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Very Hot Topic (More than 25 Replies) Hazardous Conditions: Rules from the Modules (Read 9066 times)
Dr. wierd
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Re: Hazardous Conditions: Rules from the Modules
Reply #35 - Oct 30th, 2009 at 9:40pm
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that sounds great i would like that also
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #36 - Oct 30th, 2009 at 10:10pm
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Me too.
  

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Re: Hazardous Conditions: Electrocution / Underseas
Reply #37 - Nov 4th, 2009 at 1:13am
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There are various electrical traps throughout the V&V modules, with damage varying by intensity. Here's what The Island of Dr. Apocalypse says about a 12-foot-tall electric fence:
Any player character who attempts to scale it will take 2d10 electricity damage unless he has some power that will protect him from the effects of electrocution. ... There are no signs on the fence to warn that it is electrified.

Here's what that module says about the conditions outisde a base 800 feet below sea-level:

Characters with the power of water breathing or adaption will have no difficulty getting there under their own power. Player characters with the power of independence from atmosphere will have no trouble with breathing, but may (Gamemaster's discretion) have difficulty with the tremendous pressures at that depth. Characters with armor as a device should, in most instances, be able to make the dive down to the base, and those with the power of teleportation will have not trouble getting themselves and possibly others there, as long as they have accurate information on the location of the base.

The module Assassin adds this note about undersea combat: When fighting underwater, quarter (1/4) all non-swimming movement and halve (1/2) all Agility scores (for purposes of Agility Saves and Initiative). Unless there is some form of external communication link-up between the heroes, communications should be kept to a minimum. Use common sense with modifying powers for underwater use.

A character will be able to hold his breath for a number of turns equal to his Endurance score. If 'knocked back' by a blow, the Player-Hero must make a save against his Endurance on 1d20 or begin taking 1d10 + 5 points of damage per Turn underwater to having 'lost his breath.' Obviously, these rules do not necessarily apply to aquatic based heroes.

This Assassin module increases the range and damage of Oscillator's vibratory and Hailstorm's ice powers by 50% when fighting underwater.
« Last Edit: Nov 4th, 2009 at 1:30am by polarboy »  
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Re: Hazardous Conditions: Bottomless Pits, Bad Weather
Reply #38 - Nov 21st, 2009 at 9:59pm
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Here's a classic death trap from Devil's Domain that's worth repeating.

Gravity Well: Alongside the encounter location stands a low circular wall, three feet high, ten feet diameter. Within the wall is a bottomless pit. Dangling down the pit, from a super-alloy cable (SR = infinite).

Any character falling down the well can save vs. Agility on 1d20 every action to try to grab the cable. During their first turn of fall characters can grab the cable without taking damage. Each turn thereafter their falling speed increases by 100 inches to a maximum of 1000 inches per turn. At these falling speeds the character takes falling damage when he successfully grabs the cable. Of course, there may be other ways that the character or his friends could get around the trap.


The Mad Scientist says this about an area of ground covered in Barbed Wire: Anyone cross this section on foot must save versus Agility on 1d20 once per 6" to avoid taking 1d8 damage.


The Pentacle Plot notes about how ground movement over a longer period of time is reduced by uncooperative terrain.

The soldiers in that module can travel 8 "clear" miles per day. ("Clear" means that there are no encounters.) But that number can go down.

Moving through forest takes 1.5 "clear" miles, Hills 2 "clear" miles, and Swamp 3 "clear" miles to move through per mile of terrain.

The module adds that one Weather-Control powered character can also cause rain, snow, etc. to slow down movement and lower morale for two military units range = 2 miles.




« Last Edit: Nov 21st, 2009 at 10:29pm by polarboy »  
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Re: Hazardous Conditions: More Underwater Effects
Reply #39 - Nov 21st, 2009 at 10:16pm
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Hammer wrote on Sep 19th, 2009 at 9:23pm:
Question, I was reading Assassin, and it says that "If the heroes attack from underwater, Oscillator will be the villain that meets them since his powers are enhanced by under water."  What impact would Vibratory powers have underwater?


