Sunday, February 26, 2017

Ice of Night


What is the purpose of these dark pylons? Find out tonight, in Ice of Night!

Wednesday, February 22, 2017

Completely Stoked

I'm really looking forward to playing on Sunday!

Gear Supplement

Added to the wiki, an additional grab bag of weapons, armor, and other pulp-tastic adventure gear


Gear Page



Tuesday, February 21, 2017

Pay Out Revised--Corrected


Getting rid of the duplicate row, we are left with this.  It makes the kill jar results much less predictable and harder to "game the system".  But, I'm a little wary.   It might be better to add an extra row in each tier, to make a bad set of rolls less devastating.   I don't quite know how to proceed.  I guess the answer is to not kill people who don't need killing.


SECTION 3:  THE PAY-OUT--REVISED
  • When the GM designs the adventure, he should have set up 3 possible results:  Extraordinary Success, Success or Failure.    An Extraordinary Success will be counted as a Level 8 result;  A Success  will count as a level 6 result, and a Failure will count as a Level 4 result.
  • For each chip in the Kill Jar at the end of the session, the GM rolls 1d6.   If the result is a 6, then the Level of the Pay-Out is reduced by 1.
 
Level
XP
Gear Cards
Blue Cards
Henchmen
8
3
3 per PC
3
+2
7
3
2 per PC
2
+1
6
2
2 per PC
2
+1
5
2
1 per PC
1
0
4
1
1 Per PC
1
0
3
1
0
0
-1
2
0
0
0
-1
1
0
0
0
-2
 
 
Henchmen draws:  +1 represents choice of either 1 specialist or 2 soldiers.  +2 represents either 2 specialists or 4 soldiers, 0 represents no change, -1 or -2 indicates either 1 or 2 random henchmen quit/desert/disappear.

Thursday, February 16, 2017

Revised Pay Out Draft







Here's a draft of a revision of how to handle the Pay Out.   I would remove the permanent henchmen from the Blue Deck and replace it with draws from the 2 henchmen decks we're working on.   The news story results/city goes wild never meant much so they'd be gone.   The Kill Jar effects become less predicable.




SECTION 3:  THE PAY-OUT--REVISED


  • When the GM designs the adventure, he should have set up 3 possible results:  Extraordinary Success, Success or Failure.    An Extraordinary Success will be counted as a Level 9 result;  A Success  will count as a level 6 result, and a Failure will count as a Level 4 result.
  • For each chip in the Kill Jar at the end of the session, the GM rolls 1d6.   If the result is a 6, then the Level of the Pay-Out is reduced by 1.




Level
XP
Gear Cards
Blue Cards
Henchmen
9
3
3 per PC
3
+2
8
3
2 per PC
2
+1
7
2
2 per PC
2
+1
6
2
2 per PC
2
+1
5
2
1 per PC
1
0
4
1
1 Per PC
1
0
3
1
0
0
-1
2
0
0
0
-1
1
0
0
0
-2




Henchmen draws:  +1 represents choice of either 1 specialist or 2 soldiers.  +2 represents either 2 specialists or 4 soldiers, 0 represents no change, -1 or -2 indicates either 1 or 2 random henchmen quit/desert/disappear.

Wednesday, February 15, 2017

Followers

Dave and I are tinkering with a new rewards system that brings loyal player-controlled followers to Team C. If anyone has any suggestions for NPCs that Mr. Cheavers might bring our way, please make suggestions below. Examples might be:
  • Someone who knows explosives
  • An expert pilot
  • An accountant to research financial records
  • A receptionist
  • A librarian
  • Someone to hold your guns
  • etc.
  • Monday, February 13, 2017

    Revising the Rewards

    Just looking for some general thoughts on the reward system


    XP and Blue Cards seem to be just fine.


    I think it's time to slow down the regular gear deliveries, we seem to have a good base of gear.  Do we need the second delivery round?


    There are some squads of troops in the Blue Deck, but we never seem to hit them.   Should we remove them and have the troop and henchmen recruiting happen as a direct result of rewards?


    Kill jar, levels too lenient?  Too strict?--I'm actually happy with them as they are, but am wondering.