Author Topic: General Pulp/DieselPunk/Occult/Nazi thread.  (Read 70478 times)

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Tema69

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #220 on: September 17, 2008, 01:12:10 PM »
I thought about that, but I'd say no. They should be weaker than the supersoldier, pretty much just really mindless zombies who attack anything in sight - except eachother and other supersoldiers (whereas the supersoldiers are enhanced, faster and stronger, and are controllable). Perhaps they should only have a real short lifespan/superrapid body decay, like not much more than 72 hours or something, so the Germans can 'control/contain' it.

Should the SuperSoldiers be able to pass the infection on by bite too? They could drewl the same goo... That would also allow intelligent characters to differentiate between the really dangerous and the not so dangerous.
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Herbert West

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #221 on: September 17, 2008, 06:27:29 PM »
Infectious is always the way to go. My pcs have fought so much infectious stuff that one of them constantly wears an powered NBC suit.

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« Last Edit: September 17, 2008, 06:30:11 PM by Herbert West »
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Tema69

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #222 on: September 17, 2008, 06:53:44 PM »
Hahaha...  :lol

Awesome! I'd hate that... "Just spent all my cash on this power armour/NBC suit so those damn zombies can't get to me. Hey! What's that tickling me on my back?"
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #223 on: September 17, 2008, 08:22:57 PM »
By all means allow them to drool/bite pass the infection as well, just write up some rules that won't totally screw up the PCs should they get bitten by one of the creatures in the future :P Unless, you don't mind if they turn into mindless zombies and die ;)

I'm a massive fan of having the infection being passed along, but I do not like my PCs contracting the virus themselves, whether through super super good immunity, drug taker or something allowing them to not get infected. This is until later :D then its everything goes

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #224 on: September 18, 2008, 05:18:15 AM »
I'd say a Fort save DC 16 if bitten/exploded on by the supersoldierzombies, and Fort DC 13 or 14 if bitten by the supernoobzombies.

Since my PCs are level 10-11, it should be easily overcome, but there is always a chance of f'ing up.
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #225 on: September 18, 2008, 05:25:50 AM »
One of those "I don't actually think you're going to fail...you do have rerolls, right?" ::evil grin.::

The daemon Murphey and his accursed law is bound to strike at least one PC.
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Tema69

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #226 on: September 18, 2008, 12:34:27 PM »
Exactly.

So, any thoughts on "Objective: Destroy the Serum"?
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #227 on: September 18, 2008, 06:19:44 PM »
I think you've a good idea here, but I haven't been following well enough to comment much on plot.
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #228 on: September 18, 2008, 06:48:49 PM »
It's all on page 11 in the long post with the text block. That's all you really need to know. :D
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #229 on: September 18, 2008, 07:26:23 PM »
Found this awesome Discovery documentary about the weird weapons of the Axis in WW2.
Here's the first part: http://www.youtube.com/watch?v=wqHzZKcyRqw&feature=related ...the 5 other parts can be found under 'related videos'.

If you have 45mins, I recommend that you watch it, it's very instructive, and there are some good CGI that help explaining further.
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #230 on: September 21, 2008, 07:36:07 AM »
Awesome find Tema.  :clap
I like the rocket bomber. Very MGS.

On the subject of the objectives what about: "Destroy the serum, Rescue the researchers."
Which could lead to them fleeing with infected scientists.
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #231 on: September 21, 2008, 07:41:36 AM »
I wouldn't have the Super-Soldiers be able to infect others, it'd cause a lot of headaches if one of the PCs were bitten, and just makes it sound similar to a crappy B-Movie horror flick.

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #232 on: September 21, 2008, 10:30:05 AM »
@HerbertWest: Thanks. You mean the Sanger Bomber? I had mentioned it previously, it is also known as the America Bomber. It'd be cool to include something similar at some point. Because in 6 years, they should have had time to test it, fix it, etc... Fighting Nazis in space? How cool is that?

