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.
I saw that Dr. Rhombus just joined the heroes page. Should we expect him for Ice of Night?
ReplyDeleteNo, I'm going with the good Captain this week, but the one after that I'm going to try Doctor Rhombus.
ReplyDelete