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.
crap, level 6 and level 7 are the same.
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