Editing Stars Without Number: The High and the Mighty
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 9: | Line 9: | ||
== Agmundr Kjærstad (Atlictoatl) == | == Agmundr Kjærstad (Atlictoatl) == | ||
− | *Warrior | + | *Warrior 2 |
− | *XP: | + | *XP: 2500/4000 |
*Background: Noble | *Background: Noble | ||
*Training: Marine Officer (Skyward Steel) | *Training: Marine Officer (Skyward Steel) | ||
Line 36: | Line 36: | ||
*Perception 0 | *Perception 0 | ||
*Persuade 1 | *Persuade 1 | ||
− | *Tactics | + | *Tactics 1 |
− | |||
− | |||
'''Combat''' | '''Combat''' | ||
*AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored | *AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored | ||
− | *HP: | + | *HP: 17/18 |
*Init: -1 | *Init: -1 | ||
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat | *MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat | ||
Line 63: | Line 61: | ||
Worn Shipboard | Worn Shipboard | ||
− | *Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool | + | *Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool |
*Stowed items (10/10 free): None | *Stowed items (10/10 free): None | ||
Worn Exploring | Worn Exploring | ||
− | *Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc) | + | *Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc) |
− | *Stowed items - backpack ( | + | *Stowed items - backpack (2/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch x2, Metatool, Spy Eye (2 enc) |
Other Owned | Other Owned | ||
Line 79: | Line 77: | ||
*Mass: 0/6 free | *Mass: 0/6 free | ||
*Cost: 228,000 | *Cost: 228,000 | ||
− | *Armor: | + | *Armor: 12 (against non-gunnery weapons) |
*AC: 2 | *AC: 2 | ||
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes | *Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes | ||
Line 88: | Line 86: | ||
*Mech Fitting: Ammunition Cells | *Mech Fitting: Ammunition Cells | ||
*Mech Fitting: Polyspectral Sensors | *Mech Fitting: Polyspectral Sensors | ||
+ | |||
+ | === Henchman === | ||
+ | Start with no henchmen | ||
+ | |||
+ | == Ofeig Sigurdsson (Caias Ward) == | ||
+ | *Expert 1 | ||
+ | *XP: 0/1500 | ||
+ | *Background: Noble | ||
+ | *Training: Signal Officer | ||
+ | *Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He's taken to diplomacy as a means to make up for his physical shortcomings. | ||
+ | *Description: A small blond man whose musculature is not symmetrical, he walks with some difficulty but moves quickly. Even with the cane he sometimes needs and the braces under his clothing, he carries himself confidently. | ||
+ | *Languaged: English, Norwegian, Hindustani | ||
+ | |||
+ | '''Attributes''' | ||
+ | *Str: 7 (-1) | ||
+ | *Dex: 10 | ||
+ | *Con: 10 | ||
+ | *Int: 14 (+1) | ||
+ | *Wis: 14 (+1) | ||
+ | *Cha: 18 (+2) | ||
+ | |||
+ | '''Skills''' | ||
+ | *Burearcracy 0 | ||
+ | *Combat (Energy Weapons) 0 | ||
+ | *Combat (Gunnery) 0 | ||
+ | *Combat (Primitive Weapons) 0 | ||
+ | *Computer 0 | ||
+ | *Culture/Traveler 0 | ||
+ | *Culture/World 0 | ||
+ | *Exosuit 0 | ||
+ | *Language 0 | ||
+ | *Leadership 0 | ||
+ | *Persuade 1 | ||
+ | *Security 0 | ||
+ | *Tech/Astronautic 0 | ||
+ | |||
+ | '''Combat''' | ||
+ | *AC: 7 (Armored Undersuit), 4 (Pilot Suit) | ||
+ | *HP: 16/16 | ||
+ | *Init: 0 | ||
+ | *MR: 10 m/round | ||
+ | *Primary Ranged Attack: Laser Pistol (+0 to Hit, 100/300m, Ammo 10) | ||
+ | *Secondary Ranged Attack: | ||
+ | *Primary Melee Attack: Monoblade (+0 to Hit, 1d8+1) | ||
+ | *Secondary Melee Attack: | ||
+ | *Special Attack: | ||
+ | *Saves | ||
+ | **Physical 16 | ||
