I just read the __Heroes and Villains__ rules for schemes of Villains. One thing I got into my mind, which has nagged to my mind: If villain is increasing his Influence, foiling that plot instantly drops his Influence to 0. This is due the fact he has to invest his full Influence for the scheme. I figured out that the Influence points is not good idea for mechanics. Here is my suggestion:
Make system based on Danger Pool. This requires just one tweak, which I like: Do not reset hero points or danger pool, but at start of session, heroes gain hero points,and storyguide gets danger points. The points of previous session are spared. This way it does not matter when in session hero gets the points as he would not lose them.
The mechanics would be following: At start of session, Storyguide can do following for each of his important vilalisn:
- Advance story by 1 step
- If story is completed, Influence cost of story is added to the Danger Pool.
- Create new story and spend as much from danger pool sa the Influence cost of scheme is.
- All stories foiled by Heroes fails, and no Influence is gained.
- Assist another villain in scheme
- Basic use is to take over starting scheme of boss villain.
- This action can be used to take over scheme of another villain.
- This action can be used to delegate existing story to another villain. (Both use this action in passing story)
- Avoid story foiling after Heroes have prevented advancement.
- First time costs 1 danger point, second 2 and so forth.
- Villain cannot use more danger points than he has Influence Rank.
- If Danger pool is too small, story is foiled, and Villain loses Influence rank.
- The failed scheme step is replaced with new story step.
- Plot increasing Influence and Strength increase Influence and Strength Rank, and players reducing villain Strength and Influence reduce it usually by 1.
I would remove in this case all danger pool use to advance stories, but allow several villains to work on same story allowing faster advancement.
I would like to get your comments.