Agents
Agents
can help you get gigs. Your agent is played by the GM. The GM rolls
3d20 vs a TN which varies by the quality of the Agent for each club. The
number of successes rolled is the Agent’s “in” for that club, and is
added to the TN for that club when rolling for gigs. The players do not
know the Agent’s “in” and must take it on faith, though they should be
able to see the results over time and judge accordingly. The players can
drop their Agent at any time to get a new one. Agents can also have an
“in” with a recording studio. Roll 1d20 vs their TN to see if the Agent
has an in. If so, the band has a +1 to their TNs when recording a demo.
Agent Quality
Agents
vary in quality - and bands can hire as good an Agent as they want to
hire. The better the Agent, the higher the Agent’s TN, and the more they
take for their services. Agents are paid in Hope by the band after
every gig or Demo Recording - the Hope coming from the band mambers,
however they want to apportion the cost.
Agent Quality Pay in Hope TN
Poor 1 7
Fair 2 9
Good 3 11
Excellent 4 13
Band Managers
The
band can also hire a Band Manager, like the Agent, paid in Hope after
each gig by the band. Band Managers run the roadies at a gig, and take
care of the Draw - Promote, Graphics, and Organize. Band Managers have 4
dice in each of the three skills, and their TN - as well as the amount
of Hope they demand - varies with their Quality.
Band Manager Quality Pay in Hope TN
Poor 1 7
Fair 2 9
Good 3 11
Excellent 4 13
Stiffing the Agent or Band Manager
If
you end up not paying - stiffing - your Agent or Band Manager, that
Agent or Band Manager will immediately drop your band and spread the
word you can't be trusted - stiffed Agents to other Agents, and stiffed
Band Managers to other Band Managers. After word gets out, hiring an
Agent or Band Manager increases the cost by 1 for each time you stiff
one - if you stiff two, cost goes up by two.
No comments:
Post a Comment