Hammer, I wanted to finally get back to you in more detail about Vibratory Powers. Page 24 of Assassin says that Oscillator's vibratory powers should be increased by 50% underwater, doing 50% more damage. As you say, p. 30 notes in his character background that Oscillator will be the villain the heroes meet if encountered underwater specifically because his powers work better there. Since Pre-Emptive Strike didn't mention Vibratory Powers in its long list of underwater rules, that sounds like the official V&V take on things.

Here's the tricky part. Assassin also says that Hailstorm's Ice Powers should be increased by 50% underwater, but Pre-Emptive Strike says that damage goes down by 1 point per inch between an Ice Attack and the victim (as I noted in an earlier post). Maybe both hold true in that case: Initial damage with an ice attack is 50% higher, but that damage then proceeds to go down depending on distance.
« Last Edit: Nov 21st, 2009 at 10:18pm by polarboy »  
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Re: Hazardous Conditions: Rules from the Modules
Reply #40 - Nov 22nd, 2009 at 4:07pm
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Thanks Polarboy, that makes sense.  I remtember an issue of Xmen where Bobby's powers were explained as taking moisture from the air to create ice.  In this case, the moisture would certainly be more abundant.  I'd think Ice creation points would double under water, but as the ice blast / ice shards got further from the creator, they would begin to float toward the surface. 

We had a session in a new campaign where an ice character was learning to use his powers, and ended up creating a large block of ice in a swimming pool.   Made for a chilly afternoon. Smiley
  
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Re: Hazardous Conditions: More Traps
Reply #41 - Nov 26th, 2009 at 1:14am
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Pre-Emptive Strike
Trap:
The area between the stone wall and the log palisade is irregularly set with sharpened and envenomed stakes. They are approximately one to two feet apart, stand three feet high and are set one foot deep in the soil. Falling on a trap causes 1d4 points of damage per stake one stake per basic hit, plus falling damage. Save vs. Agility on 1d20 to avoid each stake. The Venom does 1 point of damage per turn: save vs. Endurance on d100 between turns.

Dawn of DNA
Dr. DNA's room has an added feature: a secret door of six inch thick super alloy (Structural Rating = 30) concealing a boobytrapped escape slide. The first person down the slide will pass unharmed, but the next to follow will trigger an electric-eye resulting in an explosion equivalent to a VERY large bomb (HTH +6 to hit, 3d10 damage with a ten inch blast radius). The explosion will not only cave in the escape slide, but also most of the factory. Everyone inside will have a minute or so (about 4 turns) to get out, after the bomb goes off and the cracks in the walls start to grow.

Here are two more from Organized Crimes:

Fighting within a hall of mirrors:
All circus employees know the path through the maze, but a hero caught in here would have to make a successful Detect Hidden roll to land a punch or attack a real target or just to find the path out. A roll will be made each turn the hero spends to find his way out. Of course, force could be used to escape.

Merry-Go-Round: This is just a typical kiddy ride. If being fought upon while in operation, a roll vs. Agility on d20 must be made per action by the combatants. Failure in this roll causes loss of balance and -4 to be hit in that combat act (or as the GM desires).
« Last Edit: Nov 26th, 2009 at 1:19am by polarboy »  
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Re: Hazardous Conditions: Rules from the Modules
Reply #42 - Nov 27th, 2009 at 3:23pm
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Here are some wrap-up notes about consistency.

Radiation: Notes about radiation sickness appear in the top post. Battle Above the Earth says that anyone entering the space station's nuclear drive takes 4d20 points damage each turn. If the door is openeing or the wall breached radiation will begin to flood the station and within thirty minutes everyone present will take the aforementioned damage. (I should add that the area is protected by five feet or reinforced lead, SR = 20.)

In contrast to the half-speed notes about swimming in calm water in Pre-Emptive Strike (Reply #6), the Island of Dr. Apocalypse and Organized Crimes list swimming speed at 1/4 ground movement. It may be that the water conditions in these other two modules are turbulent.

