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Post by order99 on Mar 1, 2021 9:56:56 GMT
I just noticed this:
Spook Bad Guys: A weaker version of Raise Car, but requiring no material components. With a frightening gesture, or shouting something like “boo!” at them, the Hero can cause from 1-6 1st (up to 1+1) and 2nd level types (up to 2+1), or 1 3rd level type within range to have to make morale saves at a -2 penalty for the duration, with a 2 in 6 chance per turn of making them drop anything they are holding, including weapons. Duration: 1-4 turns.
FAKE UNDEAD Not every encounter that seems to be with the supernatural really is -- sometimes a ghost is just a man under a sheet, a zombie is a man in a rubber mask, a skeleton could be a man dressed in black with bones painted over it in luminescent paint. Stats for fake undead are always half of what they are for the real version (rounding up), but without any of the special abilities. They can Spook Good Guys (as per the power Spook Bad Guys) once per exploration turn until they are exposed as fakes..
PCs...don't make Morale checks as far as I can determine. I can't believe I didn't notice this before.
So Scott-how did you handle it in your DC campaign? Did you just treat it as a D&D Fear spell instead, with a Save vs Magic? A Save vs Plot (WIS modifier) because it's "part of the Genre" so sometimes Hawkman will actually run away from bandits in a sheet? A reaction Check applied to the PCs for a change? Actually assign Morale scores to the PCs?
Also, have any other Forumites used Mobsters with Spook Good Guy, and if so how did you handle it?
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Post by Adminenkainen on Mar 3, 2021 2:21:20 GMT
Nice catch!
For Spook Bad Guys only, Heroes use their save vs. plot as a morale save. I guess I never put that in writing anywhere. Oops! Yes, fake undead are not too appropriate for serious campaigns, as was obvious in my fake solo campaign when my Heroes faced werewolves and were fine, but then encountered fake undead and fled.
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Post by order99 on Mar 3, 2021 5:34:07 GMT
To be honest, I would likely just make Fake Undead fully effective against SCMs (force a simple Morale check)and simply play them up as dangerous enough to make the Players nervous-then, after finding the fraudsters to be pushovers, have them face some real Undead just oozing with false confidence... But I truly appreciate the info on Spook Good Guy-specifically because I wrote Mobster Carl Russev as having access to Fear Toxin (one of his formulae as a Science Villain).
I do believe that there is a place in a serious campaign for Fake Undead though-as a gruesome historical example, the Ku Klux Klan chose flowing hoods and sheets in order to make their victims mistake them for ghosts (as if anonymous hooded terrorists wouldn't be scary enough ). The legendary Captain Clegg (and his Disney counterpart The Scarecrow of Romney Marsh) wore horrific disguises to terrify the enemy. Also, half of the mystery films of the 1930's involved some attempt at supernatural fakery, as did the antagonist of the Doyle classic The Hound of the Baskervilles... and don't forget that your own recent campaign had actual Mad Science werewolves-who's to say that the 'ghosts' ability to terrify the Heroes wasn't some Terror Toxin emanating from the sheets they wore, or Infra-sound being piped into the room?
Heck, if I had to model Bronze-age Count Vertigo's 'Disorientation' powers, Spook Good Guy would be a close fit-a tendency to abandon fights and randomly stumble around until everything wasn't spinning, coupled with a tendency to drop objects? Good enough...
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Post by Adminenkainen on Mar 4, 2021 2:29:52 GMT
Huh...hadn't thought enough about a scientific rationale behind the fake undead. The only problem with sheets soaked in terror toxin is that enterprising Heroes can strip them off and wear them through the rest of the hideout...
But I also like your idea of just ignoring the "fear aura" of fake undead for Heroes, particularly for Heroes of 4th level or higher, in a serious campaign.
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