From: | "Lindblom Fredrik, Training" <fredrik.lindblom@*******.TELIA.SE> |
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Subject: | Sleep spells of death |
Date: | Thu, 1 Jun 1995 19:40:00 PDT |
Another little thing I've been thinking about is this:
Let me tell you a short story about _the_ shaman. (Belonged one of my
players) Bloody worst killer bastard coyote shaman the shadows ever saw,
dammit. He's retired now (thank god!) as a healthy grade 6 initiate with a
credbalance about 7 meganuyen. (How he got so rich? That's a story in
itself: He was the groups only magic-using character, so guess who got _all_
the foci when they looted the bad guys? Now check your average
powerfocus(6)'s pricetag at your local talismonger. Right, looootsa nuyen.
Since the sonofabitch managed to stay alive adventure after adventure, he
had a nice collection after, say, 60 percent of all the adventures FASA ever
published? Even at 30% of the off-shelf value it is some heavy cred.) Now
I'm not a nice gamemaster, but if I'm bad, those players are _always_ a
little worse! Somehow... Now, the first spell he ever researched was
'Improved sleep'. You got it, it's just like 'sleep' but does S damage
instead and has a little heftier drain code. Not that he cared... So they
walk into a room... It's a dangerous encounter...When the cyberdudes have
had their share of heavy-weapons fire, some of the antagonists are still
standing (we are talking about a single combat round here)... The shaman is
lucky, he's on initiative 11, which means he casts two spells this round. On
11 he casts Imp. sleep on everyone he can see in the room (xcept the team
ofcourse). It does, since the bad guys all have the same willpower, some 6D
Stun plus three extra successes. Without magical support, some of the
antagonists (especially the wounded ones) take a deadly stun wound and fall
over. Now some of the runner cybermonsters fire and kill some antagonists.
Everybody's happy. But a couple of them are still standing (how incredible
is this not! Most combat action lasts for _less_ than three seconds) so on
initiative count 1, the shaman casts another Imp. sleep on the remaining
antagonists. Of course they go down (what did you expect?) But what happens
to mister security-guard lying nearby, clearly within the shaman's
arc-of-vision and the spell's area of effect (being damn big 'coz he's a
grade 3 initiate)? The poor fellow has taken a Deadly stun wound from the
last ImpSleep spell, plus a seriuos wound from a nasty Ingram valiant. Now
he faces another 10D stun damage. And being unconscious he can (probably)
not add his threat rating? Does this mean that a (any) stun-weapon, be it
spell or fist, (almost) automaticly kills
poor-mr-sec-guard-just-doing-his-job? He (with a body of 3 and a plus 6 TN
modifier) dosn't stand a chance against mr killer shaman's naughty spell
which is meant to put peiople to TEMPORARY! sleep...
Anyway, the team had nobody to interrogate afterwards in my campaign, and
the combat action only lasted for 3 seconds as usual, and mr shaman had a
really nifty killing spell with a lower drain than a _real_ hurting-spell of
the same damage-level. How sad is this not.
Am I right, or am I wrong?
Comments welcome.
MxM (fredrik.lindblom@*******.telia.se)