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Post by kurtpotts on Feb 22, 2017 16:10:21 GMT -8
We are playing Savage Worlds in a D&D setting and I'll be giving a quest to break some people out of the stocks. - What are some fun ideas for a jailbreak?
- Two of my players have Puppet (mind control). What are some interesting ways to challenge them without screwing them over or nullifying their abilities.
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G.I. Joe
Journeyman Douchebag
Posts: 147
Preferred Game Systems: L5R, FATE, GURPS
Currently Playing: Isawa Miriko: Split soul made whole again... with memory issues. Homura (Formerly Isawa Kiyoi) - wandering fire Priestess; Girart - a GURPS low-tech combat monkey w/19ST
Currently Running: Fushigina Ronin (L5R 4th ed)
Favorite Species of Monkey: Winston
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Post by G.I. Joe on Feb 27, 2017 17:28:59 GMT -8
for 2, more guards than they can control, and those extra guards like to chat with friends on their rounds; so they have to either maintain small-talk, without knowing anything about either the person they are controlling or the guard they are talking to. Even if they fail to control the guards, the guards don't know who was controlling them or why, perhaps this could be done on purpose to draw guards to look in a particular location, away from the prisoners.
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Post by ayslyn on Feb 27, 2017 21:05:55 GMT -8
If mind control is well known (if not prevalent), then one would logically presume that guards would account for it's possible use. If the possessors of that power are known, perhaps they're put into a special cell that negates it's use, so the players have to get them out of that cell first, then they can go to town.
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Post by ilina on Feb 27, 2017 22:36:31 GMT -8
you don't need to negate the mind control. you just need to give the guards a decent spirit score. a Grizzled Veteran Guard who saw lots of things likely has a d8 Spirit, while a Novice Guard likely has a d6. d4 spirit is for cowards, no sane guard watch would recruit a coward as a guard. cowards are likely to desert thier posts.
though i would mix up the assortment of guards. not every guard is a fighter or archer. some actually might have thier own arcane powers. in D&D settings, City guards typically recruit a handful of rogues for investigation, clerics for support and wizards for utility. an apprentice mage with Dispel is likely on each guard shift, because dispel is an Ubiquitous power. who better to investigate a rogues guild than a rogue on the Watches payroll?
guards are resourceful. they aren't idiots in leather with pitchforks. there is more to a guard unit than combatants. guard units generally have smart and resourceful patrons. and unlike knights, guards actually will fight dirty if it gets the job done quicker.
if guards are being wounded, don't be afraid to retreat. puppet has a short duration, requires a spirit roll for each round, requires a spirit roll for each out of character action, and lasts a short time for the PP spent.'
the best combat use of puppet. is to turn a soldier against thier companions. because for up to 3 rounds, it removes an enemy unit while providing an allied one. but i don't recommend using puppet on wild cards. that wild die makes them harder to control.
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Post by kurtpotts on Feb 28, 2017 9:08:39 GMT -8
Thanks, I definitely don't want to negate any powers. Just need to put in a couple obstacles that can't be solved with a single role.
Extra guards should be an interesting challenge for the puppeteers. They will have to put in some effort to separate them.
Magic is almost illegal in the city they are in so they probably won't have magic users on staff, but there are inquisitors who can sense magic and despise it. Putting a few of them around should at least make the PC's wary.
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Post by ilina on Feb 28, 2017 9:12:54 GMT -8
Thanks, I definitely don't want to negate any powers. Just need to put in a couple obstacles that can't be solved with a single role. Extra guards should be an interesting challenge for the puppeteers. They will have to put in some effort to separate them. Magic is almost illegal in the city they are in so they probably won't have magic users on staff, but there are inquisitors who can sense magic and despise it. Putting a few of them around should at least make the PC's wary. in areas where magic is illegal, guard units would still recruit magic users for the purpose of countering those who would break the no magic laws. best weapon against magic is usually magic. so maybe all the mages in the guards are registered and branded with barcodes.
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Post by kurtpotts on Feb 28, 2017 9:21:08 GMT -8
Thanks, I definitely don't want to negate any powers. Just need to put in a couple obstacles that can't be solved with a single role. Extra guards should be an interesting challenge for the puppeteers. They will have to put in some effort to separate them. Magic is almost illegal in the city they are in so they probably won't have magic users on staff, but there are inquisitors who can sense magic and despise it. Putting a few of them around should at least make the PC's wary. in areas where magic is illegal, guard units would still recruit magic users for the purpose of countering those who would break the no magic laws. best weapon against magic is usually magic. so maybe all the mages in the guards are registered and branded with barcodes. Good call!
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Post by OFTHEHILLPEOPLE on Feb 28, 2017 11:20:43 GMT -8
Considering the idea of some Shadowrun levels of magical countering, it isn't outside the realm of possibility of mages on hand at high security prisons to prevent magical penetration (snicker). But if we're wandering down that path then you could even have those same magical negators floating around in the ethereal plane doing security rounds, unseen, ever watching for people that shouldn't be there.
I liked doing "in your head" jail breaks where the victims aren't in a jail but are instead set up in a mental jail and their bodies are stashed in a low security place where they can't be found unless you're "in the know". Getting in is easy, waking up the person from their mind prison is not.
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Post by ayslyn on Feb 28, 2017 11:36:56 GMT -8
Thanks, I definitely don't want to negate any powers. Just need to put in a couple obstacles that can't be solved with a single role. Extra guards should be an interesting challenge for the puppeteers. They will have to put in some effort to separate them. Magic is almost illegal in the city they are in so they probably won't have magic users on staff, but there are inquisitors who can sense magic and despise it. Putting a few of them around should at least make the PC's wary. That's why I suggest that just the cells be warded. This way, they can't just MC their way out, but once they overcome that hurdle, they are rewarded with getting to go to town manipulating the guards.
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Post by Bill Roper on Mar 8, 2017 23:43:52 GMT -8
To riff on the idea that ayslyn presented, if warding an entire cell seems overboard for your outlaw magic world, perhaps they are in face masks that prevent them from speaking / magically negates their voices. This would severely limit their puppet power, but give them something to overcome that would then let them unleash their full potential.
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Post by kurtpotts on Mar 9, 2017 8:40:48 GMT -8
Hey this thread got some more attention.
They aren't starting out arrested. Unless they try the ol' lets get captured routine. In which case I can bind their heads and put em in the hole and all that. Even if they do just sneak in and out I will definitely be implementing these things on the other prisoners. That way they are nervous to get arrested.
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