Very Hot Topic (More than 25 Replies) Hazardous Conditions: Rules from the Modules (Read 9065 times)
polarboy
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Hazardous Conditions: Rules from the Modules
Sep 19th, 2009 at 4:54am
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In the absence of a V&V survival guide, I've decided to start posting special rules for environmental hazards and other situation rules from the published sources. I'll add more in the coming days.


Great Iridium Con
Costume Changes:
In most cases, a single change of clothing will take a complete turn, and perhaps another turn to unpack it from its secret pocket. A Life Support suit should take at least three turns to don or remove, and Armor B one phase for each point of ADR, and more if other devices are linked to the same battery. Most costume changes may be regarded as movement only, and allowances should be made for Heightened Speed or Agility.


Secret in the Swamp
Escaping from Quicksand: 
If the hero has flight, they must spend 5" of movement to remove themselves from the grasping muck.

However, if the trapped character cannot fly, he is in for a time-consuming feet. Every action which the character undertakes while in the quicksand requires a roll of his Agility or less on 4d6.

Two successes at this task of being able to take an action mean the character has successfully crawled/swum out of the quicksand.

Three failures, however, indicate that the character has been sucked under the surface of the quicksand.

Each failure (until the third, whereafter it doesn't matter) means that the character must add two to each of his later 4d6 rolls. This means that after the first failure, the hero must roll under his Agility +2. After a second failure, the roll is 4d6.

Any flying character with sufficient carrying capacity may pull a teammate caught in the quicksand out in one action plus one action for  each failed movement roll the trapped character has made.


This next item about food poisoning comes from eating at a standard concessions stand at a circus in Organized Crimes.

Fried Food: Although the food served here smells good those heroes eating it will become mildly ill, seven to ten turns later. This sick feeling causes the loss of 1d20 power points for one hour.


From the Deeps of Space is an exceptional resource for space-traveling characters. There are too many space-navigation rules to post. But because radiation poisoning can apply anywhere, I will include the module's rules about radiation sickness.

Radioactive Gas: A power blast attack made against the character. Results in 2d4 points of damage now, plus radiation illness if a 1d20 roll exceeds the hero's Endurance. RadSickness halves strength and Endurance for one week.

« Last Edit: Sep 19th, 2009 at 5:32am by polarboy »  
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Re: Hazardous Conditions: Rules from the Modules
Reply #1 - Sep 19th, 2009 at 5:27am
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Very cool, I had posted previously about some guidelines for the non-combat use of powers, like saving people from burning buildings, floods, crowd stampedes, etc... I think someone was going to create a mini-adventure around this, but I may have lost the thread... I love the quicksand stuff, I can see that modified to escaping an undertow, hurricane swells, any number of scenarios.  Impressive stuff, thanks!
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #2 - Sep 19th, 2009 at 6:14am
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If quicksand wasn't bad enough, here are two more infamous obstacles.

The Mad Scientist
Mine Field:
Any ground-moving players must make a save versus their Agility on d20 per 6" of movement expended in this area. If a saving throw is missed, the character takes 1d20 damage. Anyone within 3" of that person counts as receiving an attack (HTH +3 to hit, 4th level) doing a potential 1d20 damage.


Alone into the Night
Plunged into a vat of wax:
Damage from being in the boiling wax is 2d10 per turn due to the extreme heat. To escape, a strength save must be made on 1d100. The vat is six feet deep and its sides are made of steel with 11 structural points.


In the dark: det. hidden rolls are halved.


Great Iridium Con describes these rules for getting attacked while asleep in bed.

The player-character has normal chances of Detecting Danger before the opponent makes his first attempt to hit (non-moving target, save vs. Agility on 1d20, -1 in dim light), otherwise the player-character will be unable to roll with the blow.

The first hit, even if it misses, will awaken the player-character if it does not immediately incapacitate the hero, and will almost certainly awaken any other player-characters sharing the room. Proceed with combat--and remember that the character is unlikely to sleep in armor, gunbelts, or whatever.
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Re: Hazardous Conditions: Rules from the Modules
Reply #3 - Sep 19th, 2009 at 7:45am
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For whatever reason, my group didn't use many modules beyond the first few, so I missed all this cool stuff.

