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.

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