I first got Dog Town as a steal on RPG Now…literally a steal. It was free. I got fascinated with Dog Town in the same way I get interested in driving past the remnants of big accidents. It was like I was seeing the remains of something that once made sense to someone, but now is just a mess. Dog Town is a lot like that.
Dog Town is a game of criminals and their crimes, set in the 70′s, but really you’re not locked into the 70′s if you don’t want to be. It’s a bit of a tribute to movies like The Godfather, Scarface, Carlito’s Way, and the real life exploits of high flying 70′s gangs and mobsters.
The game is extremely detailed and has a ton (or tonne if you’re metric) of things you need to track, record and make sense of throughout a game. Unfortunately, none of it is very well described in the core rulebook. I mean this game is crunchy. Crunchy with a capital K. We’re talking deep fried, breaded crunch with a crunchy centre. There are rolls and stats for everything.
Undeterred, I was absorbed and immediately began putting together a gang. My gang was, strangely enough, based on the people I worked with. There was Paulie, the boss, who was the man I worked for; Big Mac, his boss; Sylvie the psycho, the real life secretary, who in game terms was Big Mac’s mistress/girlfriend…the list just went on.
I decided this time I’d make a female thief (wait, is this D&D?) named Danielle Trottier. I want her to be experienced, but not a “one man army” as described in the rules, so I select the “Gangster” level of development. The Gangster falls between the starting level “Punk”, and the high level “Anti-Hero”. As such the Gangster is built with 30 development points for Attributes, 10 points for Special Talents and 75 Skill points.
Attributes are: Bulk – sheer size
Power – strength and physical presence
Toughness – resistance, balls and machismo
Reflexes – dexterity in any other RPG
Sense – sixth sense, ability to “read” the scene
Brains – intelligence in any other RPG
Control – self control, I like this as an attribute, and the concept of having characters who can’t control themselves
Style – grace, glamour, “look” – more useful than charisma
Experience – how many times you’ve been around the block and what you got from going there
Luck – pure blind dumb luck
Attributes range from -2 to +5 and are purchased on a straight point for point method.
My friend Danielle, whom I’m modeling the character after, is a wafer thin girl, so we go with a Bulk of -2, “catwalk model” 80-90 Lbs. Power can’t be more than two above bulk, so we’ll buy a 0 power for the descriptor of “Not bad. Not good.” She’s tough and can take a beating for a toughness of 2, and has “pretty nimble” reflexes, which is 1. Sense is where she excels, with a 3 or “paranoid or very perceptive”, and she’s smart as a good thief should be, with brains of 2 “you can plan jobs”. Control is a 1, meaning that she has some vices but nothing too bad, and a style of 1, low key as a thief should be. Experience reflects the character vision of an experienced thief, so we’ll go with 3 “Respected killer, thief or hustler.” Which leaves us able to buy luck at a -1 or “usually gets the raw deal or bad break”, not good for a thief, but makes for far more interesting role play.
Now at this point I need to work out the derived attributes, even though they’ll change later, but that’s what the rules say, so away we go.
Trauma resistance, the ability to resist getting injured from hits. 0
Hurt modifier, the ability to do more damage in hand to hand. -2
Injury points, hit points. 4 (this isn’t a thief, it’s a magic user), oh wait, I add that to the base value of 40 for a total of 44 points. We divide those into five equalish bands, of 4 at 9 and one at 8.
Moves, this is kinda the ability to do movement and running, jumping, that sorta stuff. But this one isn’t as simple as just adding stats together, oh no. This is an accountant’s nightmare of target values and modifiers to an ‘ideal’ total. So going through this mind numbing twister we get…straight speed: 3, climbing: 3 (same stats as speed, so why is it different?), maneuvering: 4, and balancing: 4.
Then there’s endurance, which is a similar sort of accounting nightmare but different. Fast Aerobic endurance: 10, Long Hard Slog: 10, staying awake: 6. So She does well in endurance activities, far better than sprints and climbing.
Reaction roll next. This plays into the character’s initiative and that sort of thing. Danielle has a reaction roll of 8. The Suss roll follows. This is a kind of “inspiration” roll, or an “Idea” roll from Call of Cthulhu. Her Suss roll is a 10. Then we have the discipline roll, which seems to be the control ability bumped up, and also the “assabilty” of the crook…the ability to sit on your ass and do work, as my old math teacher used to say. Her discipline is 6. After this is the Know Streets ability which is the knowledge of the area that the criminal is operating in. Despite being French, Danielle’s Know Streets is 8. Next up is the “balls” ability. This is pure machismo, and how gutsy the character is. Hers is 10. Pretty ballsy for her I think. Then there’s the coping roll, which is more of a long term stress measure, and how well the character deals with it. Danielle’s is 6. Finally there’s the hostility roll. This is how cool the character can keep it, or how likely they are to blow and go all Scarface on somebody. Because her toughness is higher than her control, Danielle gets a hostility rating of 1, which means that she’s got a couple of enemies, but nothing excessive. The rules say that at a rating of 5 the character’s basically a dead man walking.