So thanks for posting these!
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #4 - Sep 19th, 2009 at 12:33pm
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Following the original D&D model, most traps and saving throws in the modules involve making saves vs. Strength, Endurance, or Agility (d20 or d100), or experiencing an attack type following standard rules.  These next two items come from This Empress Earth.

Climbing Down a Steep Passageway:
The players must roll their Agility or less on 1d20 every 20 yards (12") or fall (if the heroes use climbing tools, adjust their Agility score by +4 for this roll only). Damage from falling is 1d4 every 20 yards (12") the character tumbles.

Trapped in a Maze: Dozens of tunnels inter-connect, doubleback, spiral, and for the most part, dead end in this area. Any heroes attempting to get through the maze must make 4 successful Detect Hidden Rolls. Each roll that fails cost the heroes 30 minutes of wasted time.

The above guidelines for escaping from a maze are much more convenient the way we'd have done it during my D&D days, asking whether the player-characters turn right or left every 10 feet.


SuperCrooks & Criminals includes a variant rules chart for calculating knock-back damage when hit point loss from kinetic attacks exceeds a character's basic hits (expanding on the guidelines already in the revised rules).

Calculating Damage from Knock-Back Hits
Knock-Back Distance: up to 2", no additional damage

Distance: 3-4"
Additional Damage: 1d2

Distance: 5-8"
Additional Damage: 1d4

Distance: 9-16"
Additional Damage: 1d6

Distance: 17-32"
Additional Damage: 1d8

Distance: 33-64"
Additional Damage: 1d10

Distance: 65-128"
Additional Damage: 2d10

Distance: 129-256"
Additional Damage: 3d10

Distance: 257-512"
Additional Damage: 4d10

Distance: 513-1024"
Additional Damage: 5d10

The chart keeps going, doubling the distance, and adding 1d10

Example: Power Woman is hit in the kisser for 20 points of damage. Her basic hits are 3 so she will be knocked back 17 inches. She strikes a wall doing 1d10 damage to herself and the wall. however, she weight 120 lbs. so another 1d3 is added to the damage (see Brawling Weapons Table). Both the wall and Power Woman takes 5 points of extra damage as a 3 is rolled on the d8 and a 2 on the d3. Another unconsciousness roll is now made separately for this damage. This should be treated as falling with respect to armor and invulnerability.
« Last Edit: Sep 19th, 2009 at 12:57pm by polarboy »  
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Re: Hazardous Conditions: Limbo
Reply #5 - Sep 19th, 2009 at 2:03pm
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The revised rules mention that dimension-traveler Nomad sends criminal Mammoth to limbo. A representation of Mammoth makes a cameo appearance in The Dragon of Juompur magazine adventure, but what happened to the villain himself?

Here's what other V&V resources tell us about limbo.

The Zuvembie Lord from Terror by Night has a Magic Spell Device: Dimension Travel -- use of the spell opens a portal to 'Purgatory', a misty grey Limbo echoing with screams of the damned. A character can escape by making an INT roll on 1d100, but anyone so transported loses 2d6 power/turn. This spell can be cast five times/day.

The Hauntress (previously Shrew), described in Issue 3 of the V&V limited series has this dimensional Vulnerability: For every type of energy attack that successfully hits her, there is a 1% chance of causing "ectoplasmic disruption" equal to the damage done - 9 (Basic Hits + Level). If this happens her spirit is transported to limbo, where it takes ninety days (in time by our reckoning) to re-form her astral body.

Finity: If Nomad's "limbo" was simply a euphemism, there's somewhere else Mammoth might have gone: the dimension of Finity, described in Pre-Emptive Strike.

Time travelers are constantly creating divergent worlds--even universes--with each jaunt into a past or future. Not the past or the future, but timelines which would not have existed without them.

Finity exists on such a timeline: It is an Earth which was sterilized by a solar flare during the Devonian Era, two hundred million years before the first dinosaurs, four hundred million years before man. The cause of the solar flare is uncertain ... and a use was found for this doomed Earth--a prison colony for those supercriminals who could not be restricted or confined by normal methods.

Finity was the discovery of Myrthryl, a Dimension-hoping being who is said to have inspired tales of Merlin, and he alone knows the correct path through the twisted timelines to reach it. Since the recent discovery of force fields to confine the Non-Corporeal, the Vibratory, and the most destructive criminals, a .... Finity has been little used and its popular is less than one hundred criminals.

