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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Fri Nov 05, 2021 4:49 pm Post subject: Sleep Inducer |
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Apparently in Galladinium’s Fantastic Technology is a weapon called a Sleep Inducer. The text says:
Game Notes: Damage is rolled against the target’s stamina; if the target is stunned or worse, the recipient must make a Moderate stamina roll not to pass out due to the sleep inducing frequencies. Aleep lasts 1D hours. Frequency chips will only work against one specific species; changing a chip requires an Easy blaster repair roll and 3 minutes.
It sounds like the target makes a stamina roll twice. The first (in place of strength) to withstand the weapon as the standard resistance roll. Then again to see if the character passes out or not. Seems strange to have two rolls, but being instantly put to sleep is pretty nasty, too. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Fri Nov 05, 2021 4:56 pm Post subject: |
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Also curious about people's conception of what the 'frequency chip' does. Would a character have to set it to "human" to affect them, and then switch it to "barabel" to affect that species?
What about near-human species (like Miraluka)? In Legends, Mace Windu was a near-human Korun, so would he have been able to shrug off the sleep inducer if it was set to human? _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Fri Nov 05, 2021 7:44 pm Post subject: |
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Why use a sleep inducer when almost every single blaster has a stun setting?
Quote: | Also curious about people's conception of what the 'frequency chip' does. |
The frequency chips are something that has to be changed out by essentially taking the weapon apart and putting it back together with the new chip installed. I assume that it configures the weapon's sound waves to target a particular alien species, one at a time.
Quote: | Would a character have to set it to "human" to affect them, and then switch it to "barabel" to affect that species? |
Yes.
Quote: | What about near-human species (like Miraluka)? In Legends, Mace Windu was a near-human Korun, so would he have been able to shrug off the sleep inducer if it was set to human? |
My call would be that the human chip affects all near-human species as well. _________________ RR
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14226 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Nov 06, 2021 2:06 am Post subject: Re: Sleep Inducer |
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DougRed4 wrote: | Apparently in Galladinium’s Fantastic Technology is a weapon called a Sleep Inducer. The text says:
Game Notes: Damage is rolled against the target’s stamina; if the target is stunned or worse, the recipient must make a Moderate stamina roll not to pass out due to the sleep inducing frequencies. Aleep lasts 1D hours. Frequency chips will only work against one specific species; changing a chip requires an Easy blaster repair roll and 3 minutes.
It sounds like the target makes a stamina roll twice. The first (in place of strength) to withstand the weapon as the standard resistance roll. Then again to see if the character passes out or not. Seems strange to have two rolls, but being instantly put to sleep is pretty nasty, too.
Also curious about people's conception of what the 'frequency chip' does. Would a character have to set it to "human" to affect them, and then switch it to "barabel" to affect that species?
What about near-human species (like Miraluka)? In Legends, Mace Windu was a near-human Korun, so would he have been able to shrug off the sleep inducer if it was set to human?
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That's is why, not one player in any games i have been in (or ran) has ever bothered TAKING one... Why use it, when a stun setting heavy pistol is a lot better.
On the frequency chip thing, YES that's exactly what it means. You need to put in separate chips for separate races.. Though i could see a blanket "Human chip, has -1d penalty vs near humans, while one specifically for near humans has a -1d penalty vs humans". _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16325 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Nov 06, 2021 2:39 am Post subject: |
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The one advantage I can see over a normal Stun effect is the duration. 1D hours is quite a bit longer than 2D minutes. Heck, there've been some nights I would've used something like this on myself. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Nov 07, 2021 12:27 pm Post subject: |
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This honestly makes more sense as a shipboard defense, pirates board your ship, and you pump your sleep inducer into the hallways to thin them out, or disable them entirely.
I could see this being used to keep someone asleep after they've been stunned as well. _________________ RR
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Sun Nov 07, 2021 1:14 pm Post subject: |
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Good points, all. I've switched out the weapon for another. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14226 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Nov 07, 2021 4:13 pm Post subject: |
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Raven Redstar wrote: | This honestly makes more sense as a shipboard defense, pirates board your ship, and you pump your sleep inducer into the hallways to thin them out, or disable them entirely.
I could see this being used to keep someone asleep after they've been stunned as well. |
If i was doing that, i'd just go with a rechargable stun grenade grid... _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Mon Nov 08, 2021 7:50 pm Post subject: |
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True, there are many ways to skin that cat. I was just offering some more practical applications of the item in question. _________________ RR
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Sat Nov 13, 2021 3:28 pm Post subject: |
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Maybe I've been writing Shadowrun too long, but I have some really bad ideas of how this might be used.
The "best" of them being used as a slaver's tool. |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sat Nov 13, 2021 3:52 pm Post subject: |
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Ray wrote: | Maybe I've been writing Shadowrun too long, but I have some really bad ideas of how this might be used.
The "best" of them being used as a slaver's tool. |
TBH, slavers would love the stun weapons as they stand. I know in a Firefly game I played, we made vicious use of a "stun broom" (basically, a shotgun on a stun setting) and a drop ceiling. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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