The information in Reply 10 about street lights, manhole covers, and fire hydrants also appears in Honor.

There aren't D&D style wandering monsters in V&V. But two modules state that if a fight/disturbance breaks out within an enemy base, more more guards or the remaining villains will arrive in 1d6 turns (Alone into the Night, Organized Crimes). If guards are specifically on patrol or using surveillence cameras, this changes to 1d4 turns or less (Organized Crimes).

FORCE FIELDS
Terror by Night contains a force field can be shattered but only if at least thirty points of damage are done to a single spot. Characters can coordinate their attacks, but each must make an Agility roll on d100.

Secret in the Swamp says that force fields a one-shot invention might be able to contain the evil spirits in that module.
« Last Edit: Nov 27th, 2009 at 9:39pm by polarboy »  
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Re: Hazardous Conditions: Rules from the Modules
Reply #43 - Nov 27th, 2009 at 6:52pm
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OK, I'm feeling a little Polarboyish...

In the module FORCE, any captive characters are held in clamps that hang from the ceiling and are connected to it by chains.  Anyone held in those clamps are actually held in place by forcefields and lifted off the ground until they are three feet in the air.  Metal poles are plugged into the wall and attached to the prisoner by additional clamps.  If the prisoner attempts to blast fee of the clamps, they will feel some energy buildup inside the clamps.  The buildup is actually due to the forcefield, and if they do more than 11 points of damage they will break free.  Failing that, the prisoner takes the damage themselves.

In Assassin, there is a similar but different type of Force Field owned by Deflector...

Deflector Device: Creates a Structurally invulnerable screen of 30 points. 30 points of damage must be done to the screen in one shot (or a simultaneous attack by more than one hero) in order for the screen to be pierced. It has Lightning Control defense against attacks directed at it. It costs 1 charge to set up and then 1 charge per attack repulsed. The device has 20 charges. (Deflector has never had his Screen pierced and is unaware of the fact that if it is pierced, the Device will arc, inflicting 2d10 + 2 points of additional damage on him!).
« Last Edit: Nov 27th, 2009 at 6:53pm by Hammer »  
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Re: Hazardous Conditions: Crashes
Reply #44 - Nov 28th, 2009 at 12:28am
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Hammer wrote on Nov 27th, 2009 at 6:52pm:
OK, I'm feeling a little Polarboyish...

Thank you for adding those additional notes about Force Fields. Here are two items about crashes.

The Island of Dr. Apocalypse. Any passenger who is not strapped in one of the seats while riding in a fast shuttle car must make an Agility saving throw on 1d20 or suffer 1d10 points of damage during acceleration and deceleration.

Death Duel with the Destroyers. If the pilot flying the giant Doombot is forced from his console while it is flying, the robot will crash after two full turns, causing 1-10 points of damage to anyone in a seat or 2-20 points of damage to anyone who is not in a seat.

Related note: destroying one of the robot's legs reduces its ground movement to 25% (and renders it unable to fly).
« Last Edit: Nov 28th, 2009 at 12:30am by polarboy »  
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Re: Hazardous Conditions: Miscellaneous
Reply #45 - Dec 7th, 2009 at 10:07pm
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Terror by Night includes bio-electric force fields that not only stop characters with non-corporealness but that also inflict 2d6 damage to any non-corporeal character who even attempts to pass through them (no roll to hit necessary).

Devil's Domain includes some guidelines for visceral reactions:

If the characters open a door to the filthy home of the Pit Fiend they will be struck with a pungent odor so strong that all must save vs. Endurance or lose 1d10 Power Points.

Upon entering throne room, filled with objects of great beauty, each character must save vs. Charisma on 1d20 or be stunned by the room's grandeur for one turn. (This is the closest example I've found in V&V of making COOL checks, like those described in Living Legends.)



« Last Edit: Dec 7th, 2009 at 10:09pm by polarboy »  
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