After Rusty Keys' hospital debacle, I believe we need some rules centered around getting professional care. According to the rules on page 78 of the rulebook, the healing skill may only be used in the "golden hour". Additionally, only one roll per character may attempt to heal. After the golden hour only supernatural healing or natural healing will help. Unfortunately, natural healing takes a game-week for the first roll. That could make a game pretty suck-tastic if a player character takes one hard early in a game and is forced to limp through the remainder of the session. With that in mind, I would like to suggest the following supplementary house rulings for discussion:
PCs and NPCs who present themselves at a hospital during the "golden hour" may roll a healing check for care. The check is done as if by a wild card with a D6 healing skill. In case of a failure (or god-forbid a 1 on the healing die), PCs may choose to spend a "bennie" to roll again at +2 (as if the hospital ALSO had the "healer" edge).
Players who deem their characters too "beat up" to continue may choose to switch PCs mid-game and play an alternate PC. This could either be a the player's own alternate (such as Bob's Two-Chains / Friday Jones) or one of the henchman from HQ - Eugene, Pierre, Gorak. In case of a switch, the player chooses which characters win the experience at the end of the adventure.
Tuesday, February 28, 2017
Sunday, February 26, 2017
Wednesday, February 22, 2017
Gear Supplement
Added to the wiki, an additional grab bag of weapons, armor, and other pulp-tastic adventure gear
Gear Page
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.
Someone who knows explosives An expert pilot An accountant to research financial records A receptionist A librarian Someone to hold your guns etc.
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