And by Objective "Destroy Serum..." do you mean "Capture Researchers"? Because I don't think the evil nazi scientists would agree to such a 'rescue'. But indeed, it could be cool to have them rescue/capture a scientist that has been bitten, and their only hope to create a counter-serum/antidote is to get him back to friendly lines, but now that he's infected, he's dying, and over the next couple of hours, he'll be dead and will reanimate as a supernoobzombie (which still is a bada*s mofo.

@Deadeas: Well...
Quote
crappy B-Movie horror flick
Wouldn't that be the whole point of this thread's theme? If a GM includes scientist-created-serum-laboratory-zombies, the PCs will automatically assume that they are infectious (sp?), and what fun would it be if they weren't? IMO, all my campaigns sound similar to crappy B-Movie horror flicks, and that's how we like it.

Quote
it'd cause a lot of headaches if one of the PCs were bitten
With a Fort DC 16? I think most level 10 PCs should be able to pass that with little/no worries. They have respectively +6, +8, +11 and +12 Fort. And I don't assume the guy with +6 is gonna be anywhere near any danger, and the one with +8 is normally encased in body armour (good luck biting through DR 12+). And as for the two with +11/+12, It'd be highly unusual if anything got closer to them than 100 feet.


If the zombies were headcrab-zombies or something similar, I agree, they shouldn't be infectious.
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #233 on: September 21, 2008, 09:32:37 PM »
@Deadeas: Well...
Quote
crappy B-Movie horror flick
Wouldn't that be the whole point of this thread's theme? If a GM includes scientist-created-serum-laboratory-zombies, the PCs will automatically assume that they are infectious (sp?), and what fun would it be if they weren't? IMO, all my campaigns sound similar to crappy B-Movie horror flicks, and that's how we like it.

Too right, it's some of our favourite genre's.

Quote
With a Fort DC 16? I think most level 10 PCs should be able to pass that with little/no worries. They have respectively +6, +8, +11 and +12 Fort. And I don't assume the guy with +6 is gonna be anywhere near any danger, and the one with +8 is normally encased in body armour (good luck biting through DR 12+). And as for the two with +11/+12, It'd be highly unusual if anything got closer to them than 100 feet.

I usually roll them in secret, like I specifically ask the player what his fort save right after he's been bitten and then roll behind my DM screen and take note of the score. Then you can play paranoia on the player :D Sometimes make him sick for no apparent reason (even when he passes his test) as his body panics from thinking he's infected, or randomly throw up, oh joy  :clap

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #234 on: September 21, 2008, 10:52:41 PM »
Eh, good point...Chalk my previous comment up to my lack of sleep.

Still, you'd have to have an ingrained "containment" programming in the seurm, something that kills the infected after a short peroid of if incubation...Perhaps the seurm eats away at the nervous system if not kept in check by the process used on the Super-Soldiers, and will cause death in only a few hours?

Tema69

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #235 on: September 22, 2008, 08:20:37 AM »
Perfectly alright, mate. Glad I'm not the only one not sleeping. :D

Actually, since the real zombie adventure/campaign is far away in the future, I don't have to. BUT, indeed, it is a good idea to fix it now.

But! I was thinking about having two different sources of zombies (The South American Ghoul-gas & the SuperSoldier+SuperSoldierSpawn) in the same game, and the fact that it might become very confusing. So, my idea was, that the nazis have encountered this Ghoul-gas in one of their archeological digs in South America, and have sent back a sample for testing. So, discovering how potent the gas is, the nazis decided to turn it into a weapon (just like everything else they discovered) - the problem is, that once infected with the gas, exposure to oxygen starts eating your brain real fast - which makes you slower, and finally kills you after a few days - perhaps a week, max. So, the Nazis came up with a serum that could stop, or at least slow down considerably, this process, and created SuperSoldiers thanks to the South American Necrotic Ghoul Gas, and the AntiOxigenSerum. Problem is, the ones infected by the SuperSoldiers (or their Spawns) aren't injected with the serum, only the GhouldBacteria/Disease (perhaps it wasn't possible to inject both, or the nazis chose not to), so they slowly wither and die.

