Inspired by Ray Winninger’s seminal Underground RPG from Mayfair Games (which is sorely due a reboot), these parameters for Mutant City Blues let the players shape the future of their city, shepherding it into an era of prosperity or fighting against the tide as it’s engulfed in crime and corruption.

Each parameter’s measured from +3 to -3.

The 16 parameters are divided into four categories. Police HQ describes the internal state of Mutant City’s police force; Crime Rate measures four categories of high-profile crimes; Town Hall tracks the general state of the city, and Mutant Relations describes how the city’s mutant population relate to the police and the wider city.

Police HQ

  • Trust In Police
  • Police Corruption
  • Police Efficiency
  • Police Morale

Crime Rate

  • Major Crime
  • Antisocial Behaviour
  • Vice
  • Heightened Crime

Town Hall

  • Civic Pride
  • Local Economy
  • Mayor’s Popularity
  • Public Corruption

Mutant Relations

  • Criminal Influence
  • Social Cohesion
  • Mutant Rights
  • Mutant Pride

Setting Up Your City

Unless you want to emphasise a particular point (there’s a serial killer on the loose – Murder Rate starts at -3!), then start by randomly allocating values to parameters. Roll a d6 for each parameter:

  • 1: -2
  • 2: -1
  • 3-4: +0
  • 5-6: +1

Adjusting Parameters

A new case drops one or more parameters by a point or two each. So, if the case involves tension between mutants and non-mutants, reduce Social Integration by at least one point for the duration of the case. If the officers completely fail to solve the case, those parameters from by an extra point; if they succeed, reset the parameters to their previous levels.

Parameters might also drift due to larger events at the whim of the Gamemaster; often, an increase in one parameter (say, Local Economy) can affect others (more money in the city might also boost Vice and Corruption).

Between cases, players can spend suitable Investigative abilities to temporarily increase a parameter. It costs a number of points equal to the current value of the parameter to increase it by 1 (minimum 1). So, if you want to inspire trust in the police, but Trust in Police is currently at -2, you’d have to spend 2 points of Community Relationsto get it down to -1 for the next case only. Permanently increasing a parameter requires the players to make some sort of permanent change of circumstances – setting up a new group or institution, finding a non-player character who’ll champion a cause, or removing some malign influence that keeps pushing the parameter down.

Effects of Parameters

As a rule of thumb, the value of a parameter describes how often in a particular case that plot element comes into play. So, if Trust in Police is at +1, then once per case, the GM should engineer a scene where the police’s hard-won trust is rewarded with a particularly co-operative witness or unsolicited assistance from a citizen. If Trust in Police is at -3, then have three incidents where the breakdown in relations between police and public impedes the investigation. These incidents aren’t always related to the case at hand – coming back to find your patrol car has been tagged with graffiti, for example, or getting a free donut from a friendly street vendor. Players are encouraged to suggest possible benefits or penalties.

Police HQ

  • Trust In Police measures how average citizens think of the police. Low scores mean witnesses are less willing to come forward or co-operate; high scores garner increased co-operation.
  • A high Police Corruptionindicates how easy it is for criminals to bribe or subvert the police; especially high scores may mean that some cops are in the pay of criminal groups, and cannot be trusted.
  • Police Efficiency measures the effectiveness of the other cops and the rest of the justice system. A low score means no backup, slow processing of cases or forensics, and general malaise.
  • Police Morale determines how enthusiastic and cohesive the cops are. Low morale can bring down efficiency. Of course, an autocratic, hard-driving Commissioner might improve Efficiency at the cost of Morale.

Crime Rate

  • Major Crime: Murders, terrorist attacks and other high-profile incidents – all stuff the mayor wants off the front pages, quick! A high score indicates that not only is crime under control, but the officers have advance warning of possible threats.
  • Antisocial Behaviour:Broken windows, graffiti, minor burglaries.
  • Vice: Narcotics (including jolting), sex trafficking
  • Heightened Crime: Anything involving mutants; keeping this parameter under control is the primary goal of the Heightened Crimes division.

Town Hall

  • A low Civic Pride means public morale is low; a high score means people generally like and cherish their city.
  • Local Economy: High scores indicate prosperity and high employment; low means a downturn or recent job losses.
  • Mayor’s Popularity: Arguably, this one is the parameter the players need to keep the closest watch on; a high score means the Mayor’s likely to win re-election, low means he’s desperate to get his poll numbers up, which means City Hall’s looking for someone to blame…
  • Public Corruption measures the influence of criminal or dodgy corporate money in civic affairs.

Mutant Relations

  • Criminal Influence measures how much reach criminal gangs or groups have in the mutant community, and how likely it is that a given mutant will turn to a life of crime. A high score may indicate mutant vigilantism.
  • Social Cohesion tracks the degree to which mutants see themselves as part of a larger community; a low social cohesion means that extremist and separatist groups have greater sway.
  • Mutant Rights measures legal restrictions on mutants. A negative score indicates added limits or calls for mutant segregation; a positive score implies more acceptance and opportunities to use mutant powers in society.
  • Mutant Pride tracks the attitude of the public towards mutant powers. A negative score  implies added prejudice; a positive score shows that mutants are popular or trusted.

Mutant City Blues 2nd Edition is an investigative science fiction roleplaying game originally written by Robin D. Laws, and developed and extended by Gareth-Ryder Hanrahan, where members of the elite Heightened Crime Investigation Unit solve crimes involving the city’s mutant community. Pre-order Mutant City Blues in print and PDF at the Pelgrane Shop.

Ever since the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams.

As members of the elite Heightened Crime Investigation Unit, you and your fellow detectives solve crimes involving the city’s mutant community. When a mutant power is used to kill, you catch the case. When it’s a mutant victim in the chalk outline, you get the call. And when it comes time for a fight, you deploy your own extraordinary abilities to even the odds.

With new human capacity has come new science. Your squad brings forensic science to bear on the solution of mutant crimes. Need to know if a suspect is the victim of mind control or dream observation? Perform an EMAT protocol to detect the telltale signs of external influence. Was your victim killed by a light blast? Use Energy Residue Analysis to match the unique wound pattern to the murderer, as surely as ballistic science links a bullet to a gun.

Does your crime scene yield trace evidence of two separate powers? Use your trusty copy of the Quade Diagram, the infallible map of genetic relationships between mutant powers, to tell if one suspect could have used both – or if you have two perps on your hands.

If chases, interrogations and mutant battles weren’t enough to handle, you also serve as a bridge between the authorities and your mutant brethren. To successfully close cases, you must navigate the difficult new politics of post-mutation society, and deal with your own personal issues and mutation-caused defects.

Police work will never be the same.

Upgraded In 2nd Edition!

    • Push rules make GUMSHOE investigation even faster and more flexible
    • New modes of play help GMs tailor the game to their players
    • Personal crisis rules bring the stress of the job into play
    • Character templates to help players build their officers
    • Expanded chase rules for superpowered action
    • Rules for superpowered private investigators
    • A thrilling new scenario, Blue on Blue, delves into buried secrets of Mutant City and the early days of the Sudden Mutation Event

 

Stock #: PELGM201 Authors: Robin D. Laws, Gareth Ryder-Hanrahan
Artists: Gene Ha, Tangmo Cecchini, Mary Corbalis, Douglas P. Lobo, Miguel Santos, Lily Serrentino, Phil Stone, Jessica Trevino, Karolina Węgrzyn Pages: 216 pages, case bound, B&W

 

Pre-order now