In HENCH players take on the roles of a group of Henchmen on a special mission for the Villian they serve.In each game, players will generate a Nemesis to Arch and a Villain to serve, after which they will generate their Henchmen, and set off on their mission.HENCH is intended for 1-2 session 1 shots, but with some changes could be used for a longer game.

Gamplay

The GM, as the Villain, will task the Henchmen with a mission of utmost importance to further their Campaign of Terror on their Nemises.The players will begin as their henchmen arrive at the location of the mission.The GM will describe the situation to players, highlighting details, sights, and sounds.The players will respond by describing the actions their Henchmen take. They may ask clarifying questions and discuss a plan of action amongst themselves before doing so.The GM will judge if the action is risky, successful, or impossible. If they feel it is viable but dangerous, they will call for a Gambit to find out what happens, otherwise, it succeeds or is impossible to attempt.

Hench Dice and Danger Dice

Each Henchman has a number of Hench Dice (HD), These represent survivability and general ability. Players will wager HD when the GM calls for a Gambit, in response to a risky action. When your HD are gone, so is your protection and any failed Gambits are fatal.Each source of danger the Henchmen encounter has a number of Danger Dice (DD). These represent the risk presented. The GM will roll the DD after a Henchman has rolled (HD)

Gambits

When the GM calls for a Gambit they will also indicate the number of DDThe Henchman will wager a number of HD. They must wager at least 1 and can wager 1 more than they have.Any Extra Dice are added.Both the player and the GM roll their dice pools and total the result.
- If the HD are higher, the Henchmen's action succeeds.
- If the DD are higher than the action fails, and the Henchmen loses the wagered HD
- If the rolls are even than it si s Critical Success an the Henchman gains 1 HD

Extra Dice

Henchmen can add 1 additional HD to a Gambit for each of the following:
- A useful Trait.
- A useful tool or Item.
- A tactical or practical Advantage.
- A relevant Background.
The GM will add 1 additional DD for each of the following
- A missing tool or Item
- A tactical or practical Disadvantage

Teamwork

Henchmen meaningfully working together to take a risky action may each roll their HD and take the higher result. All HD wagered are lost in the event of a failure.

Super Villains

Your Villain is a full fledged member of the Union of Nefarious Action in good standing with exclusive Arching rights to his Nemesis.To Create a Villian:
- Roll or choose a Theme
- Roll or choose a Power
- Roll or choose a Demeanor
- Roll or choose two Aesthetics
- Roll or choose a Lair
Name and describe your Villain.
What do their henchmen wear?
Do they have a sidekick, or a companion?
Why do they hate their nemesis so?

d10 Theme
1.Animal
2.Military
3.Supernatural
4.Weather
5.Elemental
6.Space
7.Wealth
8.Historical.
9.Science.
10.Music.
d10 Super Power
1.Flight
2.Lasers
3.Super Science
4.Super Suit
5.Magic
6.Animal Power
7.Electricity
8.Fire/Water
9.Stretchy
10.Speed
d10 Demeanor
1.Machiavellian
2.Psychotic
3.Depressed
4.Manic.
5.Angry
6.Anxious
7.Confident
8.Stoic
9.Reckless
10.Craven
d10 x 2 Aesthetics
1.Leather
2.Latex.
3.Chrome.
4.Fur.
5.Helmet.
6.Cape.
7.Armor.
8.Guns.
9.Silk.
10.Gold.
d10 Lair
1.Flying
2.Underground
3.Island
4.Mansion
5.Castle
6.On Wheels
7.Underwater
8.Guns.
9.Skyscraper
10.Bunker

Super Scientists