That way, if you remember the idea we talked about related to the second High Altitude Zeppelin crashing in South America and becoming infested? That way, the crashed H.A.Zep. could have discovered another source of Necrotic Gas, which could lead to an investigation from the PCs (since it is their only clue).

Also, since we're talking about gas, the Nazis in the SecretSecret Facility could simple gas the prisoners in gas chambers, and then, as they became infected, inject them with the serum while they died/reanimated.


RECAP

[High Altitude Zeppelins bombing raid - one Zep crashes in South America, the other is destroyed by the PCs]
[The PCs are asked to blow up a research facility in Poland, but realize something worse is happening, and decide to blow up said ZombieSpawningFacility instead of JetpackTestingFacility]
[The Poles ask the PCs to retrieve important documents about Golem creation]
[Said ZombieSpawningFacility spawned zombies thanks to a Necrotic Gas found by Nazi archeologists in South America - the crashed Zep has landed near one of those Necrotic Gas temples, and has used that gas to reinflate the Zep and head back towars USA - in the meantime, most of the crew has died or turned into Zombies]
[As the PCs get back to the USA - they volunteer/are volunteered to stop the Zep and put it down safely, so the USArmy can do some research on the various components]
[Then, the PCs are asked to return to Poland (either the Golem contacts them via the Polish Underground? Or they are ordered by Allied command?), where the Golem created by the Poles has gone amok, and has said that it only wants to live quietly in peace, without war - the PCs are told they will be sent in for extraction]
[But, on their way back, they are told that the Golem will be put down in Normandy to help breaking through the hedgerows at the following coordinates....]
[The PCs is assigned a squad of Rangers, and will be 'guarding' the Golem - unfortunately, it runs off at some point, and while the PCs search for it, they become lost in the hedgerows, and something is eating their squadmembers as darkness falls]
[The PCs stumble upon the mutilated remains of their teammembers, but also an SS officer, killed in the same manner. Suddenly, they face a group of leaderless SS, who have also lost a few soldiers to whatever is attacking them. The PCs must decide what to do, and perhaps convince the SS to team up with them, so that they can fight the creature]
[But, there are Jews in the Ranger squad, and most of the SS are ardent Nazis - how will the PCs defuse the situation whilst trying to fend of an invisible foe? The foe in question is actually an ancient humanoid creature who has laid dormant in the hedgerows for hundreds of years untill awakened by artillery fire and tanks]
[Fending off or killing the creature, how will the two enemies part? Will a firefight ensue or have the PCs discovered that the Nazis are people too, just with radically different beliefs?]
[As they find their units again, the PCs are told to go on a search and destroy mission, to exterminate the golem who has gone rogue - will they have any remorse about lying to the creature, and now killing it? Perhaps they'll try to hide it instead of killing it, IF they can convince it to stand down and stop the killing]
[Resolving the situation, the PCs are moved back to the camp where they originally met eachother (a Kelly's Heroes kinda camp), and are off-duty so far]
[Will the PCs investigate the South American clue? Or perhaps try to uncover the secret of the serum, if they've brought back any sample? Or see if there are any other clues as to any zombies being created anywhere?]

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Tema69

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #236 on: September 22, 2008, 06:43:53 PM »
:lol I had the best GM'ing time in my entire life tonight!
The PCs were so freaked about the scarred supersoldier creature that one of the PCs stated "Okay, I shit myself." ... I kept having the PCs roll 'secret'* perception rolls to see if they noticed anything weird, or if they imagined all kinds of scary stuff (Kurt Baessler, for example, thought the dead girl kept changing place and position, and even convinced Walker about it. Awesome roleplaying in the beginning, but thanks to adjustable lighting, the players themselves ended up really friggin' scared. And they are only about mid-way through the cave, and the creature hasn't hit them yet (it has tried to grapple and bite, but didn't hit), which makes some of the PCs believe that the others are imagining or making stuff up. Baessler has emptied his 32 round drum mag at the creature whilst on the second bridge, and Vasilij has been very close to firing a few times. Walker still hasn't seen the creature, because he goes first all the time.