The module goes into greater detail about Devonian environmental conditions.


Other Dimensions? Although dimension-travelers appear in other sourcebooks, the only other dimension I've seen detailed is the divergent timeline from The Pentacle Plot, which offers many additional rules for a ancient-medeival military combat.

« Last Edit: Sep 20th, 2009 at 8:21pm by polarboy »  
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Re: Hazardous Conditions: Underwater Rules
Reply #6 - Sep 19th, 2009 at 7:13pm
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Pre-Emptive Strike includes very detailed rules for adventuring underwater. Here are some of the key points.

Holding Your Breath: Unless they have Water Breathing or Adaption, characters swimming underwater hold their breath for only Endurance turns. PR = 1 per turn.

Those with Willpower can hold their breath at PR = 1 per minute until fatigued.

Swimming Speed: in calm water is half normal movement rate, or half flying rate. Swimming costs 6 power points per hour.

Walking underwater is at one-third normal movement, with these exceptions. Robots and those heavily encumbered may need to walk instead of swim.

Wings are useless underwater, unless the design is like that of a water-bird or similarly amphibious creature, in which case speed is still half flying water. Wings may also have to dry out again before being used for flight.

Non-Corporeal characters move at normal rates. (They follow the same holding-breath rules above.)

Characters with Vibratory Powers treat water as  Structural Rating of 2. (They follow the same holding-breath rules above.)

Combat: Agility scores are one-half underwater, except for characters with Adaption, Non-Corporealness, Water Breathing, specific forms of Willpower (GM's option), and those with Gravity Control who choose to compensate. This will affect initiative as well as Damage and Accuracy. (It sounds like Hit Points and Power Points are not adjusted.)

Attack Forms: most attack forms can be used without further modification.

Melee weapons: knives/spears/tridents have no further modifications. Swords and axes do half normal damage.

Ranged Attacks:
Muscle-powered ranged weapons--spears/arrows: half normal range.

Rifles and pistols: lose one point of damage per inch of water between the firer and target. Spear-guns, which may be treated as pistols, are unaffected as this is their natural medium.

Disintegration Ray, Light Control, and Power Blasts: lose one point of damage per game inch between the attacker and  target.

Ice Power: lose one point of damage per game inch between the attacker and target--and leaves a trail of ice behind. A victim immobilized by ice floats to the surface at one-half falling speed.

Flame Power is useless as an attack or defense.

Underwater Visibility: In salt water, a character may (by daylight) see for 95 feet at a depth of 5 feet, for 50 feet at a depth of 50 feet, or for 5 feet at a depth of 95 feet. In fresh water, visibility is roughly half that of salt water.

The effects of zero visibility (at 100 feet in salt water, 50 feet in fresh water) are the same as those of Darkness Control.

A character with Light Control may illuminate up to 30 feet with a PR of 1 per hour, 60 feet with a PR of 3 per hour, and 90 feet with a PR of 9 , and so on.

Seaweed, mud, and fish can further limit visibility.
« Last Edit: Sep 19th, 2009 at 7:54pm by polarboy »  
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Re: Hazardous Conditions: Rules from the Modules
Reply #7 - Sep 19th, 2009 at 7:16pm
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I am loving this thread.  Thanks!
  

I am scary, very, very scary.
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Re: Hazardous Conditions: Rules from the Modules
Reply #8 - Sep 19th, 2009 at 9:23pm
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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?  What about Sonics?  Would they also be enhanced?
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #9 - Sep 19th, 2009 at 9:55pm
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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?  What about Sonics?  Would they also be enhanced?


Sonic Abilities may be used as normal but with twice the normal range.

Vibratory Powers isn't specified as an attack type but it might fall into this category: Emotion control, Force Fields, Hand-to-Hand without weapons, Telekinetic Blasts, Mind Control, Paralysis and Transmutation may all be used underwater without further modification.

Also:
Lightning  Control generates a ball of lightning with a radius of E/2.

Chemical Powers: usable only as a radius attack, with a maximum range of S/3, unless the chemical is one that reacts violently with water (e.g. sodium or potassium), in which case treat it as a non-nuclear bomb.

