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Sleeping Gas Gun

Sleeping Gas Gun

Postby chaosnet » Wed Apr 25, 2012 5:20 pm

Working on my "Creating Stuff" mental muscles...


Sleeping Gas Gun


Power Sets

Sleeping Gas D8

SFX: Sleepy Time – Add a d6 and step up your effect die by +1 when inflicting Sleepy complication on a target. If the complication is stepped up beyond D12, then the target is considered stressed out and incapacitated.

SFX: Gas Bomb – Add a d6 and keep an additional effect die for each additional target.

Limit: Out of Ammo! – Shutdown Sleeping Gas Gun and gain 1 PP. Take an action vs. doom pool to recover.
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Re: Sleeping Gas Gun

Postby Doc Hydrogen » Wed Apr 25, 2012 8:08 pm

That's how I would do it, but you don't need the second sentence of the Sleepy Time SFX. All complications work that way already; it's not unique to this SFX.
My apologies for occasional spelling... shenanigans. I typically post from mobile devices.

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Re: Sleeping Gas Gun

Postby chaosnet » Wed Apr 25, 2012 8:20 pm

I would also assume that my Sleepy Gun wielding hero would be immune to the effects (i.e. Sandman's gas-mask), or would I need to specify that explicitly?
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Re: Sleeping Gas Gun

Postby MidnightBlue » Wed Apr 25, 2012 8:40 pm

chaosnet wrote:I would also assume that my Sleepy Gun wielding hero would be immune to the effects (i.e. Sandman's gas-mask), or would I need to specify that explicitly?



It's handled mechanically in your own text as it talks about "targets."

You don't have to target yourself.

That said, you'd want your own narrative as to why it doesn't effect you if the gas is described as filling the area the character is in. Gas mask works easy enough as you showed in example.
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Re: Sleeping Gas Gun

Postby salsa » Thu Apr 26, 2012 11:15 am

MidnightBlue wrote:
chaosnet wrote:I would also assume that my Sleepy Gun wielding hero would be immune to the effects (i.e. Sandman's gas-mask), or would I need to specify that explicitly?



It's handled mechanically in your own text as it talks about "targets."

You don't have to target yourself.

That said, you'd want your own narrative as to why it doesn't effect you if the gas is described as filling the area the character is in. Gas mask works easy enough as you showed in example.


If the immunity to your own power is crystal clear to the Watcher during character creation you don't need to worry about any failed actions that turn into a complication back on yourself! Cause if the character isn't immune, that's one of the things my evil side as a watcher would go for :P
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Re: Sleeping Gas Gun

Postby MidnightBlue » Thu Apr 26, 2012 11:25 am

Very true...intent in character concept can go a long way for avoiding unnecessary issues later on in the game.
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Re: Sleeping Gas Gun

Postby chaosnet » Thu Apr 26, 2012 11:35 am

Also, if a gas-mask on the hero character protects him from the sleepy gas, then any mook could resist the exact same way.

Then he wouldnt be able to retroactively say that the gas is actually a skin contact neurotoxin if he saw 4D6 worth of mooks coming at him with gas-masks
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Re: Sleeping Gas Gun

Postby MidnightBlue » Thu Apr 26, 2012 11:39 am

chaosnet wrote:Also, if a gas-mask on the hero character protects him from the sleepy gas, then any mook could resist the exact same way.

Then he wouldnt be able to retroactively say that the gas is actually a skin contact neurotoxin if he saw 4D6 worth of mooks coming at him with gas-masks



Too true.

Player input can help to show the non-mechanical limits of a power.

Great points.
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Re: Sleeping Gas Gun

Postby Keji » Fri Apr 27, 2012 1:40 pm

He is, of course, using an antidote to that specific strain of sleeping, skin contact gas.

Naturally.
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