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.
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.
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.
Gotham City, New Jersey
Here's the map I saw that based my consideration that our Gotham City was in the South East corner of New Jersey.
Whereas, as Dave had surmised in the 1970's (before the street map we use in the campaign came out) the "World's Finest Comics" put it on the other side of the Delaware River from Metropolis.
Bottom line? I don't know that it matters a bit. I liked the East Coast better because it puts us more in the orbit of Atlantic City, but in the end Gotham is the home we make it!
Whereas, as Dave had surmised in the 1970's (before the street map we use in the campaign came out) the "World's Finest Comics" put it on the other side of the Delaware River from Metropolis.
Bottom line? I don't know that it matters a bit. I liked the East Coast better because it puts us more in the orbit of Atlantic City, but in the end Gotham is the home we make it!
Sunday, February 12, 2017
Explosion at Cobblepot Towers!!!
The ground shakes all across Gotham City! A massive explosion has knocked down the north tower of Cobblepot Towers, where our heroes had defeated Chinese terrorists only a week before. They rush to the sedan and barrel across the city. Yet, they can't approach because of police roadblocks!
To the keen eye, something strange appears, one block beyond the police are arrayed a band of Mexican gunmen!
Yet, beyond lies the wreckage where the good citizens from Gotham struggle to survive
To the keen eye, something strange appears, one block beyond the police are arrayed a band of Mexican gunmen!
Yet, beyond lies the wreckage where the good citizens from Gotham struggle to survive
Tuesday, February 7, 2017
Prisoners
We end up taking a whole lot more prisoners than I ever foresaw, although it does make sense, since we need information.
As a rule of thumb, I guess we could say something like this: if we hand them over to the local cops, roll 1d6 and if we roll a "6" they miraculously get sentenced to prison and they count as damage to the gang, otherwise, they are released.
If we hand them over to the Federal Marshals, then the roll is reversed, roll a d6 and if they get a "6" they are released, otherwise they are imprisoned and count as gang damage. However, they can only be handed over to the feds if they've been caught at specific crimes under federal jurisdiction:
- Counterfeiting
- Kidnapping for Ransom
- Smuggling
- Robbing a federally chartered bank
- Stealing from the army or other branch of the federal government
- Espionage or mayhem directed by a foreign government.
Monday, February 6, 2017
Game Soundtrack
I really enjoyed playing some tunes at the table to support particular parts of the narrative. I wanted to list the ones that I'm going to use regularly at the table, and get your input about others we should add. Dave, I particularly wanted info about the audio that you played last night.
- FumbleStealth - Smash Open
- Superfriends Instrumental - Flashback
- Sanford - New Equipment
- Puma Man Theme Song
- Venture Close - End of the session
Friday, February 3, 2017
Wednesday, February 1, 2017
Fate of The Beast
Since The Beast is totally wrecked, we need to see if it can be repaired before the next game. Here's the rule, from the Gear and Rewards document:
I would think that the damage to the Beast counts as serious or major. So, it would require a Raise. Neither Sister Maria, Captain Freemont, Pumaman, nor Two Chains have repair skill. I don't know about Friday Jones or Rusty Keys.
Eugene has repair d4, Pierre has repair d8. So, each could make one roll, needed a Raise to repair the Beast. (No bennie use between sessions, however, and they don't get bennies anyway).
I reckon that since Andrew is GM next, it's up to him to make the rolls.
Repairing Gear:
Damage items can be repaired by
using Repair skill. Allow each
character with the skill to attempt to fix one item between each session. If the damage is moderate, make a simple
roll, if it is serious or major, require a raise. If it was truly catastrophic, you may disallow
any repair attempt. Some Blue Special
Rewards Cards allow for repair or replacement of damaged or destroyed items.
I would think that the damage to the Beast counts as serious or major. So, it would require a Raise. Neither Sister Maria, Captain Freemont, Pumaman, nor Two Chains have repair skill. I don't know about Friday Jones or Rusty Keys.
Eugene has repair d4, Pierre has repair d8. So, each could make one roll, needed a Raise to repair the Beast. (No bennie use between sessions, however, and they don't get bennies anyway).
I reckon that since Andrew is GM next, it's up to him to make the rolls.
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