Joined: 07 Oct 2008 Posts: 42 Location: Netherlands
Posted: Tue Nov 04, 2008 2:29 pm Post subject: Hallucinatory Gas
Hi Guys,
The following will happen in my home-brew Pulp setting. It's 1928 and in Central park in New York we have a large camp of refugees and destitute people. The main villain is kidnapping people from this camp for his nefarious plans. To facilitate the kidnapping he uses minions with gasmasks and a hallucinatory gas. The main purpose for the gas is to disorient the victims and make them afraid for the minions in gasmasks.
The heroes will off course also come into contact with the gas.
I was thinking of the following way to handle the gas:
A difficult Vigor check TN 6, when it fails, big penalty on Smarts and Agility based checks. (-2) perhaps. A Guts check for the fear effects maybe?
Or is this too difficult for the players?
Personally I try to avoid changing the TNs on checks from the default 4...it's just one more thing to remember. I'd go with something like having to make a standard Vigor check every round that you're not wearing a mask or be Shaken (non-wounding). A roll of 1 on the Vigor prompts a Guts check, with the standard penalties for failure, including possible rolls on the Fright table.
Of course you could just say Vigor check with a -2 penalty which makes it a TN#6.
If you make every Smarts and Agility based check a -2 thats pretty hefty. It depends I guess whether your intention is to give them a run for their money or if the encounter requires them to get wiped out (and taken prisoner perhaps). Unless your players have crazy luck I think a -2 is a debilatating handy-cap. To put it in perspective that is like a 2 wound modifier.
Are you gonna have the extras milling about act as henchmen for the players? That might even up the odds a bit. _________________ I once shot a man just to watch him die... but then I got distracted and missed it.
Joined: 07 Oct 2008 Posts: 42 Location: Netherlands
Posted: Wed Nov 05, 2008 5:35 am Post subject:
Thanks for the replies guys.
I've been known to be a bit tough on my players, but I'll try to be a bit less.
The intention of the scene is to get them disoriented while the bad guys catch a few other victims. Maybe the heroes catch one or two of the bad guys.
I like the Vigor check, if it fails Shaken, option. And the Guts check on a roll of 1. Cheers for that Jamused.
The session is next Sunday, don't know if we'll get to the Central Park scene, but I will let you know how it went. _________________
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