+ | **Mental 15 | ||
+ | **Evasion 12 | ||
+ | **Tech 11 | ||
+ | **Luck 14 | ||
+ | |||
+ | === Equipment === | ||
+ | |||
+ | *Weapons | ||
+ | **Laser Pistol, Monoblade | ||
+ | *Armor | ||
+ | **Pilot Suit (AC 4, Enc 1) | ||
+ | **Armored Undersuit (AC 7, Enc 0) | ||
+ | |||
+ | * Gear | ||
+ | **Argus Web | ||
+ | **Compad | ||
+ | **Backpack | ||
+ | ***Atmofilter, Glowbug, Lazarus Patch, Metatool, 8 Translator Torcs (Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French), 6 Type A Power Cells | ||
+ | ** | ||
+ | ** | ||
+ | |||
+ | === Mecha === | ||
+ | Soundwave, a Specialist suit | ||
+ | Power: 6/6, Mass: 8/11, Hardpoints: 1/1 | ||
+ | *Armor: 8 (against non-gunnery weapons) | ||
+ | *AC: 3 | ||
+ | *Speed: 6 (30 meters) | ||
+ | *HP: 20 | ||
+ | *Mech Weapon: Heavy Machine Gun (+3 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress, P 3 M 2) | ||
+ | *Side Weapon: Laser Rifle | ||
+ | *Mech Fitting: Active Camo Surface (P 1 M 2) | ||
+ | *Mech Fitting: Morphic Silhouette Damper (P 1 M 2) | ||
+ | *Mech Fitting: Polyspectral Sensors (P1 M1) | ||
+ | *Mech Fitting: Cargo Space (P 0 M 1) | ||
=== Henchman === | === Henchman === | ||
Line 93: | Line 173: | ||
== Sanso Johansen (Nicias) == | == Sanso Johansen (Nicias) == | ||
− | *Warrior | + | *Warrior 2 |
− | *XP: | + | *XP: 2500/4000 |
*Background: Noble | *Background: Noble | ||
*Training: Commando | *Training: Commando | ||
Line 114: | Line 194: | ||
*Athletics 1 | *Athletics 1 | ||
− | *Combat/Melee | + | *Combat/Melee 1 |
− | |||
*Combat/Projectile 1 | *Combat/Projectile 1 | ||
*Culture/New Eden | *Culture/New Eden | ||
Line 128: | Line 207: | ||
'''Combat''' | '''Combat''' | ||
*AC: Unarmored 7, Undersuit 5, Pilot/CFU 2 | *AC: Unarmored 7, Undersuit 5, Pilot/CFU 2 | ||
− | *HP: | + | *HP: 19/19 |
*Init: +2 | *Init: +2 | ||
*MR: 10/20 | *MR: 10/20 | ||
Line 144: | Line 223: | ||
=== Equipment === | === Equipment === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
'''Weapons''' | '''Weapons''' | ||
Line 166: | Line 234: | ||
'''Armor''' | '''Armor''' | ||
− | *Pilot Suit (AC4, Encumbrance | + | *Pilot Suit (AC4, Encumbrance 1, TL5, link with compad) |
*Armored Undersuit (AC7, Encumbrance 0, TL4) | *Armored Undersuit (AC7, Encumbrance 0, TL4) | ||
*Combat Field Uniform (AC4, Encumbrance 0, TL4) | *Combat Field Uniform (AC4, Encumbrance 0, TL4) | ||
Line 174: | Line 242: | ||
*Backpack (TL4) | *Backpack (TL4) | ||
*Binoculars (TL4) | *Binoculars (TL4) | ||
− | |||
*Climbing Harness | *Climbing Harness | ||
*Glowbug x10 | *Glowbug x10 | ||
Line 202: | Line 269: | ||
*Sidearm: Spike Thrower | *Sidearm: Spike Thrower | ||
− | ** (+4* to hit, 3d8**+2* damage, Range 20(10h)/40(20h), Ammo | + | ** (+4* to hit, 3d8**+2* damage, Range 20(10h)/40(20h), Ammo 15/15 |
** * +6 to hit and +4 damage with burst fire | ** * +6 to hit and +4 damage with burst fire | ||
** ** 2d8 versus moderate armor and 1d8 versus heavy armor, see house rules | ** ** 2d8 versus moderate armor and 1d8 versus heavy armor, see house rules | ||
Line 213: | Line 280: | ||
== Carla Danger (thirdkingdom) == | == Carla Danger (thirdkingdom) == | ||
*Warrior 1 | *Warrior 1 | ||
− | *XP: | + | *XP: 0/2005 |
*Background: Noble | *Background: Noble | ||
*Training: Space Marine | *Training: Space Marine | ||
Line 228: | Line 295: | ||
'''Skills''' | '''Skills''' | ||
− | *Banked Skill points: | + | *Banked Skill points: 0 |
*Combat/Energy Weapon 0 | *Combat/Energy Weapon 0 | ||
Line 236: | Line 303: | ||
*Culture/New Eden | *Culture/New Eden | ||
