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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Wed Oct 24, 2012 7:37 am Post subject: Savage Pandorum (Movie Spoilers) |
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So real quick, if you haven't seen the movie Pandorum and plan to, (it's a fun, violent SciFi movie, you should go watch it some time) then turn away now.
Spoiler Space (only one for thread)
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Okay, so I'm starting up a SciFi game based on the movie Pandorum. It'll be set after the end of the movie and the characters will wake-up as their cryo-pods are ejected from the crashed space ship and they swim to the beach.
My first question is how to handle stating the Hunters/Eaters aboard the Elysium? These guys are VERY tough (it takes the three main characters working together to kill ONE, and they spend a lot of the movie running/hiding from them, which I want to emulate). High stats/toughness is easy, but given the kind of damage they take in the movies (one gets chopped in the head, the blade remaining embedded, and keeps fighting) I was thinking of making each a Wild Card. But that could easily be overkill and make things complicated if the group ever has to face a couple. So what about making them "Wild Extras" that have wounds like Wild Cards, but don't get their own bennies or a wild die? Thoughts? |
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Drue Novice
Joined: 10 Nov 2011 Posts: 91 Location: Washington, DC
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Posted: Wed Oct 24, 2012 8:39 am Post subject: |
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Wounds, beni use, and the wild die give you a lot of flexibility for your extras. Don't limit your choices to full wild cards or stock extras.
Some examples (not everyone uses the same labels)
Mooks are incapacitated on any damaging attack that would cause a shaken result; may still be shaken by non-damaging effects, e.g. tricks
Hardy Extras: per standard rules; second shaken does not cause a wound, may only be incapacitated on a wound result
Tough Extras: four wounds to incapacitate, no wild die
Skilled Extras: one wound to incapacitate, uses wild die
Lucky Extras: one wound, no wild die, has a single beni
For wild cards, it's not so much a mechanical choice, but a question of story impact. How meaningful is the character to the progression of the story?
A few games back, my players had an equal number of skilled extras allies (one each) and faced down a horde of sixty zombie mooks closing in on a town the party was defending. I was more than a little concerned since almost the whole session was a combat encounter, but there were big grins all around when the last one dropped. If the zombies had been regular extras, the horde would only have been a bunch making for a pretty standard combat encounter. |
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1377 Location: Munich
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Posted: Wed Oct 24, 2012 8:40 am Post subject: Re: Savage Pandorum (Movie Spoilers) |
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| chillburn wrote: | | I was thinking of making each a Wild Card. But that could easily be overkill and make things complicated if the group ever has to face a couple. So what about making them "Wild Extras" that have wounds like Wild Cards, but don't get their own bennies or a wild die? Thoughts? |
I agree, that sounds like the ideal option in this case. You might also find this thread of interest, in particular:
| Quote: | The "competent extra" that some people favour (an Extra with a wild die) results in the fastest fights. A good choice for offering the players more of a challenge without dragging out the battles.
The "tough extra" (extra wound levels) is weaker, but results in the slowest fights. A good choice if you want an opponent who can survive longer, without making them too difficult for the players to beat.
The "lucky extra" (bennies) falls between the two, although without a wild die it's not so great at soaking, but the benny is particularly handy for removing Shaken status. Of course as a GM you'll probably have bennies of your own, so this may not be so important. |
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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Fri Oct 26, 2012 3:08 pm Post subject: |
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Now I'm thinking of just giving them Hardy. That way they are can still be shaken (giving the group a chance to recover, regroup while fighting one), and I don't have to track wounds on individuals.
Thanks for the input guys.
More thoughts to come (specifically converting Sanity rules into rules for Pandorum). |
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