the remainder.)
The Plot Web for this story sets the climax difficulty to 2 for four players with a total number of 4
successes needed. Artie thinks for a bit, and combining Monte with the chemical factory, comes
up with the following:
As the sun sets, Cecily discovers something disturbing in the sheath of papers that Lash
liberated from Robicheauxs office earlier. Robicheaux is planning to create an alchemical golem
and use it to blackmail the city. According to these papers, the stars are aligned tonight to
complete his task. Fortunately, they also indicate that he has set up space in an abandoned
chemical factory near the docks to bring his creation to life. You have barely enough time to get
there to stop him!
The players agree to cut to their arrival at the factory which is lit from the inside by arcane light.
Each describes their planned action in order: Stan is going to have Lash swing in from the rafters
and try to knock Monte off the dais where he is chanting. I owe him one. This will be a
Physical roll for Stan 5 dice, but he is adding 2 dice with his plot points. The Commissioner is
going to bust open the front doors backed up by a squad of police men. Artie agrees that this will
be a Relationships roll 4 dice and that he can use his Government Man background of 3 for rerolls. Cecily is going to try to cast a counter-spell, a Mental roll 5 dice with her Weirdness
background of 1 for re-rolls. She is also going to buy an extra die with her remaining plot points.
Lilah is sort of out of her element here, but did buy a substantial Chekhovs Gun pool (6 dice)
earlier which she will use now. She picked up some strange substances from the storage room
where she had been trapped and shes going to try to use them to pollute the alchemical golem
brew. Artie thinks that getting the pollutants into the tank is a Physical task, so she starts with
two dice before adding the Chekhovs Gun pool in.
Artie has each player roll and describe their action before determining the final impact.
Stan rolls 7 dice: 6, 5, 5, 5, 5, 1, 1. I swing in, kick Monte in the head and knock him to his knees
in front of me! Artie agrees that this is indeed the case.
Meanwhile the Commissioner bursts in through the main doors: 6, 4, 2, 1. His background lets
him re-roll the 1 and the 2 getting a 2 and a 3. My men swarm over the place, preventing
Monte and his henchmen from escaping.
Cecily walks in behind them, chanting a counter spell. She rolls 6 dice: 5, 4, 3, 2, 1, 1. She rerolls the 1s getting a 4 and a 1. The other players groan. Even without Arties narration, they
know they need one more accumulated success to beat Monte.
Under cover from the police officers, Lilah makes a break for the steps leading to the vat in which
the alchemical golem is brewing. Borrowing some dice from the others, she rolls 8d6: 6, 5, 5, 5,
4, 4, 1, 1. Artie describes the scene: A flowing hand begins to reach over the edge of the vat,
striving to pull whatever remained hidden out of the alchemical mixture. Lilah reaches the top of
the dais just in time, strewing the contents of her cylinder across the surface of the man-made
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pool. The humanoid within struggles to emerge and might have succeeded if bolstered by Montes
chants, but Mr. Robicheaux is otherwise distracted by Lashs attentions. With a sickening gurgle
and pop, the arm sinks below the surface.
With the villain defeated, the climax is complete. Each player gets a chance to make a
Denouement Roll with two dice (based on the Plot Web they just completed). Jessica wants to try
to improve her Wealth. This means her Target Value is 2. She considers her details, but chooses
not to burn any for more dice. Rolling her two dice, she gets: 4 and 1. Her Wealth is not
increased at this time, but she puts a check mark after her Wealth, indicating an advantage the
next time she tries to raise it. She increases the value of each of her details that were burned or
leveraged by 1. Jessica finishes her role in the session by narrating. The sun is rising when
Reverend Lilah finally leaves the chemical factory. She pulls her coat tight around her and walks
off into the thick morning fog, content in knowing that she has helped keep her flock safe for
another day.
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of successes tend to be good. Things that make for interesting story should trump distractions or
boring things.
Classic RPG advice runs something like: Never split the party. Certainly, if you can keep
everyone together, your job will be easier. But sometimes it just doesnt make sense. Dont panic
and dont force the issue. Instead rotate between scenes, switching between characters when it
makes sense in the narrative. Make every effort to make sure everyone gets the same amount of
screen time. When switching between scenes, consider breaking on mini-cliffhangers. Switch
to a different set of players just after someone pulls a gun. The tension will leave them wanting
more and might minimize the instinct to wander off for a bit.
Most importantly: Have fun.
Lethality
Empire State is probably better associated with film gris as opposed to film noir. In noir, most of
the characters end up dead. In gris, things are not quite as final. When setting up your game, you
need to take the desired level of lethality into consideration.