*Culture/Spacer 0 | *Culture/Spacer 0 | ||
− | *Exosuit | + | *Exosuit 0 |
− | *Leadership | + | *Leadership 0 |
*Persuade 0 | *Persuade 0 | ||
*Tech/Astronautics 0 | *Tech/Astronautics 0 | ||
Line 306: | Line 373: | ||
== Erasmus Asgeirsson (Vektunaxa) == | == Erasmus Asgeirsson (Vektunaxa) == | ||
− | *Expert | + | *Expert 2 |
− | *XP: | + | *XP: 2500/3000 |
**2500 (IC 238) | **2500 (IC 238) | ||
− | |||
*Background: Noble | *Background: Noble | ||
*Training: Engineer | *Training: Engineer | ||
Line 335: | Line 401: | ||
*Perception 0 | *Perception 0 | ||
*Persuade 0 | *Persuade 0 | ||
− | *Tech/Astronautics | + | *Tech/Astronautics 1 |
*Tech/Medical 1 | *Tech/Medical 1 | ||
− | *Tech/Postech | + | *Tech/Postech 1 |
*Vehicle/Space 0 | *Vehicle/Space 0 | ||
*Science 0 | *Science 0 | ||
Line 393: | Line 459: | ||
Start with no henchmen | Start with no henchmen | ||
− | == | + | == Remar Vargas (Heavy Josh) == |
− | * | + | *Psychic 2 |
− | *XP: | + | *XP: 2500/4000 |
*Background: Noble | *Background: Noble | ||
− | *Training: | + | *Training: Astrogator (Skyward Steel) |
− | *Bio: | + | *Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan's estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship. |
− | *Description: | + | *Description: Short dark hair, sunken eyes, pale complexion, clammy hands. He listens to a wide variety of "viking music", and spends most of his time observing social interactions, rather than participating in them. It's for the best. |
− | *Languages: English, Norwegian | + | *Languages: English, Norwegian |
− | *Player: | + | *Player: Heavy Josh |
'''Attributes''' | '''Attributes''' | ||
− | *Str: | + | *Str: 10 (0) |
*Dex: 10 (0) | *Dex: 10 (0) | ||
− | *Con: | + | *Con: 14 (+1) |
− | *Int: | + | *Int: 14 (+1) |
− | *Wis: | + | *Wis: 18 (+2) |
− | *Cha: | + | *Cha: 7 (-1) |
'''Skills''' | '''Skills''' | ||
− | + | *Combat/Gunnery 0 | |
− | + | *Combat/Melee 0 | |
− | * Combat/ | + | *Combat/Psitech 0 |
− | * Combat/ | + | *Culture/New Eden 0 |
− | * Combat/ | + | *Exosuit 0 |
− | + | *Leadership 0 | |
− | * Culture/New Eden | + | *Navigation 1 |
− | + | *Persuade 0 | |
− | + | *Science 0 | |
− | * Exosuit | + | *Vehicle/Space 0 |
− | |||
− | * Leadership 0 | ||
− | * | ||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | |||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Skill Points 1 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | '''Psionics''' | |
− | * | + | *Power Points: 8 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ''' | + | '''Precognition''' (Major Power) |
− | + | *Omen (cost: 1) | |
− | * | + | *Terminal Reflection (cost: 3) |
− | * | ||
− | |||
− | |||
− | |||
− | ''' | + | '''Biopsionics''' (Minor Power) |
− | * | + | *Biostasis (cost: 1) |
− | + | *Psychic Succor (cost: 3) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
'''Combat''' | '''Combat''' | ||
− | *AC: | + | *AC: 4 (Pilot Suit), 7 (Armoured Undersuit) |
− | *HP: | + | *HP: 15 |
− | *Init: | + | *Init: 0 |
− | *MR: | + | *MR: 10 |
− | *Primary Ranged Attack: | + | *Primary Ranged Attack: Thermal Pistol (2d6, -1 to hit, Range: 25/50, Mag: 5) |
− | *Secondary Ranged Attack: | + | *Secondary Ranged Attack: N/A |
− | *Primary Melee Attack: Monoblade (2d6, | + | *Primary Melee Attack: Monoblade (2d6, Range: melee) |
− | *Secondary Melee Attack: | + | *Secondary Melee Attack: N/A |
*Special Attack: N/A | *Special Attack: N/A | ||
*Saves | *Saves | ||
− | **Physical | + | **Physical 13 |
− | **Mental | + | **Mental 12 |
− | **Evasion | + | **Evasion 15 |