So now we get her “criminal type”. There are several to choose from, asshole, thug, pimp. For Danielle, we choose Thief. Dog Town lets you buy things from the criminal type, like skills, abilities and in the vein of good role playing, even vices. For Danielle I want to buy “Sense +1″ and “Reflexes +2″. This then means recalculating all of those derived abilities, of course. The purchase of this costs me 10 of the freebie 20 points given for these purchases. With the last ten points, I’m going to pick up two talents: No Nerves, and Intuitive; and also two skills which then start at a +1 level, rather than the base -3. The skills are Break and Enter, and Shop (electronics). This means I’ve made a choice on what kind of Thief this character is. The game differentiates between B&E, which means casing a place, knowing how to get in, all that, and Stealing, which is more of a shoplifting or pickpocket type event. Both steal, but in very different ways.
Now I get to shop for special talents with the regular 10 points the character gets to buy them with. I’ll take “Supple Muscles” for 2 points, which means that she can do the Catherine Zeta Jones thing from Entrapment with ease; Total Recall, which means she has an eidetic memory; Focus, so she gets a bonus in studying targets; and finally Light Fingered, which gives her a bonus on picking locks and that sort of thing.
Next step is to see if she has any “flaws”. There’s a 50/50 chance for a flaw. Danielle rolls above 50 so no, no flaws. But we have to check vices. Danielle’s control of 1 means she has two vices, and may smoke also. Let’s check that first, 5+ on a d20, and yes, she does. Then her two vices: Greed and Spender, well don’t those two go hand in hand like salt and pepper?
After this I then allocate all of her skill points and go through the tedious but necessary step of figuring out all of her ability values. Each skill has a level, which is purchased upon a default. After that you take up to four base abilities, add them together, half that, add on skill level and bonuses and that’s the actual “ability level” for the skill. But each skill has two ability areas attached and they suggest you could have even more and each of these areas has a different calculation. For example, the Break and Enter skill there are two types of use for B&E: Plan and Execute. Planning is based on brains and sense. Execution of that plan is based on sense, brains and reflexes. The base untrained level for B&E is -3. With Danielle’s skill purchase of 10 points for a level 7 B&E, she has a planning ability of 12 and an execution ability of 16. She’s not a bad planner but man can she do her stuff when it comes to making the actual haul, as befits her ability as a master thief.
One last thing to put together is the impact of her “know streets” ability. This gives her some background in the area and helps tie the character to the place. Now, I’ve made Danielle as a French national who’s been brought in for a job, so I could as the “Director” (GM) say her contacts in the place are nonexistent. But it’s also totally reasonable that she’s been here before and knows people and places here. So I’ll go with what’s default for the game. Her Know Streets of 12 means that she has 3 good connections, knows 32 to 36 assorted punks and 4 gangsters and she’s aware of 8 to 12 others. She has knowledge of 20 to 24 hangouts. She has 1 quite powerful ally and 1 small material edge like stashed cash $500, or handgun. I think I may opt for the handgun, given that I suspect she’ll need protection on the mean streets of Dog Town. She’s also aware of 1 boss. I’ll guess this is “Big Mac”, the man who’s brought her in from Paris for a special job…
Next I think I’ll try some actual play to figure out how the combat system works.
It’s taken a week of spare time to figure out one character, but now with all that done, here’s the final character:
Danielle Trottier
Offender type: Thief
Nationality: French
Attributes
Bulk -2 Power 0 Toughness 2 Reflexes 3 Brains 2
Sense 4 Control 1 Style 1 Experience 3 Luck -1
Derived Attributes
Trauma resistance 0
Hurt modifier -2
Injury points 40
Move – straight speed: 3, climbing: 3, maneuvering: 4, balancing: 4
Endurance – Fast Aerobic endurance: 10, Long Hard Slog: 10, staying awake: 6
Reaction 14
Suss 12
Discipline 9
Know streets 12
Balls 10
Coping 6
Hostility 1
Talents
No Nerves
Intuitive
Supple muscles
Total Recall
Focus
Light Fingers
Vices
Greed
Spender
Skills
Assault 3 (Violence 5 Protection 5)
Awareness 3 (Active 16 Passive 13)
Auto Repair -1 (Fix 6 Design 4)
Batting 0 (Violence 2 Protection 2)
Blade 5 (Violence 7 Protection 7)
Break & Enter 7 (Execute 16 Plan 12)
Cheat -3 (Devise 1 Play 0)
Coax -2 (Mooch 2 Befriend 1)
Conceal -3 (Hide 3 Find 3)
Creep 4 (Sneak 10 Follow 10)
Deal 4 (Evaluate 9 Negotiate 7)
Drive 2 (Pursuit 8 Safety 9)
Drugs -3 (Identify 3 Manufacture 2)
Escape 4 (Plan 9 Restraints 16)
Explosives -3 (Rig 5 Diffuse 7)
Gambling -3 (Bet -2 Fix Odds 1)
Handgun 1 (Violence 7 Protection 10)
Heavy Weapons -3 (Violence 4 Protection 6)
Impress -3 (Hype -1 Lie 3)
Investigation 4 (Inspect 13 Interrogation 10)
Language (English) 4 (Speak 7 Write 7)
Lifting -1 (Carry 1 Lift 0)
Patch Up -2 (Examine 4 Treat 2)
Perform -2 (Act/Sing 7 Appraise 3)
Rifle -2 (Violence 4 Protection 7)
School 4 (Comprehend 12 Knowledge 11)
Shop (electrical) 1 (Make 9 Design 6)
S.M.G. -3 (Violence 3 Protection 6)
Stealing 5 (Boost 12 Pick Pocket 14)
Swimming -3 (Sprint -2 Distance -1)
Threat -3 (Menace -1 Boss 0)
Throw -2 (Violence 1 Protection 8)