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RE: [DL] Stayin' up Late
I think I'd add that the TN gets one harder each hour past midnight
(starts at 5, then 6, then 7, etc). And I'd only give them one failure.
Once they start getting tired, it's a slippery slope of sleepiness.
Fail the Vigor check and get a -1 penalty to all checks, getting worse
by 1 every hour still awake (-1 for the first hour after failing the
Vigor roll, -2 the second, -3 the third, etc). Penalties remain until a
full 8 hours of sleep are gotten.
But I'm a dirty rotten bastich of a Marshal!
OK, so I'd cap the penalties at -6. There's precedent to that, and you
really only can get so groggy.
Jeff Y.
Marshal for the Dynamite Gang
-----Original Message-----
From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net] On
Behalf Of matt ryan
Sent: Wednesday, March 06, 2002 9:51 AM
To: deadlands@gamerz.net
Subject: [DL] Stayin' up Late
Morning all,
My posse has a habit of letting their characters stay up late, plowing
on
and on through a yarn.
Are there rules for tired characters? Official rules? Home brewed ideas?
I'm thinking of allowing them to make Fair (5) Vigor rolls starting at
midnight. Success means that the character can function normally;
failure
means the character incurs a -1 penalty, much like a light wound. The TN
increases by 1 for each additional hour the group burns the midnight
oil,
and the penalties for failed rolls are cumulative.
Any help would be appreciated.
matt
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