− | **Tech | + | **Tech 16 |
**Luck 14 | **Luck 14 | ||
Line 550: | Line 525: | ||
*Weapons | *Weapons | ||
− | ** | + | **Monoblade, Thermal Pistol |
− | |||
− | |||
*Armor | *Armor | ||
− | **Pilot Suit (AC 4, Enc | + | **Pilot Suit (AC 4, Enc 1) |
− | |||
**Armored Undersuit (AC 7, Enc 0) | **Armored Undersuit (AC 7, Enc 0) | ||
− | + | *Exploration Gear | |
− | * | + | **Atmofilter (1), Backpack (1), Glowbug, NavComp (1) Survival Kit (1) |
− | ** | + | *Tools and Medicine |
− | + | **Lazarus patch (1), 12 Type A power cells (2) | |
− | + | *Personal Accessories | |
− | + | Compad, Dataslab (1) | |
− | * | + | *Readied items (5/5) |
− | ** | + | **Armored undersuit, backpack (1), thermal pistol (1), monoblade (1), lazarus patch (1), Type A power cell (1), Compad. |
− | * | + | *Stowed items (7/10) |
− | + | **Atmofilter (1), dataslab (1), glowbugs, NavComp (1), Pilot Suit (1), survival kit (1), 12 type A power cells (2). | |
− | |||
− | * | ||
− | ** | ||
− | * | ||
− | ** | ||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Mecha === | === Mecha === | ||
− | + | Tegnjeger, a Psi-suit Power: 5/6, Mass: 6/6, Hardpoints: 1/1 | |
− | *Cost: | + | *Cost: 601K |
− | *Armor: 8 | + | *Armor: 8 (against non-gunnery weapons) |
− | *AC: | + | *AC: 0 |
− | *Speed: | + | *Speed: 4 (20 meters) |
− | *HP: | + | *HP: 30 |
− | *Mech Weapon: | + | *Mech Weapon: MES Knife 1d12, melee, ignores armour |
− | *Side Weapon: | + | *Side Weapon: Thermal Pistol (2d6, -1 to hit) |
− | *Mech | + | *Mech Fitting: Breaching Tool |
− | *Mech Fitting: | + | *Mech Fitting: Neural Activity Sensor |
− | *Mech Fitting: | + | *Mech Fitting: Omen Tap |
− | *Mech Fitting: Cargo Space | + | *Mech Fitting: Revivification Field |
+ | *Mech Fitting: Cargo Space | ||
=== Henchman === | === Henchman === | ||
Start with no henchmen | Start with no henchmen | ||
− | |||
− | |||
− | |||
− | |||
= Wealth & Assets = | = Wealth & Assets = | ||
− | == | + | == The Ship (Name) == |
*Class: Frigate | *Class: Frigate | ||
Line 638: | Line 597: | ||
== Cargo & Treasure == | == Cargo & Treasure == | ||
− | + | *0/60 tons | |
− | * | ||
− | |||
+ | == Valuable Information == | ||
− | === | + | == Planetary Currency == |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
= Combat = | = Combat = | ||
== Combat Stats == | == Combat Stats == | ||
*'''Erasmus "''Vafthru∂nir''" Asgeirsson''', Init +1 | *'''Erasmus "''Vafthru∂nir''" Asgeirsson''', Init +1 | ||
− | **Personal AC 3, HP | + | **Personal AC 3, HP 9/16, Speed 10 m/round |
− | ** | + | **Orange Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes) |
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1 | **Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1 | ||
− | *''' | + | *'''Ofeig "''Soundwave''" Sigurdsson''', Init +0 |
− | **Personal AC | + | **Personal AC 4, HP 16/16, Speed 10 m/round |
− | ** | + | **Red Mech AC 3, Armor 8, HP 20/20, Speed 6 (15 hexes) |
− | **Like a Charm: 1/1, | + | **Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1 |
+ | *'''Remar "''Tegnjeger''" Vargas''', Init +0 | ||
+ | **Personal AC 4, HP 12/15, Speed 10 m/round | ||
+ | **Magenta Mech AC 0, Armor 8, HP 30/30, Speed 4 (10 hexes) | ||
+ | **PP: 2/3, Omen Tap: 2/2 | ||
*'''Agmundr "''Tyr's Wrath''" Kjærstad''', Init -1 | *'''Agmundr "''Tyr's Wrath''" Kjærstad''', Init -1 | ||
− | **Personal AC 5, HP | + | **Personal AC 5, HP 17/18, Speed 10 m/round |
− | **Yellow Mech AC 2, Armor | + | **Yellow Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes) |