Explosives may function normally, depending on design.
« Last Edit: Sep 19th, 2009 at 10:00pm by polarboy »  
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Re: Hazardous Conditions: Death Traps, etc.
Reply #10 - Sep 19th, 2009 at 11:54pm
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SuperCrooks & Criminals includes a vehicle with a death-trap reminiscent of the Death Star.

Garbage Truck: 18,000 lbs., 1 + 1 passengers, 30 mph, Hits: 90 (disable) / 360 (destroy)

Trash Compactor: 1d10 damage per turn to those caught in the compactor.



Watch your step! The Sensei module lists Tetsubishi (four-pointed caltrops): When caltrops are scattered on the ground, every character who crosses their path must roll to detect danger. If the roll is successful, they have spotted the caltrops; or if the roll is unsuccessful, roll 1d20 to determine the number of caltrops the character has stepped on. Each caltrops does 1 point of damage, and any character stepping on one must make a saving roll against Agility to remain standing.


Here's a rule form the original edition that I like. If a character with teleportation doesn't know/see where they are teleporting and accidentally materializes into a solid object, the character takes 1-8 points of damage and reappears the the departure point.


Because fights on city streets are common, here are notes from Alone into the Night.

Fire Hydrant: cast iron construction and has 10 structural points. To tear this hydrant from the concrete will require 15 points of structural damage in a pulling or prying fashion. It weights 120 lbs. and a concussive force of water will fountain forth if it is pulled from the sidewalk. Contact with such a fountain of water will cause 1d4 damage. The water spurt will subside in 10 turns.

Manhole Covers: weight 60 lbs., have 10 structural points (cast iron) and have an Agility range if used as a weapon and thrown. They cannot be removed without a crowbar, magnetic powers, etc.

Street Lamps: Each pole weights 800 lbs. and is 15 feet tall. Each lamp post has 6 structural points. The glass bulb has 2 points. Each lamp lights up an area with a 10-foot radius . Physically striking exposed wire will cause 2d8 damage.
« Last Edit: Sep 20th, 2009 at 12:05am by polarboy »  
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Re: Hazardous Conditions: Zero G
Reply #11 - Sep 20th, 2009 at 12:37am
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Here are some detailed rules from Battle Above the Earth about using super powers while wearing space suits in outer space.

Any character with Life Support as a power will be able to use any of his powers while in a vacuum.

Characters who have to wear space suits will find themselves extremely limited. Without special adaptations, most powers will be either useless due to confinement within the suit (i.e. Stretching Powers, Shrinking) or would break the suit (i.e. Growth, Lightning Control, Power Blast).

Weather Control will not work in a vacuum itself, although it can affect pressure within another suit if a special role is made. 

Non-Corporeal characters can survive in a vacuum only as long as they can hold their breaths. Characters in astral form are unaffected.

Characters with invulnerability can survive for one turn per point of invulnerability, but must spend one turn recovering for every two turns of exposure to a vacuum.

Characters with Absorption-Substance could be able to survive in a vacuum, depending upon whether the GM determines that a character who has absorbed all the qualities of steel would still need to breathe.

Characters with Flight move normally in Zero-G.

Characters with wings can fly only if they can survive without space suits. However, they must state every time they move that they are compensating for the lack of gravity or they must make a percentage die roll vs. Agility to prevent them from continuing their movement path in a straight line for another 1-10 phases.

Characters without Flight move at a rate of (S + A)/2. However, they will always continue on at their last movement rate unless they have some special way of braking/stopping, such as magnetic boots, a tether line, etc., so it is recommended that they do not move more than three or four inches per turn. Tether lines are assumed to have 4 structural points.

If a character takes a knockback, he will keep on going at a rate equal to the amount of damage he took (in inches for this movement) until he hits something, someone grabs him, or he uses Flight  Powers or some other means of braking/stopping.

Also, characters are still limited to their normal carrying capacities due to the natural inertial of an object. If they try to lift or move anything heavier than their carrying capacity, they will usually only push themselves away from the object.

The laws of action and reaction still apply in space. Hitting a target will cause the "hitter" to take a knockback as if he had taken the amount of damage inflicted by his blow on the target. Example: If Kodiak throws a punch for 9 points of damage, he will go flying back 9 inches and continue to fly back at this rate of movement per turn (9 inches/turn) until he can brake/stop himself.

