Quick question, I am going to be Gming a session starting with the Damn Dirty Apes mission as its a good mission for my setting. But i am a bit concerned as to how my hunters can learn the electro magnetic weakness without me giving it to them somehow. None of them are magic users so theyll either have to make something or find stuff to create the pulses. Any ideas on how they could figure out the weakness via investigation or context clues?
Quick question, I am going to be Gming a session starting with the Damn Dirty Apes mission as its a good mission for…
Quick question, I am going to be Gming a session starting with the Damn Dirty Apes mission as its a good mission for…
I haven’t run this particular campaign, but my knee-jerk reaction is to leverage the fact you’re in a university. Dr. Noble, for example, would certainly know that an EMP would disrupt electronics. Depending on the group, it’s likely they’ll think of that on their own at some point. I would think Dr. Noble would be capable of building it, but you would need to do a little googling as to what electronics you’d need to build one.
You could also go the “big magic” route. You could add a bystander that has some knowledge about this “other-dimensional consciousness” and how those “mathemagics” work. They could help you devise a plan for disrupting its control long enough to defeat Koko.
Joe Lundy also, the investigate move is built to provide the keeper ways to give the hunters this sort of information.
When they investigate, get them to explain how and what they’re looking into. Then you have a good context for your answers – anything that gets into scientific analysis/looking into how the cyborgs work/history of the research at the university etc might give ways to discover it.
OK cool, its like my second time leading any kind of group and I’m trying to avoid pitfalls.
Michael Sands Quick side question, how all can I let them get unstable? Like I know first aid can work but none of them have a move for that, could the expert player pull out some sort of special first aid thing thats rare or if they go on is it on them. I feel bad cause I may have hit harder than i meant to for the first session.
Joe Lundy Unstable doesn’t mean “bleeding out in the next few minutes” – it just means the injuries will worsen until treated. If they hit unstable, the Keeper may inflict more harm as appropriate, but when it’s appropriate is judged just like anything else. Maybe one hunter takes 1-harm after a day, and another in three days when the infection hits them. Look at the situation and work from that.
First aid is not restricted to only hunters who have a move for it. Regular first aid is perfectly within the capabilities of any hunter. The reason there isn’t a move for it is that it just works. Obviously that depends on the injury too – hunters can stitch up a claw gash in the field, but a multiple fracture would need an emergency room or at least someone with medical training.
The special healing moves some hunters have are in addition to normal first aid – they either make things easier (e.g. magical healing doesn’t need any supplies) or give extra ways to heal.
Michael Sands Thanks, I hit them a bit hard, and it doesn’t help that the hunters (and myself) are new so they are realizing new options as we go.