**Veteran's Luck: 1/1, Ammo (Rockets): 2/2 | **Veteran's Luck: 1/1, Ammo (Rockets): 2/2 | ||
*'''Carla "''Kermit''" Danger''', Init +1 | *'''Carla "''Kermit''" Danger''', Init +1 | ||
**Personal AC 3, HP 18/18, Speed 10 m/round | **Personal AC 3, HP 18/18, Speed 10 m/round | ||
− | ** | + | **Green Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes) |
− | **Veteran's Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): | + | **Veteran's Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 2/2 |
*'''Sanso "''Hamlet''" Johansen''', Init +2 | *'''Sanso "''Hamlet''" Johansen''', Init +2 | ||
**Personal AC 2, HP 19/19, Speed 10 m/round | **Personal AC 2, HP 19/19, Speed 10 m/round | ||
− | ** | + | **Blue Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes) |
− | **Veteran's Luck: | + | **Veteran's Luck: 0/1 |
− | |||
− | |||
− | |||
− | |||
== Combat Maps == | == Combat Maps == | ||
Line 697: | Line 636: | ||
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&p=20269817#post20269817 Key] | *[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&p=20269817#post20269817 Key] | ||
*[http://i213.photobucket.com/albums/cc177/WyzardWhately/Morituri_zpsi4s0pjau.png~original Schematic from data banks] | *[http://i213.photobucket.com/albums/cc177/WyzardWhately/Morituri_zpsi4s0pjau.png~original Schematic from data banks] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
= Enemy Log = | = Enemy Log = | ||
Line 733: | Line 648: | ||
*MR 5 | *MR 5 | ||
*Morale 7 | *Morale 7 | ||
− | *Ranged Attack: Ion Blaster +2, | + | *Ranged Attack: Ion Blaster +2, 1d10, 50/100. |
*Melee Attack: Claws +2x2, 1d4. | *Melee Attack: Claws +2x2, 1d4. | ||
*Special: Cheap. | *Special: Cheap. | ||
Line 739: | Line 654: | ||
'''Drone Mob''' | '''Drone Mob''' | ||
*AC 7 | *AC 7 | ||
− | *HD | + | *HD 12 |
*Save 15+ | *Save 15+ | ||
*MR 5 | *MR 5 | ||
*Morale 7 | *Morale 7 | ||
− | *Ranged Attack: Ion Blaster + | + | *Ranged Attack: Ion Blaster +3x2, 1d10, 50/100. |
− | *Melee Attack: Claws + | + | *Melee Attack: Claws +4x2, 1d4+2. |
*Special: Cheap. | *Special: Cheap. | ||
Line 753: | Line 668: | ||
*MR 5 | *MR 5 | ||
*Morale 8 | *Morale 8 | ||
− | *Ranged Attack: Ion Blaster +3, | + | *Ranged Attack: Ion Blaster +3, 1d10+1, 50/100. |
*Melee Attack: Claws +3x2, 1d4+1 or 1d6+1 (reinforced serration.) | *Melee Attack: Claws +3x2, 1d4+1 or 1d6+1 (reinforced serration.) | ||
− | *Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1 | + | *Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1 or 2. |
'''Citizen Mob''' | '''Citizen Mob''' | ||
*AC 7 or 5. | *AC 7 or 5. | ||
− | *HD | + | *HD 18 |
*Save 14+ | *Save 14+ | ||
*MR 5 | *MR 5 | ||
*Morale 8 | *Morale 8 | ||
− | *Ranged Attack: Ion Blaster + | + | *Ranged Attack: Ion Blaster +4x2, 1d10+1 50/100. |
− | *Melee Attack: Claws + | + | *Melee Attack: Claws +5x2, 1d4+3 or 1d6+3 |
− | *Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1 | + | *Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1 or 2. |
'''Chittik Soldier''' | '''Chittik Soldier''' | ||
Line 773: | Line 688: | ||
*MR 7 | *MR 7 | ||
*Morale 9 | *Morale 9 | ||
− | *Ranged Attack: Ion Carbine +4, 2d6, 75/150 | + | *Ranged Attack: Ion Carbine +4, 2d6+1, 75/150 |
− | *Melee Attack: Claws +4x2, | + | *Melee Attack: Claws +4x2, 1d6+2. |
*Special: Once per combat, force enemy to reroll an attack roll. | *Special: Once per combat, force enemy to reroll an attack roll. | ||
'''Chittik Soldier Mob''' | '''Chittik Soldier Mob''' | ||
*AC 5 | *AC 5 | ||
− | *HD | + | *HD 18 |
*Save 14+ | *Save 14+ | ||
*MR 7 | *MR 7 | ||
*Morale 9 | *Morale 9 | ||