A high lethality, or true film noir style, game is probably best suited to one-shot stories. It is also
best suited to player characters of lower morals. When playing in a high lethality game, everyone
should aim toward dying in the climax. Mechanically, your death can be used to betray a
relationship and/or to succeed in your goal. In the movie The Albino Alligator (1997), Milo
kills himself burning his relationship with his brother Dova in order to drive Dova to fulfill
Milos goal.
Your death (or other punishment) can also occur after you reach your goal. In The Asphalt
Jungle (1950), Doc Riedenschneider spent the time before the movie in prison and spends much
of the film talking about his desire to retire to Mexico and look at pretty girls. In the end, he isnt
killed, but he is captured after he delays his escape to watch a young girl dance. In the same
movie, Dix, a hooligan, just wants to earn enough money to buy back his familys farm. Injured
midway through the film, he escapes punishment by the law and makes it to his ancestral home,
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only to die there, just before the closing credits, from his untreated wound.
In Empire State the RPG, death is always voluntary on the part of the player. So in high lethality
games, like in any story in the Empire State, it is incumbent on the players to agree to and play
according to the conventions of the story. As you, as a player, enter into the climax of a one-shot
game, you should start to look for and plan out your own horrible fate. Do you reach some
version of your goal, only to lose your life or freedom? Or instead, so you escape, only to suffer
failure and endure shame for the rest of your days?
In standard play, by contrast, player characters will fail in the short run, only to succeed in the
long. They may face short term incarceration, but ultimately and most importantly, they will win
free and survive to see a brighter day. This brighter, or film gris, style of play does not prevent
non-player character death. (And indeed, it will often be a death or at the very least a
disappearance and implied death that will start the action of a story.) It is merely that in this
convention, the players characters are unlikely to die until and unless their tale is complete.
As noted elsewhere, this doesnt mean that the player characters arent going to have a rough time
of it. Mechanically and by genre-convention, the PCs need to fail to move the plot forward. This
may mean that their leads dry up or that they get knocked out by a shadowy figure that ambushes
them in their residence or place of work. But after a quick (or not so quick) recovery, they will
bounce back, get a new clue (represented by an element of the plot web being filled in) and move
onward toward fulfilling their mission.
Guns Dont Kill PCs Players Kill PCs
Regardless of the level of lethality you choose, no one can kill your character except you. At no
time can the consequence of another characters successful action be the death of your character
without your express consent.
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leads directly to another style of play, often called collaborative play. In this set-up, everyone is
explicitly responsible to work with everyone else at the table to derive the narrative. Players take
turns selling scenes and overseeing the mechanics. Collaborative play can be very fulfilling for all
involved, but it can also be challenging for players used to more traditional play styles. While in
every game (and especially every game of Empire State) for each player to adhere to the agreed
upon play contract, it is vitally important to do so in a collaborative game.
Remember never say no that is, never negate what another player has established. Even when
the Twist suggests otherwise, be certain you explain how what everyone thought happened didnt.
The partner phrase to Never say no is Yes, and. In other words, if early in a session it is
established that your best friend was killed, but late in the game the Twist suggests that hes not
only alive, but very possibly behind the crime, you need to establish both how his death was
faked (the yes part) AND how hes been manipulating things behind the scenes for the whole
story (the and part). It may sound a little confusing at first, but the more you practice it, the
easier it will be.
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2. You are responsible for making sure everyone else at the table has fun
It can be tempting to get caught up in your own character and your own story line, but your most
important job is to make sure everyone is enjoying themselves. What addition to the plot web
would make things interesting for the experimental pilot?
In addition, recognize that, while everyone needs a break from time to time for various reasons,
when you are away from the table, your character cannot participate in the game. This may mean
someone else cannot move forward in their story until you return.
4. You are responsible for telling the story but you are not alone
Your decisions and plot point expenditures are going to drive the story forward. But you are not
alone not only are you responsible for making certain everyone else enjoys the story (Rule 2),
remember that there is a GM at the table as well. The GM is going to work with most of your
suggestions, but on occasion they may over-rule your idea and make a different addition to the
plot web.