Unfortunately, Bill took a 9mm to the brain in a firefight with a patrol, and went into a coma, although he wasn't dead. The team left him, as they couldn't run with the 250 lb. Ranger, and he was recovered by the Germans, and sent to the Secret Base for examining (not so often that people take bullets to the brain without dying - also, if he wakes up, he'll be tortured and questioned).

This sucks for Bill's player, and I'd like to somehow have him be rescued or escape the compound, the only problem being that he's in a come for 1d6 weeks. Any ideas? How about the Germans decide to transfer him to the SecretSecretBase (the one with the zombies), as a test subject (because he's really strong and tough) - he might be injected with the serum or undergo some other experiment, regaining consciousness, and then escaping or breaking out? Any suggestions on what could be done to him? I'd like to penalize him somewhat, because he should've taken cover, but OTOH, he played his character quite well, and it's a cool character that he likes to play. So the experiments should have some drawbacks, but I wouldn't mind if they also had a bonus (i.e. +2 Con but -2 Int, Wis and Cha, as well as another penalty/drawback).

---
*They rolled, but didn't know what the actual result was.
---

Edit: I was thinking that to represent the trauma he has gone through, he could permanently get the 'Concussion' effect from Blood and Guts Combat Procedures:
Quote
A character with a concussion will often appear perfectly fine, but will occasionally suffer dizziness, see spots, and in rare cases may even believe he is somewhere else, or become extremely confused. A character with this condition can only use half his ranks in any skill. A character that succeeds at a Will save may make a skill check with his full number of skill ranks, but the character must make this save again each time he makes a skill check as long as this condition persists.
They don't state how hard the Will save DC is, but I'd say around 15-18...
That's pretty tough, as a penalty, so I'd like to give him a slight boost, which could be anything that a nazi experiment might include - a compact machinegun/flechette gun/gauss rifle/experimental weapon mounted on his right arm, making the hand useless, or superhuman strength/endurance/reflexes (+2 Str or Con, or +2 to Initiative or Reflex) as a result from the supersoldier experiments or whatever.
« Last Edit: September 22, 2008, 07:56:35 PM by Tema69 »
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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #237 on: September 22, 2008, 08:04:12 PM »
Hmm...He took a bullet to the head and lived, eh?

Perhaps his natural toughness would grant him some form of immunity to the infection process, leaving him his mind, but turning his body into an undead abomination? If so, he could fake mindlessness until he's in a position to escape, and he makes his way back to the others.

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #238 on: September 22, 2008, 10:40:41 PM »
Have the Nazis use him as a test subject and because he is a tough mofo the infection doesn't work quite as planned on him, and instead he gains either con/str and loses some mental capabilities (cha, int wis)

And while the players are searching the secret secret place they find him?

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Re: General Pulp/DieselPunk/Occult/Nazi thread.
« Reply #239 on: September 23, 2008, 02:56:21 AM »
Alright, that was what I thought would be easiest too.
+2 Str, +2 Con, -4 Int, -2 Cha. I think that's pretty balanced, and still the penalties are enough to suck.

So you guys wouldn't suggest using the Concussion effect on a permanent basis instead of the ability penalties?

@Deadeas - Yea, we use Hit Location (and damage modifiers depending on the hit location), Aimed Shots, Wound/Vitality and Injuries. He went unconscious and started bleeding out, but the shot itself hadn't killed him - and when I asked him to roll on the injury table, he rolled 'Coma'. And yea, the PCs are kinda tough like that, except Vasilij, he'd be dead.
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