− | Ranged Attack: Ion Carbine + | + | Ranged Attack: Ion Carbine +5, 2d6+2, 75+/150 |
− | *Melee Attack: Claws + | + | *Melee Attack: Claws +6x2, 1d6+4. |
− | *Special: Warning Shriek. As an action, once per combat, force morale check on one enemy unit within | + | *Special: Warning Shriek. As an action, once per combat, force morale check on one enemy unit within 60 meters. Enemy units cannot be targeted by this ability more than once per combat. Only works in atmosphere. PC units attacked by this instead must save v. mental or receive -2 to-hit for 1d4 rounds. |
*Special: Heavy Weapon. Squad will be equipped with either an Ion Cannon (+4, 3d6+1, 300/600. May suppress.) or a Plasma Lance (+4, 3d8, 400/800. AP 8.) May use this on alternating rounds if the unit does not move that round. | *Special: Heavy Weapon. Squad will be equipped with either an Ion Cannon (+4, 3d6+1, 300/600. May suppress.) or a Plasma Lance (+4, 3d8, 400/800. AP 8.) May use this on alternating rounds if the unit does not move that round. | ||
= Star Systems = | = Star Systems = | ||
A list of star systems explored. | A list of star systems explored. | ||
− | |||
− | |||
== Astaroth (06.06) == | == Astaroth (06.06) == | ||
Line 825: | Line 738: | ||
There's a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents. | There's a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents. | ||
− | === | + | === Planet === |
− | |||
− | === | + | === Planet === |
− | |||
− | === | + | === Planet === |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Dyson Medusa (06.05) == | == Dyson Medusa (06.05) == | ||
Line 895: | Line 755: | ||
== Icarus Illthrax (07.06) == | == Icarus Illthrax (07.06) == | ||
This is the closest thing to civilization that can be reached directly from Astaroth. There's a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They're currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask. | This is the closest thing to civilization that can be reached directly from Astaroth. There's a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They're currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Planet === | === Planet === | ||
Line 992: | Line 793: | ||
*'''Equipment''' | *'''Equipment''' | ||
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I'll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. | **Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I'll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. | ||
− | **Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They're Encumbrance | + | **Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They're Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor. |
**No cybernetics. | **No cybernetics. | ||
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards. | **Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards. | ||
Line 1,067: | Line 868: | ||
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play. | *Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play. | ||
*Lesser enemies may be arranged into Mobs ala Godbound. | *Lesser enemies may be arranged into Mobs ala Godbound. | ||
− | *You may draw whatever weapon you intend on using as part of your action. It requires an action to re-sheathe or otherwise put away a weapon. If you don't want to do this, they may be dropped on the ground | + | *You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don't want to do this, they may be dropped on the ground. |
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon. | *Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon. | ||
