"How Do You Game Fast Non-Dead Reavers, Crazies, Ragers?" Topic
11 Posts
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Cacique Caribe | 09 Apr 2012 11:24 a.m. PST |
You know the kind I mean. They are living (not undead), but sick and crazed individuals. Examples from film: - Serenity (2005) - 28 Days Later (2002) - 28 Weeks Later (2007) - I Am Legend (2007) - The Crazies (2010) - The Omega Man (1971) And I'm sure I left a few others, so feel free to add to that list. Cool clip about the Serenity/Firefly Reavers: YouTube link QUESTIONS: How do your uninfected survivors deal with crazed individuals who can run at the speed of a human on crack? How do you represent that in a 15mm game? Any special rules? And what 15mm figures do you use? Thanks, Dan TMP link |
John the OFM | 09 Apr 2012 11:30 a.m. PST |
This rarely came up in the American Revolutionary of Independence. |
Von Trinkenessen | 09 Apr 2012 11:39 a.m. PST |
I use a 'hiveminded bug'rule mechanism written by Jon of GZG for Stargrunt 1. Excellent for solo or everyone on the same side gaming. As Bugs is Bugs and Prawns is Prawns, for other aliens and ghosts of mars humans I use a reverse morale table with the 'infected ones' being harder to keep control of the worse they do.[they just need to charge into melee all the time] several situations of not being able to outrun them in vehicles!! "They ain't stopping for
.!!" or of them running accross minefields etc, |
Cacique Caribe | 09 Apr 2012 11:52 a.m. PST |
Von T, Ghosts of Mars (2001) How could I have forgotten that one!!! But, unlike plain crazed people, the Serenity Reavers, the Omega Man "Brotherhood", and the Ghosts of Mars "possessed" all seemed to work together relatively well: YouTube link So, what is the random movement mechanism for those that are completely wild and work independently or with little cooperation with each other? Dan |
capncarp | 09 Apr 2012 12:27 p.m. PST |
(Spoiler) * * * * * * * * * * Reavers were originally the result of a paradoxical reaction to a pacifying drug released into a planet's atmosphere as a social-control experiment which went wrong on both ends (99.9% of the population calmed-out to total apathy/inertia/death. The remaining .1 % went total starkers. Maybe part of it is Reavers act like Reavers, and converts act enough like Reavers to pass as one (acting out as externalization of fear/rage/lust/any other powerful emotion taken to the Nth degree???) Maybe they just "smell right" to other Reavers? |
CeruLucifus | 09 Apr 2012 12:50 p.m. PST |
I always wondered about that. Reavers were clearly able to handle complex tasks like piloting spaceships, wearing space suits, painting spaceships, use weapons, construct improvised weapons, use language to some extent, and able to feed themselves. (I think there were similar unexplained social interaction in the other settings on this topic, though not so blatant.) With the Reavers, it seemed impossible not to conclude there had to be some kind of guiding intelligence behind them. Perhaps a hive mind, or an alien presence linked telepathically, or a prophet chieftain. If so then the origin drug is a red herring, or except perhaps a catalyst, pacifying the (un)lucky 1% enough for their latent psychic receptivity to become susceptible to the influence of said guiding intelligence. No doubt the intention had been to come back to the Reavers every so often, perhaps as a seaon-ending story arc, peeling back their layers like an onion. For instance, I think if Firefly had run into more seasons we would have seen an anthropologist trying to establish communication with the Reavers as if they were a tribe. And the story resolution would have hinged on there being some variable disrupting all scientific observations, that turned out to be said organizing intelligence. |
CeruLucifus | 09 Apr 2012 12:59 p.m. PST |
Oh how to game them? You give them the stats of unencumbered humans with a small bonus to movement or initiative or stealth or morale, enough to give an advantage to the player running them when he runs them as portrayed in the source material. But don't make them superhuman; they were clearly mortal and fell to the corrupt tactics / weapons. Unless there's some terror effect whenever they appear, from a mysterious source that needs to be investigated by the players. In which case they get a bonus for that. Depending on how that is statted, perhaps they don't need a bonus in other areas. Example: Reavers cause Terror. Player models within line of sight of any Reaver have to make a Morale check or can take no action except flee. Player models professionally trained in combat get a reroll, as their reflexes may take over. |
Coelacanth1938 | 09 Apr 2012 9:32 p.m. PST |
"I always wondered about that. Reavers were clearly able to handle complex tasks like piloting spaceships, wearing space suits, painting spaceships, use weapons, construct improvised weapons, use language to some extent, and able to feed themselves." It should be Reaver. It's apparent that it's a group mind or a hive intelligence of some sort. That's why it freaks out River so much. Rumor had it that if there had been a second Big Damn Movie, River was going to become a Reaver queen and the last tank of Pax is dumped on one of the most populous core worlds. |
Scorpio | 10 Apr 2012 8:13 a.m. PST |
But, unlike plain crazed people, the Serenity Reavers, the Omega Man "Brotherhood", and the Ghosts of Mars "possessed" all seemed to work together relatively well In the latter, that was mostly the influence of "Big Daddy Mars", the ostensible leader of the 'ghosts.' (Ghosts of Mars is, seriously, one of my favorite movies. Warts and all.) Rumor had it that if there had been a second Big Damn Movie, River was going to become a Reaver queen and the last tank of Pax is dumped on one of the most populous core worlds. Being relatively familiar with the works of Mr. Whedon, that scenario sounds
unlikely. Let me know if you ever find corroboration. He had before described the core elements behind the movie as being taken for his plans for the rest of season one and the projected season two of the TV show. Just
compacted. |
deviantsaint | 10 Apr 2012 2:12 p.m. PST |
We use infected in a Zombie game using the Gruntz ruleset. Kinda cheated a little to get them to fit the fluff but it seems to work. Squad size of 10, can't run but can move at 6" with an assualt of 2". We used the Already Dead and Long Runner Perks (yes, I know that a normal squad can only have one Perk). Scary things if you aren't paying attention
.. |
Dragon Gunner | 10 Apr 2012 4:45 p.m. PST |
1. No morale 2. Bonus in hand to hand combat 3. Always charge at maximum speed and no variation to that tactic. They never use cover. 4. Damage saving throw even a slight one, these guys keep coming even when they have been wounded. 5. Defender / uninfected takes a morale check when being charged. |
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