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<blockquote data-quote="HellHound" data-source="post: 2441073" data-attributes="member: 3397"><p>What didn't make it in, due to time constraints (maybe a 24 hour RPG supplement challenge?):</p><p></p><p>Items in Italics I don't think I would add in now, even though I originally planned on them being there.</p><p></p><ul> <li data-xf-list-type="ul"><em>Equipment & Payment system so the characters get paid after successfully completing jobs... but maybe that will just get in the way of the game the way it is written now. </em><br /> </li> <li data-xf-list-type="ul">Slightly more complex XP system<br /> </li> <li data-xf-list-type="ul">Point-buy character generation system instead of pure die rolling. (66 points spread between 6 stats probably)<br /> </li> <li data-xf-list-type="ul"><em>Section on settings - what to change to make it medieval, or CyberPunk, or victorian, wild west... or Vampiric or somesuch.</em><br /> </li> <li data-xf-list-type="ul">More examples of play.<br /> </li> <li data-xf-list-type="ul">Explain how to adjudicate various difficulty opposed kill checks. Difficult opposed check for example (ie provide one side with a bonus).<br /> </li> <li data-xf-list-type="ul">Include examples of other skills being used in combat between two assassins trying to kill each other, besides shooting and stabbing. Convincing one another to come out from behind cover (Ease checks), or trying to slip away to get the advantage (Sneak checks).<br /> </li> <li data-xf-list-type="ul"><em>Playtest the Blood system to see if combat is too deadly / not deadly enough for the genre.</em><br /> </li> <li data-xf-list-type="ul">More setting material in general about the three different campaign types, describing an agency, a freelance team, and a crazed psycho cult.<br /> </li> <li data-xf-list-type="ul">Fill out a few sample record sheets withthe three sample characters from the chargen chapter.<br /> </li> <li data-xf-list-type="ul"><em>Vehicle rules.</em><br /> </li> <li data-xf-list-type="ul">Actually explain why there is no "smarts" / "brains" / "intelligence" stat in the game, that the players will have to provide the brains for the killers, and the killers just handle the messy parts for them.<br /> </li> </ul></blockquote><p></p>
[QUOTE="HellHound, post: 2441073, member: 3397"] What didn't make it in, due to time constraints (maybe a 24 hour RPG supplement challenge?): Items in Italics I don't think I would add in now, even though I originally planned on them being there. [list] [*][i]Equipment & Payment system so the characters get paid after successfully completing jobs... but maybe that will just get in the way of the game the way it is written now. [/i] [*]Slightly more complex XP system [*]Point-buy character generation system instead of pure die rolling. (66 points spread between 6 stats probably) [*][i]Section on settings - what to change to make it medieval, or CyberPunk, or victorian, wild west... or Vampiric or somesuch.[/i] [*]More examples of play. [*]Explain how to adjudicate various difficulty opposed kill checks. Difficult opposed check for example (ie provide one side with a bonus). [*]Include examples of other skills being used in combat between two assassins trying to kill each other, besides shooting and stabbing. Convincing one another to come out from behind cover (Ease checks), or trying to slip away to get the advantage (Sneak checks). [*][i]Playtest the Blood system to see if combat is too deadly / not deadly enough for the genre.[/i] [*]More setting material in general about the three different campaign types, describing an agency, a freelance team, and a crazed psycho cult. [*]Fill out a few sample record sheets withthe three sample characters from the chargen chapter. [*][i]Vehicle rules.[/i] [*]Actually explain why there is no "smarts" / "brains" / "intelligence" stat in the game, that the players will have to provide the brains for the killers, and the killers just handle the messy parts for them. [/list] [/QUOTE]
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