As promised, here’s a short test out of the Dog Town rules…I’ve been playing out a scenario in my head, and this was a really good way to test the crunchiest bits of this “accounting heavy” system…
Danielle has been brought in to get something out of the “special cargo” room at the Air France cargo terminal. This is the room reserved for valuable cargoes that need greater security than normal items. The special cargo room is large enough to accommodate a variety of larger sized objects, though the item Danielle is after is a very small object, about the size of a ring box or so. The package will be locked in the room for a total of three hours on an evening in two weeks, during the hours of 9 to midnight, which is the tail end of the evening shift (4 to 12).
The room is a walled area segregated from the rest of the warehouse by a chain link fence, the gate of which is guarded 24 hours a day. There is also a cargo handler/guard stationed inside the room 24 hours a day. All guards change on the same shift.
The plan is to get into the secure room by hiding in a large container, and then coming out, getting the object and leaving at shift change disguised as a pilot. This will, of course, require that the man in the room be in on the job. Always dangerous and always difficult to get the inside man on side. To help with this task Big Mac has decided to enlist his mistress, Sylvie, and has asked her to provide one of her girls to arrange some compromising photos of the guard in question. Sylvie has agreed, and has gone to Danielle’s hotel room to work out some of the details. But Sylvie is also a psycho and has decided that Danielle is a threat to her relationship with Big Mac. As such, she’s also come to teach Danielle a bit of a lesson…
Sylvie leads the discussion to where she wants it, to give Danielle the message about her man, and to punctuate the point, she starts over the table at the startled thief. But Danielle hasn’t become a master thief by being caught napping. She smelled it coming and is able to react, as Sylvie gets tangled up in the table. [In Dog Town terms, Sylvie needs no "balls roll" to attack as she's a Psycho, but both women have a reaction roll. Danielle rolls hers with a -6 attached, and still passes by 10 points, giving her 8 slots for the round, minus three for being surprised. Sylvie, however, gets a 0 'barely there' success, for 4 slots. Danielle has more actions available so she acts first.]
Danielle opts to use her Karate against Sylvie to try and shove her back into her seat before she can act. The attack cost is three “slots”, taking her down to 5. This is a “special attack” in Dog Town, but I can’t find anything about how to change things when conducting a “special attack”, so we’ll go with the norm. That said, we match Danielle’s Assault, violence skill of 8 against Sylvie’s Assault, protection of 10, for a roll of 12 or better for Danielle to even hit. She rolls a 1 for a 11 point screw up. But rolling a 1 in DT is a very bad thing, because it’s an open roll which means things can get much much worse. The second roll is a 20, which means it’s a 31 point fail!
When you fail this badly on a Dog Town fight roll, it means that the other person in the fight has deaked you out and done big damage. Fights and damage are handled by a series of tables that graphically describe the damage done. You always check fails on the other fighter’s chart. Sylvie’s a street fighter, which means that Danielle suffers:
The defender leaps to the right of a reckless charging attack and grabs the hair of the attacker as she passes. The defender then dramatically drops to her knees yanking the attacker off her feet with a powerful whiplash wrench to the neck. The attacker’s upper back and neck crunch into the ground and her face is then pummeled bloody by three swift clubbing punches. 9 IP, TV 10, PD -6, Offset loses 2 slots.
This last line means 9 injury points. Injury points are set up in 5 bands, each progressively worse. This blasts through the first of Danielle’s bands and straight into the second, meaning she’s classified as “battered”. She checks a trauma value of 10 against her trauma resistance of 0. She needs a 20 to avoid being stunned, and makes it! And because she’s now on the floor she has a -6 to any attacks she wants to make on top of the -1 she has from being “battered”. On top of all this she also looses two more slots, taking her 5 to a 3.
Sylvie with her 5 slots, can now act, if she so chooses as all this carnage was done on Danielle’s attack round! To see if Sylvie will carry on the brutality, we’ll make a “discipline roll” test. This is a test to see if she can actually control herself. Her discipline however is, unfortunately, -4; which means she’s unlikely to be able to control herself. She also knows that Big Mac needs Danielle though, so we’ll also give her a “suss roll” to see if she’s got brains enough to realize that it’s a bad idea to give his thief a whuppin’. Her suss is a pathetic 2, but she rolls a 14 for a success at 3 points over what she needed. That’ll give her a bonus for making her control roll. She makes her control roll by 6 points which is a “full” success, which means that Sylvie knows she’s made her point and is in complete control of herself.
Sylvie sneers down at Danielle’s bleeding visage. “Do your job, get it done and move along. Got it?” And she calmly leaves. Danielle however, now has another goal in mind. In addition to getting Big Mac’s package for him, she’s out to see that Sylvie pays a price.