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Sedatives: Converting Monsters

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CoalPoweredPuppet CoalPoweredPuppet's picture
Sedatives: Converting Monsters
I am in the process of converting some of the X-risk critters into 2nd Edition, and since my crew is exploring derelict space ships and habitats, I was looking the Extractors (X-risks, page 105). Most of the conversation was pretty easy, except for the sedative part. Looking at the drug/toxin section, there is nothing that "knocks people out". The closest I have found is a couple reduce some stats (making the victims more clumsy) or paralyzes them...which leads to death. I kinda wanna avoid the death thing right now. Anyone got any idea what good sedative rules would look like?
BlckKnght BlckKnght's picture
The toxin Twitch disables somebody without doing permanent damage. It's rule is:
p335 wrote:
Twitch is a convulsive agent, a nonlethal nerve gas. Apply a –20 modifier to all actions and make a SOM Check or become incapacitated with severe muscle tremors for 10 minute.
You probably want your converted sedative to work similarly, with a SOM test to mitigate some of the effects, and incapacitation being a likely consequence of failure. A penalty on the test might make sense if it the drug is particularly potent.
CoalPoweredPuppet CoalPoweredPuppet's picture
Missed that
Thank you! Some how I missed that
Dany40 Dany40's picture
Don’t hesitate to share your
Don’t hesitate to share your work :)
Eclipse Phase french fan and Gamemaster until 2014