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gang_hit_points [2016/11/24 17:09] andrewgang_hit_points [2018/03/04 13:23] (current) – external edit 127.0.0.1
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 Gangs can heal damage too.  Every time they capture a PC or other member of the Restoration Committee, a gang is healed 5 points (even if the prisoner is later freed or escapes).  Every time a gang succeeds in a caper when the PC's attempt to stop them, it is healed 10 points.  Every time a gang kills a PC or a member of Universal Rescue, or an NPC under the PC's protection, it is healed 5 points.  Any session where a particular gang with damage is left alone by the players will allow it to heal 1d6 points. Gangs can heal damage too.  Every time they capture a PC or other member of the Restoration Committee, a gang is healed 5 points (even if the prisoner is later freed or escapes).  Every time a gang succeeds in a caper when the PC's attempt to stop them, it is healed 10 points.  Every time a gang kills a PC or a member of Universal Rescue, or an NPC under the PC's protection, it is healed 5 points.  Any session where a particular gang with damage is left alone by the players will allow it to heal 1d6 points.
  
-**Effects of Cumulative Damage**+**Effects of Cumulative Damage** VERSION 1
  
 __Demoralized:__  If a gang reaches 100 to 150 points of damage, it is demoralized and each member suffers -1 on all Spirit checks and any skills depending on Spirit. __Demoralized:__  If a gang reaches 100 to 150 points of damage, it is demoralized and each member suffers -1 on all Spirit checks and any skills depending on Spirit.
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 __Broken:__ if a gang reaches 201+ points of damage, it is considered broken in spirit.  Members, except for the top leaders, will immediately flee if confronted by the PC's.  Each gang should have a secret condition established for it by one of the GM's that if the gang reaches broken status, and that condition is met, the gang dissolves. (Example, perhaps the All-Americans will dissolve if both top leaders are killed, or the Wound Ravens will dissolve if condemned by Archbishop Romano). __Broken:__ if a gang reaches 201+ points of damage, it is considered broken in spirit.  Members, except for the top leaders, will immediately flee if confronted by the PC's.  Each gang should have a secret condition established for it by one of the GM's that if the gang reaches broken status, and that condition is met, the gang dissolves. (Example, perhaps the All-Americans will dissolve if both top leaders are killed, or the Wound Ravens will dissolve if condemned by Archbishop Romano).
 +
 +**Effects of Damage** VERSION 2
 +Each time a gang ends a session with a cumulative damage total of 50 or more, it must make a morale check on the following table.  Each multiple of 50 damage points imposes a -1 to the roll.
 +The morale status lasts until the end of the next session.
 +
 +2d10 Result.     Gang Status.  
 +
 +3 or less.       Broken.          -3 spirit, extras flee PCs gang dissolves if special condition met, permanent -2 penalty on further rolls on this table.
 +
 +4-6              Desperate.       -2 spirit,  extras must make spirit check or flee
 +
 +7-9              Demoralized.     -1 spirit
 +
 +10-14            Standard
 +
 +15-17            Energized.       +1 spirit
 +
 +18-19            Vengeful.        +2 spirit, always make lethal attacks vs PC
 +
 + 20+             Zealous.         +3 spirit, appear on every 2 of clubs PC card, always lethal
 +
 +
 +
 +
  
 **The Damage Board** **The Damage Board**
gang_hit_points.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1