gang_hit_points
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gang_hit_points [2016/10/23 14:42] – created dave | gang_hit_points [2016/11/22 15:34] – dave | ||
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- | Here's idea to give PC'S a sense of progress. | + | =====GANG HIT POINTS AND GANG MORALE===== |
- | Each time a game event affects a gang, it takes damage points | + | **Damage to Gangs** |
- | Maybe 1 point per gangster imprisoned or killed, 1d6 per captain/ | + | |
- | Maybe the gang can heal 2d6 if the PC'S fail to prevent them pulling off a big score. | + | The current state of each gang (and like organization) in the city will be tracked by its hit points or damage level. |
- | When a gang reaches 100 damage it has to roll on a Morale effects table, possibly even disbanding. | + | **Gang Recovery** |
+ | |||
+ | 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). | ||
+ | |||
+ | **Effects of Cumulative Damage** | ||
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+ | __Demoralized: | ||
+ | |||
+ | __Desperate: | ||
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+ | __Broken:__ if a gang reaches 201+ points of damage, it is considered broken in spirit. | ||
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+ | **The Damage Board** | ||
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+ | On the wall of 233 Leaderton, a scoreboard will be hung that records the current damage level for each gang for all to see. This score card should also be posted on the LOH blog. | ||
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+ | Each gang (and cult, and the police) in the city is assumed to stay at an equilibrium unless something happens during an adventure session. |
gang_hit_points.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1