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36
(2)
(3)
(4)
(5)
(6)
Roll 1:
(1)Bar/Lounge:
Neighborhoo
d Bar
Smoky
Cocktail
Lounge
Upper
Class
Nightclub
Gambling
Den
Former
Speakeasy
or Dive Bar
Soda Shop
Refinery
Factory
Power
Plant
Chemical
Plant
Garment
District
Warehouse
Asylum
Apartment
or Hotel
Room
Suburban
Home
An Isolated
House on
the Edge of
Town
Mansion
Flop House
An alley
Along a
Highway
Cliffside
road
Isolated
rural dirt
road
A busy city
street
A empty
city street
Private
Detectives
Office or
Police Station
Grocery
Store
Dry
Cleaners /
Laundry
Jewelry
Store
An Office
(Building)
(Doctor,
Insurance)
Corporate
Board
Room
Bus Station
Train Yard
The Docks
Airport ,
including
Airship
Docks
Taxi Stand
/ Bus Stop
Car Dealer
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(2) Rival
(1)
(2)
(3)
(4)
(5)
(6)
Loyal
Friend
Bumbling
Buddy
Grim Ally
Gung Ho
Groaning
Griper
Incurable
Romantic
Friendly
Jealous
Intense
Fierce
Deadly
Obsessive
Unrequited
Married
to
Another
Different
Class or
Station
Romantic
Triangle
Spouse
Unfaithful
Admires
the
characters
skills
Sexual
Interest
Needs the
characters
skills
Chosen at
random
Part of a
complicated
wager
Burglar
Confiden
ce Artist
Extortionist
Embezzler
Substance
Abuser
Hooligan /
Thug
Ex-Friend
Ex-Lover
Former
Patron
Ex-Partner
Former
Cellmate
Went to
School
Together
(3) Beloved
(4) Patron
(5) Criminal
(6) Past
History
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(2)
(3)
(4)
(5)
(6)
(1)
Private
Detective
Career
Criminal
Police
Detective
Government
Agent
Bartender
Fighter
(2)
Low Level
Gun Runner
Femme Fatale
Insurance
Claims
Adjuster
Salesman
Down-andOut Writer
Gun-Toting
Thug
(3)
Working
Class Joe
Fashion Model
Trigger Man
Driver
Explorer
Journalist
(4)
Bootlegger
Politician
Religious
Leader
Scientist
Singer
Musician
(5)
Concerned
Amateur
Sleuth
Jealous Spouse
Con Man
Jewel Thief
Beat Cop
Famous
Author
(6)
Robot /
Cyborg
Armored Hero
Mystery Man
Gadgeteer
Schism
Wonder
Jazzman /
Houdon
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Girls
(2)
(3)
(4)
(5)
(6)
(1)
Angel
Brandy
Candy
Cecily
Cora
Della
(2)
Eddie
Fay
Fritzie
Greta
Gilly
Hatti
(3)
Iva
Kitty
Leonora
Lilah
Lola
Merl
(4)
Mida
Mona
Nita
Nora
Paulette
Petey
(5)
Rica
Stella
Thor
Vera
Venus
Vivian
(6)
Wilma
Althea
Brigid
Celia
Eden
Fay
(1)
Boys
(2)
(3)
(4)
(5)
(6)
(1)
Alonzo
Axel
Barton
Bruno
Celestial
Crane
(2)
Dix
Guy
Kasper
Maxim
Monte
Pike
(3)
Rex
Smith
Waldo
Ward
Ziggy
Alvah
(4)
Ballin
Bowie
Calder
Cleve
Cricket
Dixon
(5)
Hardy
Lash
Miles
Noll
Ranney
Shelby
(6)
Torsten
Walter
Webb
Phillip
Sam
Lew
(1)
(2)
Surnames
(3)
(4)
(5)
(6)
(1)
Marlowe
Spade
Archer
Scudder
Parker
McGee
(2)
Rawling
Helm
Robicheaux
Stefanos
Johnson
Jones
(3)
Bosch
Shugrue
OShaughnes
sy
Gutman
Dietrichson
Neff
(4)
Moseley
Collins
Keyes
Smith
Chambers
Sternwood
(5)
Ford
Pine
Anderson
Bannister
Grisby
Lime
(6)
Hammer
Coyle
Reardon
OHara
Martin
Schmidt
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Appendix: BIBLIOGRAPHY
One Book:
Empire State, Adam Christopher, 2012 Angry Robot Books
and a Bakers Dozen Movies: (All available streaming on Netflix, at the time of this writing)
The Third Man, 1949
Chinatown, 1974
The Grifters, 1990
Underworld, 1996
Kansas City Confidential, 1952
Albino Alligator, 1996
No Man of Her Own, 1950
The Stranger, 1946
I Wake Up Screaming, 1941
The Naked City, 1948
Call Northside 777, 1948
Where the Sidewalk Ends, 1950
The Asphalt Jungle, 1950
Union Station, 1950
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