Combat is otherwise assumed to follow the standard rules.

« Last Edit: Sep 20th, 2009 at 12:54am by polarboy »  
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Re: Hazardous Conditions: Rules from the Modules
Reply #12 - Sep 30th, 2009 at 10:15pm
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Doctor Foom wrote on Sep 19th, 2009 at 7:45am:
For whatever reason, my group didn't use many modules beyond the first few, so I missed all this cool stuff.

So thanks for posting these!


You missed out, Dr. Foom; to unabashedly steal from Tony Tiger - they're GGGGGGGGGGRRRRRREEEAAATTT!!!

Thanks, PB, for compiling these all here!
  
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Re: Hazardous Conditions: Rock Slides & Meteor Storms
Reply #13 - Oct 2nd, 2009 at 1:04am
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Be careful if you're fighting in an underground cavern. These rock-slide rules from This Empress Earth were created for Gargantua (52 strength), but notice how they could apply to anyone with a score of 24 or higher.

Any time a blow by Gargantua misses its target, there is a percentage chance equal to half Gargantua's Strength score that rocks will crash down around the combatants. This rule may apply to the characters as well if their Strength scores are 24 or more. Falling rocks will do 2d8 points of damage to each combatant that fails to avoid them. The rocks can be avoided if the players roll under their Agility score on 1d20. The person causing the rocks to fall has a +2 to their Agility for this roll only.


From the Deeps of Space come these rules for meteor storms:

Roll 1d20 for the intensity of the storm. This is how many meteors there are in the field.

Swarms with 1-10 rocks have a size of 5: they do that much damage when they hit, and have that many hit points over their structural rating of 6.

Swarms of size 11-14 are size 3.
Swarms of size 16-20 are size 2.

One half of the rocks in a swarm will attack each turn; if the character cannot destroy a rock through HTH, powers, or weapon blasts, it makes a HTH attack at level four skill and then passes beyond the character.

For example, Cherenkov-Man runs into a size seven swarm. Four rocks attack on turn one; he smashes two with a multiple HTH attack, one with a power-blast with his second action. The remaining rock hits Cherenkov-Man and does five points of damage. The next turn, the remaining three rocks approach and must be dealt with by Cherenkov-Man.

The GM may wish to make some swarms out of nickel-iron meteors, which have a structural rating of ten but can be deflected by magnetic powers.

« Last Edit: Oct 2nd, 2009 at 1:34am by polarboy »  
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Re: Hazardous Conditions: Bar Fight and Public Panic!
Reply #14 - Oct 6th, 2009 at 1:06am
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The V&V rulebook includes guidelines for unexpected outcomes from missed attacks. But there's little discussion about how a super-fight might affect the public.

The circus-themed module Organized Crimes issues this guideline:

During the fight which will, no doubt, break out, people will be continuously rushing around in a panic. Should the GM wish to make the fight even more difficult for the heroes, he could have these people get in desperate situations, such as being trapped on moving rides, used as hostages, etc. Again, it is said that the GM has the ultimate rule over what will occur during the fight, making it as dramatic or as comical as he wishes.



The Mad Scientist magazine adventure (by Jack Herman) presents these alternate rules should a fight break out at Cafe Angst, a popular hangout among criminals.

Brawl Event Table
Roll 1d6 per missed attack and then once again during every between -urns phase for each brawl taking place.

1. Opportunity Weapon (player-heroes)*
2. Opportunity Weapon (villains)*
3. Missed attack hits a bystander and starts another (unrelated) brawl.
4. Two grappling brawlers throw each other through a wall/floor/ceiling/window (players involved if it will make the fight more interesting)
5. Roof caves in/floor collapses/wall buckles under/fire (GM's choice)
6. Innocent Bystander interferes (bartender, villain's girlfriend, etc.)

* This could be an empty bottle sitting on the table, or it could be the table! A live power cable could be sticking up from the torn out floor or whatever. If the players receive an opportunity Weapon the GM should make it available to the player who seems to need it the most. If the villains get one, give it to the very next villain who has an action.

