The Basic Mechanics of CID: Coppers In Disguise are little changed from the History Farce games that preceded them.
Well that’s not quite true: CID introduces a new concept to the very simple 1d6 roll off system that was devised way back in the Winter of 2011 and became a key part of the Whore’s Blade Wargames System.
CID is the first game where spending one of the two Virtues or Resource points allows you to re-roll dice rolls involving an associated statistic.
Ego: Represents a Copper’s determination to get shit done regardless of the outcome. It is tied to the Bad Cop Statistics of Instinct, Sleaze and Violence.
Discipline: Represents a Copper’s discretion and ability to keep a clear head and stick to the rules. It is tied to the Good Cop Statistics of Brains, Humanity and Grit.
Clichés can refuel these Virtues as can the Super as a reward for good play. Save up enough Virtues and you can attempt to learn new tricks and get new gear as described in Experience and Equipment.
Clichés have their own Chapter: Why? Because they are what gives Coppers distinct thematic advantages and disadvantages. Furthermore when they come into play these Clichés refuel the Copper’s Virtues.
Virtues can be spent on Re-rolls and invested in Advancements to the Character and Equipment. This allows Players to have a bit of fun with the whims of fate in a manner that suits the over dramatic action of the genre.
With the History Farce system at it’s core CID: Coppers In Disguise has a relatively straight-forward Character Creation system for both new players and those who’ve dabbled in the mess of Georgian England.
Having said this the very team orientated nature of the setting has forced a more Co-Operative Character Creation Process in which Players are required to work together to establish their place in the Team. It is very likely that some Coppers will begin play at a more effective ability level than others but this is balanced out by extra Flex and the Drawbacks of more Clichés.
Clichés are kind of like ready made Merit-Flaw (or Strength-Weakness) packages that also contribute Virtue points when they help or hinder.
In addition the system has been further enhanced with the division of Statistics into Good Cop and Bad Cop with mechanical bonuses available to those who emphasise one over the other with a direct impact on the spendable Virtue Points that provide a heroic edge for Player Characters.
Whether they are victims of society or mental illness there are many Superladies who just cannot play fair. Through giant corporations, underground smuggling rings or even with nothing but their powers and their stupid costume Villainesses strike terror into Civilian and Superlady alike.
Just as with heroes the foremost of these is the very first. Texi Tarquin was the first to don a costume to fight Kittiwake Girl, the unwanted subject of a delusional love-hate infatuation and fascination of the notoriously predatory madam.
Once the truce of the Second World War was over she formed a counterpart to her rival’s SPO in the League of Extraordinary Outcasts.
The League is even more loosely structured than it’s heroic counterpart and it’s actions are, for the most part chaotic and unplanned. Texi’s position however remains unquestioned. Despite being little more than a human with a stack of awesome gadgets she keeps her stilettos firmly on the faces of her closest rivals. Even the notoriously devious Feathers McGee and the insanity of the Black Toon are kept in check by Texi’s mere glance in their direction.
LEO Superteams are very well supplied whether through legitimate means like TexiInc or criminal empires like the Feathers mob. They can field the best in equipment and weapons though often relying on the under-classes for minion support bites them in their pert arses!
I do realise a lot of the time I talk about system stuff I assume Im talking to the same fan-base who know the previous incarnation. Well Ill try to remedy that with this
Like the vast majority of Tabletop Wargames Whores Blade Heroics has a points system for building Superteams (this games version of Warbands.) In theory this should make it an evenly balanced game but even with extensive playtesting one can never be 100% sure. In the end this is a game about spandex clad japes with sexy Superladies so frankly advanced statistical maths can go fuck itself.
Anyhow Superteams consist of the following elements
1 Leader: A Superlady with a great deal of in built power: The Cover girl and lead protagonist of the Superteams Comic.
0-2 Sidekicks: Superladies who are either inexperienced or just outright weaker than the Leader. They may not be as powerful as their boss but hey more shiny superpowers!
0-2 Allies: Allies are non-costumed normal humans who can use their connections in society to provide their Superteams with tactical advantages.
As Many Goons as you Want: Goons are typical foot soldiers whether Coppers, Thugs or something really strange. They are individually no match for a Superlady but in numbers they can deal a lot of damage.
I shall address each of these elements and the 3 Morality Factions that can be applied to Superteams to boost their Courage and grant them unique advantages in separate blog articles.