− | *A character | + | *A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them +2 to their AC until their next action. |
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a "zone of control" across their front arc. This has several effects. | *Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a "zone of control" across their front arc. This has several effects. | ||
**They may make a "free" melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee. | **They may make a "free" melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee. | ||
Line 1,080: | Line 881: | ||
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. | **Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like. | ||
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit. | **Personal-scale energy weapons receive +2 to hit rather than +1 to hit. | ||
− | |||
− | |||
== Mobs == | == Mobs == | ||
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we're going to be adopting the Mob rules from Godbound. I'll summarize below. | Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we're going to be adopting the Mob rules from Godbound. I'll summarize below. | ||
*Mobs occupy an area rather than having discrete positions. I'll tell you specifically if they have cover or not. | *Mobs occupy an area rather than having discrete positions. I'll tell you specifically if they have cover or not. | ||
− | *On their turn, Mobs make one or more attacks on every enemy they have LOS to. | + | *On their turn, Mobs make one or more attacks on every enemy they have LOS to. They can make ''many'' attacks. |
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically. | *Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically. | ||
− | *Mobs have HD rather than HP. So, of course you are wondering how you deal HD damage instead of HP damage. | + | *Mobs have HD rather than HP. So, a vast mob of elite warriors might have 48 HD. The mob is destroyed when you deal that much damage. So, of course you are wondering how you deal HD damage instead of HP damage. |
*The answer is that we use Godbound's damage charts. In essence, you roll your normal damage. Each die is then counted ''separately''. '''A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice.''' | *The answer is that we use Godbound's damage charts. In essence, you roll your normal damage. Each die is then counted ''separately''. '''A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice.''' | ||
− | * | + | *''Example:'' Lester is piloting his mech suit, the Unlikely, which is equipped with a suit-scale laser weapon. He fires it upon a small mob of rabble with 12HD and AC7. He hits with a 13. His damage, due to an excellent Intelligence score, is 3d8+2. He rolls 1, 5, 8. He decides to apply his damage bonus to the last die. The 1 deals 0HD, the 5 deals 1HD, and the (modified) 10 deals 4HD. This totals 5HD of damage. He has now reduced the mob to 7/12 HD, and his weapon is in cooldown. They pelt him with grenades and attacks from laser-pistols, to which the Unlikely is functionally invulnerable. Because his mech's laser is in Cooldown, he wades in with his monoblade side-arm to continue his bloody work. He now charges into melee. On a successful hit, he deals 2d6+'''4''' (two from his suit's strength, and two from charging), rolling a 2 and a 6. He increases the 6 to a 10, and deals a total of (1+4=)5 HD again. The Unlikely slays men to the left and the right, cutting them down effortlessly. The mob now has only 2/12HD left, and will most likely be destroyed utterly in the next round. Actually I'd probably have rolled Morale for them before this, even, but them's the breaks. |