The object is to keep enough "peripheral" things happening to prevent all of the villains from simply swarming the player-heroes and tearing out all of their internal organs. But, at the same time, the GM should keep a few villains free to keep the action going if the players win so easily that it levels any dramatic effect.

If all the players are defeated they are dumped out back in the alley with the rest of the trash. if the players win, the majority of the villains involved  in the brawl will continue to beat each other senseless. The rest simply retreat.

« Last Edit: Oct 6th, 2009 at 1:13am by polarboy »  
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Re: Hazardous Conditions: Rules from the Modules
Reply #15 - Oct 10th, 2009 at 1:16am
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Nice, anything about burning buildings or fire in general?  I haven't seen any modules/adventures with this, but I'd think it would happen with fair frequency.  Explosions, falling beams, backdrafts, etc... I'd think someone would have come up with something so I don't have to recreate the wheel.  Smiley
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #16 - Oct 10th, 2009 at 1:52am
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I haven't seen specific rules for fires in any of the modules or sourcebooks. Here's a link to what I've been able to gather on various flame-based powers: http://www.villainsandvigilantesforum.com/cgi-bin/yabb2/YaBB.pl?num=1254797290
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #17 - Oct 10th, 2009 at 3:07am
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Thanks, I was looking more for environmental stuff than "flame throwers".  I think Mr. Sumner was going to write a mini adventure around this, but I haven't seen it... I may have lost it in the posts.
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #18 - Oct 13th, 2009 at 4:25pm
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Hammer wrote on Oct 10th, 2009 at 1:16am:
Nice, anything about burning buildings or fire in general?  I haven't seen any modules/adventures with this, but I'd think it would happen with fair frequency.  Explosions, falling beams, backdrafts, etc... I'd think someone would have come up with something so I don't have to recreate the wheel.  Smiley


I'll have to double-check when I get home, but one adventure I made for a Con had an orphanage that was on fire (in New Orleans during Hurricane Katrina, no less!) and the PCs had to rescue the little tykes before they burned up!
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #19 - Oct 13th, 2009 at 7:42pm
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Majestic wrote on Oct 13th, 2009 at 4:25pm:
I'll have to double-check when I get home, but one adventure I made for a Con had an orphanage that was on fire (in New Orleans during Hurricane Katrina, no less!) and the PCs had to rescue the little tykes before they burned up! 


I would enjoy reading a House Rules thread about burning buildings any other dangerous situations.
  
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Re: Hazardous Conditions: Posionous Atmospheres
Reply #20 - Oct 14th, 2009 at 12:10am
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From the Deeps of Space describes how the atmospheres on two planets will effect humans.

HaBath IV has thin air that reduces power scores by one per hour unless some sort of respirator is used.


JAAS
has a poisonous atmosphere and is not very hospitable to human life. 1d4 points of damage are lost each turn that the atmosphere is breathed without protection; characters may 'roll with this damage if conscious.


Pre-Emptive Strike houses a trapped room that fills with slightly visible (Det. Danger roll allowed) knockout gas from the vents hidden in the floor. The heavy gas will fill the area from the floor up, at a rate of four feet per turn. Anyone not protected (by Life Support, Adaption, Willpower, Robotic Body etc.) will have to save vs. Endurance on 1d100 between turns as soon as the gas reaches their nostrils or be rendered unconscious. The gas will stop at a height of twenty-eight feet, after seven turns. If, seven turns later, anyone is still conscious ... the villains will proceed with other plans described in the module.
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #21 - Oct 16th, 2009 at 6:45pm
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Knockout gas looks like a good guideline for smoke inhalation, but I think it usually starts high, and comes down...

No kind of expert there.
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #22 - Oct 24th, 2009 at 1:16am
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The module Assassin states these guidelines for sophisticated motion and impact detectors surrounding a base: These sensors will detect anyone within one hundred feet of the fence with a 99% accuracy. If the target is Non-Corporeal, the chance of being detected is 10%.

Alone into the Night provides this hazard when walking on the main floor of one condemned building: Due to its state of disrepair, almost all structures in the room are unsafe. If a weight of 150 pounds enters the center of the floor that weight will fall through to the basement. The weight the floor can support at the edges of the room is 250 pounds.

