Horrible Henchman
Horrible Henchman
Horrible Henchman
Author
Richard Woolcock
System
Tricube Tales <
Background
Figu Design
Several months ago, a mysterious stranger moved to the outskirts of the quiet and peaceful town of
Story Symbols
Summerford, and terrible misfortune has plagued the townsfolk ever since that fateful day. Delapouite, Lorc, Skoll
Unbeknownst to the hapless citizens, the enigmatic interloper is actually an evil villain with dastardly Game-icons.net <
plans for the town and its people. Robbery, kidnapping, and cold-blooded murder are all in a day’s work Illustrations
for this newcomer, with each crime playing a vital role in their master plan—their magnum opus. Publisher’s Choice
Quality Stock Art
You are the villain’s horrible henchmen, skulking in the shadows as you serve your master’s will and © Rick Hershey /
help bring their nefarious plans to fruition. The master gives your life meaning, and you live to obey! Fat Goblin Games <
ChAracter CREation
Each player creates a character as follows:
Resolving ChalLEnges
If a player attempts something risky, they roll 1-3
Serving the Master
Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty adventure scenario (see next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The master orders the henchmen to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Abduct someone D Eliminate a threat
smarts, charm, alertness, courage, and social combat). benefit). Rolling “1” on all dice is a critical failure B Recover a corpse E Destroy evidence
2. Select a concept: Deformed manservant, rotten (introduce a complication to the scene). C Steal a trinket F Protect the master
zombie, fierce goblin, sentient slime, flesh golem, The GM chooses a trait and difficulty for each Near, at, or inside...
animated skeleton, or familiar (specify animal). challenge. Most are difficulty 5, but a particularly A The local church D A prominent tavern
3. Pick a perk: Mutation (specify), brutally strong, easy or hard task might be difficulty 4 or 6. Some B An opulent manor E The town hall
scary, alert, fast, sneaky, or magic gift (specify). challenges (e.g., combat) require multiple rolls. C The town theater F The marketplace
4. Select a quirk: Foul smell, groveling, eats bugs, Players usually roll 2 dice, but roll 3 dice if the While dealing with...
mean, boisterous, evil laughter, or violent rage. challenge matches their trait. If a challenge falls A Raiders or bandits D A rival for affection
5. Grab 3 karma tokens and 3 resolve tokens. completely outside the scope of their concept (e.g., B An escaped prisoner E An attack on the town
6. Make up a name, and introduce yourself (e.g., sentient slime picking a lock), they lose 1 die. C Another “Big Bad” F Master’s bad temper
“I am Igor, a brawny deformed manservant who is
brutally strong but is always groveling”).
KarmA and REsolve RunNing thE Game
Who’s your Master?
Roll on the following tables (as a group activity),
Each player has 3 karma and 3 resolve. Spend 1
karma after rolling to reduce the difficulty by 1, if
you can justify how your perk helps you. Recover
The GM should describe the opening scene, react
to the players’ decisions, and assign the traits and
difficulties for challenges. Offer players karma in
then make up a suitable name and description. 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
Your master is a... rolling, narrating how your quirk hinders you. The players should make all the rolls, narrate
A Mad scientist D Tentacled horror If you use a quirk and succeed at the challenge, the outcome of their actions, and drive the story
B Vampire aristocrat E Demonic entity you may recover 1 resolve instead of 1 karma. forward whenever possible. They can also spend
C Nefarious sorcerer F Wicked witch For dangerous actions (such as combat), failure 1 karma to influence the story or discover a clue
Who resides within a... costs 1 resolve (or 2 on a critical failure). If a PC through their perk, at the GM’s discretion.
A Ruined old castle D Dark, dusty tomb runs out of resolve, they are eliminated from the The GM should roleplay the master, but never
B Haunted townhouse E Spooky mansion scene—but death is primarily a narrative conceit, in a way that’s helpful—it’s not the master’s job to
C Mysterious tower F Subterranean lair and the PC usually returns later at full resolve. make life easier for the henchmen!
Objectives
Described here are examples of objectives for the
Locations
Described here are examples of locations for the
Complications
Described here are example complications for the
adventure generator (first table): adventure generator (second table): adventure generator (third table):