− | + | *Area effect weapons are lethal against mobs. An HMG fired to suppress deals its damage straight, rather than recalculating or halving it, as does a rocket launcher if the wielder is willing to accept the -4 to hit man-sized targets. Other weapons we'll deal with as they come up. | |
− | + | *In a mech you can usually move through space occupied by a mob, but this may trigger attacks by the mob. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | * | ||
− | |||
− | |||
− | |||
= Crew = | = Crew = | ||
Line 1,134: | Line 902: | ||
**Gear: | **Gear: | ||
*Crew 2: (Class) | *Crew 2: (Class) | ||
− | **AC: | + | **AC: HP: Attack: XP: |
**Skills: | **Skills: | ||
**Gear: | **Gear: | ||
Line 1,140: | Line 908: | ||
**AC: HP: Attack: XP: | **AC: HP: Attack: XP: | ||
**Skills: | **Skills: | ||
− | **Gear: | + | **Gear: |
+ | *Crew 4: (Class) | ||
+ | **AC: HP: Attack: XP: | ||
+ | **Skills: | ||
+ | **Gear: | ||
== Comms Crew == | == Comms Crew == | ||
− | *Crew 1: | + | *Crew 1: (Class) |
− | **AC: | + | **AC: HP: Attack: XP: |
− | **Skills: | + | **Skills: |
− | **Gear: | + | **Gear: |
− | *Crew 2: | + | *Crew 2: (Class) |
− | **AC: | + | **AC: HP: Attack: XP: |
− | **Skills: | + | **Skills: |
− | **Gear: | + | **Gear: |
− | *Crew 3: | + | *Crew 3: (Class) |
− | **AC: 4 HP: | + | **AC: HP: Attack: XP: |
− | **Skills: | + | **Skills: |
− | **Gear: | + | **Gear: |
+ | *Crew 4: (Class) | ||
+ | **AC: HP: Attack: XP: | ||
+ | **Skills: | ||
+ | **Gear: | ||
== Nav Crew == | == Nav Crew == | ||
− | * | + | *Crew 1: (Class) |
− | **AC: | + | **AC: HP: Attack: XP: |
− | ** | + | **Skills: |
− | **Skills: | + | **Gear: |
− | **Gear: | + | *Crew 2: (Class) |
− | * | + | **AC: HP: Attack: XP: |
− | **AC: | + | **Skills: |
− | + | **Gear: | |
− | **Skills: | + | *Crew 3: (Class) |
− | **Gear: | + | **AC: HP: Attack: XP: |
− | * | + | **Skills: |
− | **AC: | + | **Gear: |
− | + | *Crew 4: (Class) | |
− | **Skills: | + | **AC: HP: Attack: XP: |
− | **Gear: | + | **Skills: |
+ | **Gear: | ||
== Engineering Crew == | == Engineering Crew == | ||
Line 1,203: | Line 980: | ||
**AC: HP: Attack: XP: | **AC: HP: Attack: XP: | ||
**Skills: | **Skills: | ||
− | **Gear: | + | **Gear: |
+ | *Crew 4: (Class) | ||
+ | **AC: HP: Attack: XP: | ||
+ | **Skills: | ||
+ | **Gear: | ||
== Boatswain's Crew == | == Boatswain's Crew == | ||
Line 1,221: | Line 1,002: | ||
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP: | **AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP: | ||
**Skills: | **Skills: | ||
− | **Gear: | + | **Gear: |
+ | |||
= NPCs = | = NPCs = | ||
Line 1,232: | Line 1,014: | ||
*Links to important posts | *Links to important posts | ||
**https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20253671#post20253671 | **https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20253671#post20253671 | ||
− | + | **Post Link | |
− | + | **Post Link | |
− | |||
− | |||
− | |||
− | |||
− | ** | ||
− | ** | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== NPC Name == | == NPC Name == | ||
Line 1,293: | Line 1,038: | ||
== Volume I == | == Volume I == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Volume II == | == Volume II == | ||
Line 1,345: | Line 1,045: | ||
= Important Links = | = Important Links = | ||
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread] | *[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread] | ||
− | |||
− | |||
− |