The Pentacle Plot lists these guidelines for Catapults: range = fifty inches, and hurl up to 250 pounds of stones at a time. They have a -2 to hit accuracy modifier, -1 if multiple stones are being cast. Use the brawling weapons chart to determine damage, add 1d4 as the velocity bonus. Catapults take two men four turns to reload.

Pentacle Plot also mentions that rain, snow, and other severe weather should reduce movement rates.
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Re: Hazardous Conditions: Booby Traps and Holding Cell
Reply #23 - Oct 24th, 2009 at 9:45pm
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Alone into the Night includes this trap inside a locked room. The only remaining way to enter the office is with force. The door has 3 Structural Points. Suddenly, upon bursting into the room, an instrument on the ceiling will fire a laser at the intruding character. The beam attacks as 4th level, doing 2d8 damage with a 3 inch range. Attacks are made as for Light Control and will continue until the intruder is destroyed or the device itself is destroyed. the laser device has 5 Structural Points.


The B.A.D. headquarters in Opponents Unlimited includes a booby trapped safe that contains a blaster gun that fires when the safe is opened: one random person in the room is subject to a power blast attack each turn that the gun remains in operation. The blaster gun fires automatically on phase 16 of every turn after activation (it fires instantly when the safe is opened, regardless of the phase) at any moving character or other moving object in the room. It attacks as a 4th level character. The gun itself has a structural rating of 8 and deactivates automatically when damaged.


This Empress Earth may bring the heroes trapped in a combat arena with hidden pits (Detect Hidden x 2 to spot). The pits are 12 game inches deep and have a 50% chance of being spiked (+3d10 damage). ...
From her seat in the balcony the Empress can activate a 66 PR Force Field that protects her booth and seals off the top of the arena, preventing flying characters from escaping. The Force Field is invisible.


The Pentacle Plot
includes a holding cell with six-inch thick walls  covered in elastic foam. A force field (gives wall "Invulnerability 10") when in operation and prevents X-Ray vision and Astral/Incorporeal travel through the walls), and a sonic (Vibratory Powers) device to paralyze occupants. Captured PCs with extreme strength will be held here after being stripped of devices, armor, etc.
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Re: Hazardous Conditions: Rules from the Modules
Reply #24 - Oct 24th, 2009 at 10:06pm
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Anyone have rules for being in space or being deep under the ocean?
  

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Re: Hazardous Conditions: Rules from the Modules
Reply #25 - Oct 24th, 2009 at 10:11pm
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John wrote on Oct 24th, 2009 at 10:06pm:
Anyone have rules for being in space or being deep under the ocean?


I posted Pre-Emptive Strike's underwater rules earlier in this thread.

Outerspace combat/effects appear above in the posts pertaining to Battle Above the Earth and From the Deeps of Space (more ideas for encounters appear in that module as well).

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Re: Hazardous Conditions: Thick Smoke and Intense Fire
Reply #26 - Oct 26th, 2009 at 12:51am
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With further research, here are the best models I've been able to find from the published sources for fighting fires.

Opponents Unlimited references that a hero entering a burning building risks facing flame power attacks. (I imagine the GM would determine the exact source/location of the fire within the building.)

The Pentacle Plot has a room with a flame thrower that can flood the room with high-intensity fire. It does a Flame Power attack, 2d8 damage. (This reinforces that fire damage can very by intensity.)

Great Iridium Con includes a room with a a jar of highly inflammable oil, which, when opened or broke will fill the building with thick black smoke (as Darkness Control power) and will do 1d10 Devitalization damage , between turns, to anyone breathing it. (This could work as a model for the smoke conditions during a sizeable fire.)

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Re: Hazardous Conditions: Rules from the Modules
Reply #27 - Oct 27th, 2009 at 6:48pm
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Polarboy you are amazing, this is the kind of stuff I've been looking for.  I was thinking about making up some kind of random roll per turn someone stays in a burning building, something like:

1-5 intense heat felt, smokey smell (nothing dramatic
6-9 Open flames visible in distance
10-12 Open flame attack - 2d8
13-15 ceiling/Floor collapses - 3d10
16-18 Explosion/Backdraft - 2d20 (as large bomb)
19-20 Building collapses - 1d100

Not sure how this would work, and things would have to be adjusted for Character powers/specs. 

Smoke would probably be a constant, then you just place your NPC's with care, figure out any special incidents (trapped under a beam, door stuck, etc...)

