Game Prep: Tempest (Part 3, Revised)

I realized after the fact that bumping the Basic Speed of a bad guy while they’re on tempest also means that their Basic Move is jumped up as well, and that sort of defeats the purpose. These addicts aren’t any faster physically … so now I’m back to needing to add ETS to the and then making sure that I update the characters manually. I suppose I could add a Reduced Basic Move 2 {10} to counter-act the improved Basic Speed … but again, just giving them ETS and fixing the NPC stat block in Fantasy Grounds by adding 3 or 4 to their Basic Speed will resolve this, I suppose.

The Euphoria thing pretty much cripples any NPC using this in combat. So I’m dropping that and replacing it with Berserk (Battle Rage) (12 or less) {-15} to better reflect what it was in the original source material (added basically the D&D Rage.)

So. The current (hopefully) final stats for this drug turns out to be: Enhanced Time Sense (lasts for HT seconds immediately after use … so my bad guys all need to basically do a Ready action to take a hit); High Pain Threshold for HT-2 hours; Lifting ST 4 for HT-2 hours; Striking ST 4 for HT-2 hours; Berserk (12 or less) (Battle Rage) {-15}; (Severe) Delusion (I am INVINCIBLE!) for HT-2 (so I need to have them constantly making All-Out (Strong) Attacks; as well as the Euphoria condition which applies a -3 to DX, IQ, skill and self-control checks.

A second dose within a 12-hour period still requires a HT-4 check to avoid immediate physiological addiction; each subsequent dose within that 12-hour period requires an additional HT check at an additional (and cumulative) penalty of -1 (so, taking a third dose in 12-hours requires HT-5, a fourth dose is HT-6, and so on.) Currently, tempest is relatively cheap – $50 per dose – which may explain the growing number of addicts. Tempest is ingested via an inhaler. Addiction to tempest is a -15 point disad (it has the totally addictive modifier, which gives a -10 to withdrawal rolls.)

Game Prep: Tempest (Again, Revised)

The PCs have run afoul of tempest addicts several times now, and we’ve observed some minor snafu’s that I should have expected. For starters, the +5 ST is kind of wrong because it increases their Hit Points as well, so I’ve revised this to +4 Striking ST and +4 Lifting ST (was originally going to go with Enhanced Muscle from BioTech, but GCA wasn’t acknowledging this correctly.)

More notable is the ETS issue. Per RAW, a character with ETS should always go first in combat but Fantasy Grounds has no way to annotate that without manually bumping their Basic Speed. So with that in mind, I’ve swapped ETS out with Extra Basic Speed +2.25 for the same 45 points so the bad guys will automatically show up at the top of the combat round.

Finally, I’ve thoroughly screwed up with regards to the Euphoria condition. Per RAW, this should apply a -3 to DX, IQ, skill and self-control checks. I haven’t applied that at all, so I need to figure out a way to apply that on a GCA character.

For the rest, though, it all applies: lasts HT-2 hours, the user gains the ST bonus, plus High Pain Threshold. Applies the Euphoria condition (B428) as well as the Delusion (I am invincible) which is a Severe delusion. I’ve dropped the “ETS after a second dose” and have just added the Basic Speed bonus with that single dose. A second dose within a 12-hour period still requires a HT-4 check to avoid immediate physiological addiction; each subsequent dose within that 12-hour period requires an additional HT check at an additional (and cumulative) penalty of -1 (so, taking a third dose in 12-hours requires HT-5, a fourth dose is HT-6, and so on.) Currently, tempest is relatively cheap – $50 per dose – which may explain the growing number of addicts. Tempest is ingested via an inhaler.

Game Prep: Traveller, 4.14

From their current point, the progression of the adventure is fairly straightforward, barring any unusual deviations by the Players. The original source material goes the following route:

  1. Debrief Orgammon, who they just rescued. From him, learn that Mika is in the “Temple Valley” which is some distance away (at least a day by ground-vehicle).
  2. Either set out by themselves for this Temple Valley or link up with a caravan travelling there. If the latter, the trip will take about four days; half that if going alone. Also, if they’re using the contragrav bikes obtained from the biker gang, each bike has a 20% chance of breaking down per day … which means I need a breakdown chart of some sort … although … nah. If a PCs bike breaks down, I’ll have that Player tell me what went wrong.
  3. Along the trip, they will have an encounter with the oasis children which leads to the oasis mother. These are stated elsewhere in the blog.
  4. Upon arrival at the Temple Valley (which does have some people in it), the PCs will be pointed to a crashed ship a few hours walk (or a short ride) away. This is where they encounter Lord Mika and his remaining bodyguards.
  5. Soon after they have established their identities with Mika, the ship is assaulted by a bunch of dudes on swoop bikes. These are spice pirates.
  6. Afterwards, Mika is ready to get off-planet himself so they all return to Tel Bollin.
  7. Now the original source material presumes the PCs ran the blockade and some of the would-be pirates they encountered earlier (the vargr in my scenario) are waiting for them outside their parked/hidden ship which results in a fight.

Currently, I’m leaning toward swapping out the spice pirate dudes on the swoops (#5) who attack with vargr from the corsair, which then provides the possibility of the PCs learning about the location of the parked & hidden corsair (which naturally, is in a really big cave thing.) This gives the opportunity for the PCs to whack at least one of the remaining Named Bad Guys along with his supporting fellows, and then learn where the rest are so they have the opportunity to be the aggressors (potentially.) With that in mind, #7 could theoretically be swapped with the “capture the corsair” moment, perhaps with Lord Mika volunteering his bodyguards (and his person) to assist. In the original source material, he’s got what amounts to one of those smaller skiffs of Jabba’s in Return of the Jedi (the one Luke, Han, Chewie & Lando were on) with a heavy weapon attached.

Hmm. That’s doable, I suppose.