My PCs are a group of bounty hunters tracking down a bad guy. This bad guy likes to play with explosives, and he's quite good at it. The players have tracked him to a small cave system that they have just entered. The bad guy has already fled the cave and left an explosive device behind. In addition, the cave has been flooded with shvash gas (something like methane or propane) to increase the destruction. The players have just set off the device...
OK, I plan to use the rules for explosives from Dangerous Covenants. The base charge is intended to be a Plasma Charge (possibly two Plasma Charges). The bad guy has Intellect 3, Mechanics 3, and Powerful Blast 2 (as from the Demolitionist specialization). So far, that's either Difficulty 1 to do Damage 11 + Successes with Burn 1 (for one Plasma Charge) or Difficulty 2 to do Damage 17 + Successes with Burn 2 (for two Plasma Charges). As I understand it, Burn has to be activated per target (costing two Advantages or a Triumph each), so it's pretty unlikely that more than one or two characters will be hit with Burn.
I'm looking at the setup and thinking that the cave and gas could be used to add Boost to the check since both will enhance the blast. Together, I'm thinking that two Boost would be appropriate for these conditions.
My PCs (and their allied NPCs) have the following:
PC #1 WT 21, Soak 7
PC #2 WT 19, Soak 6
PC #3 WT 15, Soak 4 (5?)
PC #4 WT 14, Soak 3 (4?)
NPC #1 WT 21, Soak 5 (6?)
NPC #2 WT 21, Soak 5 (6?)
All of the characters except PC #1 and PC #2 have soaking wet heavy clothing (there's a heavy storm going on outside the cave), and I was thinking of having this increase their Soak by +1 against this attack (as noted above with the "?") and I've already ruled that its Encumbrance is +2 higher right now. PC #1 and PC # 2 have Laminate armor and only have some water beaded up on the surfaces, and wouldn't get any added protection (nor do they have any added Encumbrance).
The intent is that the blast is supposed to inflict significant damage and dissuade them from recklessly pursuing the bad guy immediately. I don't want it to kill the characters outright, but I don't mind if the group takes some critical hits from exceeding WTs. The time needed to heal up - even if it's just by needing the rest to 'reset' the stimpack limit - is a part of the story.
I'm considering using the two charges right now. With the increased Soak I'm offering from the wet clothing, this is going to be quite hard on PC #3 and PC #4, but they should still be on their feet a few stimpacks later. The NPCs will be the first ones to take the Burn if enough Advantages come up, and it will be up to the PCs to try and save them.
Anything I'm overlooking?
Edited by HappyDaze