I love the scene in Spider Man I with the Green Goblin, starting the blaze, then attacking inside the burning building (Willem DaFoe is an awesome villain).
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #28 - Oct 28th, 2009 at 2:48pm
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Hammer wrote on Oct 27th, 2009 at 6:48pm:
Polarboy you are amazing, this is the kind of stuff I've been looking for.  I was thinking about making up some kind of random roll per turn someone stays in a burning building, something like:

1-5 intense heat felt, smokey smell (nothing dramatic
6-9 Open flames visible in distance
10-12 Open flame attack - 2d8
13-15 ceiling/Floor collapses - 3d10
16-18 Explosion/Backdraft - 2d20 (as large bomb)
19-20 Building collapses - 1d100

Not sure how this would work, and things would have to be adjusted for Character powers/specs. 

Smoke would probably be a constant, then you just place your NPC's with care, figure out any special incidents (trapped under a beam, door stuck, etc...)

I love the scene in Spider Man I with the Green Goblin, starting the blaze, then attacking inside the burning building (Willem DaFoe is an awesome villain).


This is very cool and quite workable, too.  Much of this kind of thing happens due to luck (good or bad) anyway, so randomly deciding what exactly happens is a good way of figuring out if your character just happens to be in the "wrong place at the wrong time".    Shocked
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #29 - Oct 28th, 2009 at 4:51pm
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Polarboy, I have to say, this his entire thread has been great, thanks for taking the time to sit down and write all of this out.
  

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Re: Hazardous Conditions: Rules from the Modules
Reply #30 - Oct 28th, 2009 at 7:14pm
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dsumner wrote on Oct 28th, 2009 at 4:51pm:
Polarboy, I have to say, this his entire thread has been great, thanks for taking the time to sit down and write all of this out. 


Thanks. I appreciate the kind replies from everyone as I've tried to uncover and piece together various rules/guidelines about environmental hazards, death traps, and other obstacles from the modules and sourcebooks. When I started this thread, I didn't realize just how many great suggestions were already in the published sources.
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Re: Hazardous Conditions: Rules from the Modules
Reply #31 - Oct 29th, 2009 at 2:48pm
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polarboy wrote on Oct 28th, 2009 at 7:14pm:
dsumner wrote on Oct 28th, 2009 at 4:51pm:
Polarboy, I have to say, this his entire thread has been great, thanks for taking the time to sit down and write all of this out. 


Thanks. I appreciate the kind replies from everyone as I've tried to uncover and piece together various rules/guidelines about environmental hazards, death traps, and other obstacles from the modules and sourcebooks. When I started this thread, I didn't realize just how many great suggestions were already in the published sources.


Agreed (both with the thanks and how much stuff was already out there).  I'm thinking of taking all of the stuff you've compiled and making a "V&V Compendium" (more or less a Word document that compiles all of this extra stuff), so that's in one nifty, easy to reference place.  If I ever get around to doing it, I'll let you all know so that you can each have a copy!
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #32 - Oct 29th, 2009 at 10:57pm
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I'd love it, I've started doing something similar for the house rules stuff... There is some great stuff on this board if we can get it organized.
  
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Re: Hazardous Conditions: Rules from the Modules
Reply #33 - Oct 30th, 2009 at 5:21pm
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I've actually got all of my house rules compiled into one document, but still have a number of them that I still need to add (formally write-up).

Some of you know Justice (who has even visited these boards); he was over at my place for a few days (from Chicago, I think for GuardianCon) and he undertook (and finished!) the massive undertaking of re-writing the entire 2nd Edition Rulebook in Microsoft Word (keeping the formatting and everything!).

One of these days, if I ever find the time, I could re-do the entire thing by easily inserting (or changing) our own home brewed rules, so that we'd have everything in order and easily referenced.

If only there were more hours in the day!    Grin
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Re: Hazardous Conditions: Rules from the Modules
Reply #34 - Oct 30th, 2009 at 6:33pm
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It would save me a lot of time if you'd share what you have... there's a lot of stuff here. Smiley

If it's too big to post, let me know and you can email it!!!

Thanks!
  
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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.
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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.




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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.
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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).
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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.
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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!).
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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).
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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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