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[HOE] Re: Plant Ideas, Marshal Section
Marshal Territory
Players move on somewhere else or you get a warning
shot through the chest!
You got plenty of options here to put the old Fear
Screw to your players. The grounds themselves could be
conveyed to give the players the notion that things
are not copasetic here. Toxic animals abound in the
forest from killer man-eatin’ possums, pools of sludge
that follow players through the swamps to some old
fashioned toxic zombies.
The wrecked boats that surround the plant could be
from your larger than average crocodile with a few
additions that Mother Nature never intended. Corrosive
breath, a prehensile tail, and jaws that can crack a
ship’s keel just plain add up to an interesting posse
morning to say the least.
The plant inhabitants can be tailored easily to your
campaign needs. If you need some allies for your
party, make them erratic but well meaning scientists
who are devoutly grateful for outside contact.
Or maybe somebody there is on the path to
servitorhood for Famine or Death if you feel sneaky.
For some suggestions:
Doctor Diego, in a nasty version, could emit
suggestive vapors that might make those around him
find him very agreeable, even for those hard to
believe “shoot your friend for me …” suggestions
Leslie Klieb could be portrayed as an abused, put
upon worker with a few twists. Perhaps when he is
alone, has the potential to raise the dead into an
especially cunning and aggressive form of feral zombie
that are totally under his control.
Katya Mushnick- Good old pretty and pretty bad
tempered Katya. Mushnick has been exposed to more than
a few highly unstable formulae and this has put her
gene sequence into a little bit of a spin. She can
steal Strain or Spirit Levels temporarily at a
distance. Tough luck for those with Arcane
Backgrounds…
Emily Cassada- Rough and Tumble Cassada could be a
gunslinger’s nightmare. She is completely invulnerable
to any form of firearms or damaging attack from a
distance. She can only be defeated by some form of
hand to hand combat. And that gets ugly when her
enhanced strength and stamina become apparent.
Nathan Forrest- Poor old shaky Nate. But don’t feel
too sorry for him, Nate has a few aces in the hole.
There’s a reason that he seems to disoriented and out
of sorts. He’s got a few potent spirits whispering in
his ears! Both Toxic and not. Somebody will have an
ugly spiritual surprise when Nathan gets angry.
William Garth- Willy still has a few things left over
from his thirty or so subordinates. More to the point,
he has their minds! He can switch between skill sets
as he sees fit. This little old researcher can
suddenly come up with the fighting skills of a
three-time world champion unarmed combat instructor,
the camouflage and stealth abilities of a British SAS
paramilitary soldier or the chemistry skills and
scientific acumen of a Nobel Prize winner. Guess what
Garth will come up with next…
Products (for the really twisted Marshal)
Instead of the product cache being a very valuable
source of barter materials, perhaps there is another
reason that they need to be in circulation:
HydraGlide- Good Version: One unit acts as two for the
purposes of Junker device building. One usage will act
as normal lubricant for a normal vehicle for up to one
full year.
Bad Version: HydraGlide has a very
detrimental effect on biological organisms. Most test
subjects begin to have over-active sweat glands and
elevated body temperature in the 100 to 106 range.
Nitrogro- Good Version: Crops treated with the
fertilizer has nearly double the growth rate and gross
production.
Bad Version: Can you say toxic mutated plants? I
knew you could. Any one who actually eats from a
fertilized patch gains the Ailin’: Chronic Hindrance
from a touchy tummy.
Polyply- Good Version: Polyply acts as two points of
armor with no penalties provided it can be mounted on
a portable frame that can be maneuvered with one hand.
With enough of it, a small vehicle can be armored with
no weight penalties.
Bad Version: the polymer acts as an accelerated
skin irritant. 24 hours after any sort of contact, the
target earns a +2 to all target numbers due to
excessive itching. Every 48 hours after, the target
gets another +1.
Captain Stamina’s Energy Bar- Good Version: One bar
will give a character an increase in one die type when
making a stamina roll for healing purposes. Only one
bar may be used at a time for this purpose.
Bad Version: After two or three bars, a character
will get a Severe Hankerin’ to get another Bar. Make
room on your back for that monkey…
Instant Meals- Good Version: Each Packet will provide
enough nutrients and carbos for a full grown adult for
one day. Each packet only weighs about nine ounces.
Each one needs about ten ounces of water.
Bad Version: After six or more servings of the
Insta-Meals, a waster needs to start making Spirit
Checks at Nine (9). Fail one and he becomes an
aquavamp who needs to intake seventeen or more gallons
of water per day or he collapses to a pile of dust.
K-netix Vitamins- Good Version: After a full week of
one pill per day, a waster will be able to make
healing roles with the next highest die type. Each
container will supply roughly a month’s dose of
vitamins.
Bad Version: the waster gets to add +2 to each
roll that goes off of his Physical attributes.
(Quickness, strength, etc) as long as he continues to
take the little slugs. If he misses his daily dose of
chemical goodness, he gets a good old-fashioned case
of the stupids. Drop the waster’s Cognition, Knowledge
and Spirit, by one Die Type for as many weeks as he’s
been taking K-Netix. After the time is up, if the
unlucky waster has given up the PolyChem specials, and
makes a hard (9) Spirit check, his numbers will raise
back up, one Trait per week. Better living through
pharmacology, it just don’t cut it.
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