Editing The Cluster Falk: Notes

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fuel costs for jumps is typically 0.1 M / Jn, where M is the tonnage of the chip
  
https://www.freelancetraveller.com/features/advents/index.html
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so are 200 ton three Trader will consume 40 resource points for a 2 passing jump.
  
https://www.freelancetraveller.com/features/advents/gotg/corpworld.html
 
  
Leghansky
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a ship will almost always have fuel capacity for two times it's maximum jump capability.
Starport
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B Good Quality
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ships can refuel for free from oceans or gas giants. however this requires a successful pilot roll and engineer role for processing the fuel. inhabited Worlds are unlikely to allow free use of their oceans, accept possibly ocean Worlds.
Good Quality. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of constructing non-starships present. Naval base and/or scout base may be present
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Size
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a ship can typically jump safely twice per month. ideally each jump requires a wheat down time and dry dog afterwards. pushing this rate requires a successful engineering role. if the role is failed the ship will start to take damage.  
7 11200 KM
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11200 KM. Standard Gravity (0.70g - 0.94g)
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docking fees for a ship are typically 0.01 M per week in resource points.
Atmosphere
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8 Dense. Breathable
 
Dense. Breathable
 
Hydrographics
 
A 100% water
 
100% water. Water World
 
Population
 
5 100,000
 
100,000 to 900,000
 
Government
 
1 Company/Corporation
 
Company/Corporation. Government by a company managerial elite, citizens are company employees. Restricts: Weapons, Drugs, Technology, Travellers, Psionics
 
Law Level
 
1 Low Law
 
Body pistols, explosives, and poison gas prohibited.
 
Prohibitions Based on Government and Law Level Weapons: Poison gas, explosives, undetectable weapons, WMD.
 
Drugs: Highly addictive and dangerous narcotics.
 
Technology: Dangerous technologies such as nanotechnology
 
Travellers: Visitors must contact planetary authorities by radio, landing is permitted anywhere.
 
Psionics: Dangerous talents must be registered.
 
Tech Level D
 
  
  
  
Hercido
 
Starport
 
C Routine Quality
 
Routine Quality. Only unrefined fuel available. Reasonable repair facilities present. Scout base may be present
 
Size
 
A 16000 KM
 
16000 KM. Standard Gravity (1.14g - 1.48g)
 
Atmosphere
 
D Dense, high
 
Dense, high. Breathable above a minimum altitude
 
Hydrographics
 
7 70% water
 
70% water. Equivalent to Terra or Vland
 
Population
 
5 100,000
 
100,000 to 900,000
 
Government
 
4 Representative Democracy
 
Representative Democracy. Government by elected representatives. Restricts: Weapons, Drugs, Psionics
 
Law Level
 
0 No Law
 
No prohibitions.
 
Prohibitions Based on Government and Law Level
 
Tech Level
 
8 Quality Computers. circa 1980 to 1989, Superconductors; Early communications
 
  
  
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Polyp Horror
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STR 100 CON 100 DEX 15 INT 25 POW 30
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HP: 100 WP: 30
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Size Category: Very Large (target size bonus: +20%).
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Movement: Polyps Horrors can move 10 meters/yards in a combat round on the ground [Medium speed]; 15 meters/yards while flying [Fast]. When moving across surfaces they leave behind characteristic colossal footprints comprising five circular toe marks.
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Armor: None (but see UNNNATURAL MATTER, below).
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Vs. Lethal Damage: PARTIALLY NON-CORPOREAL — lethal attacks with a Lethality Rating < 15% cannot damage a Polyp at all. Such attacks with a higher rating do not destroy the Polyp but may yield Hit Point damage if they strike at a moment when the Polyp is corporeal. If the die roll made for the Lethal Damage was an odd number, the Polyp was insubstantial at the crucial moment and the attack passes through it; if the die roll was an even number the Polyp suffers Hit Point damage equal to the Lethality Rating.
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Attacks
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Tentacle Slash 60%, Lethality 50% (and KNOCK DOWN, see below).
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Wind Blast 99%, see below.
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Skills: Alertness 60%, Athletics 80%, Stealth 60%.
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PENETRATING ATTACKS: All attacks made by a Polyp Horror ignore Armor entirely.
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INVISIBILITY: Polyp Horrors can become invisible at will, changing from physical beings to vortices of air. While invisible, they are difficult to see and hit in combat, although their invisibility does not protect them from damage. Even while invisible, however, the Polyps continue to emit their characteristic whooshing and whistling noises, particularly while flying.
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FLYING ABILITY: Polyp Horrors can move effortlessly through the air.
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KNOCK DOWN: A successful physical attack from a Polyp Horror will usually result in the target being thrown to the ground. This can be avoided using a Dodge action.
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UNNATURAL MATTER: A Polyp Horror is made of unnatural matter which absorbs most physical attacks without incurring significant damage. Any normal (nonLethal) attack that succeeds will yield a maximum of 1 HP of damage. Lethal attacks are also much less destructive than usual against a Polyp (see above).
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WIND BLAST: Polyp Horrors can create a violent directional gust of wind and can use such blasts as combat attacks. Anyone struck by such a gust is likely to be physically dislodged and knocked to the ground. The wind blast from a Polyp doesn’t affect especially massive combatants and objects (those with size category Large or above) or those who have purposefully braced themselves in some way to avoid the gale. Polyps can, for example, use this power to propel smaller vehicles in combat. Anyone attempting to avoid being dislodged by a Polyp’s wind blast will require a successful Athletics test. Placing oneself in a position with significant cover from the wind may, at the GM’s discretion, provide a +20% or +40% bonus to this test. A wind blast attack usually has an Area of Effect of 3 yards/ meters. Because it is supernaturally created, the gust can strike at any distance so long as the Polyp can perceive the target. Damage created by a wind blast attack depends on the environment — if an individual falls from a height, they will suffer normal falling attack; if they are struck by (or into) a hard object they will likely suffer 1D8 or 1D10 damage. The GM should decide damage based on the specific situation.
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SAN Loss: 1D6/1D12.
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Polyp Horror
 +
 +
 +
STR 100 CON 100 DEX 15 INT 25 POW 30
 +
 +
HP: 100 WP: 30
 +
 +
Size Category: Very Large (target size bonus: +20%).
 +
 +
Movement: Polyps Horrors can move 10 meters/yards in a combat round on the ground [Medium speed]; 15 meters/yards while flying [Fast]. When moving across surfaces they leave behind characteristic colossal footprints comprising five circular toe marks.
 +
 +
Armor: None (but see UNNNATURAL MATTER, below).
 +
 +
Vs. Lethal Damage: PARTIALLY NON-CORPOREAL — lethal attacks with a Lethality Rating < 15% cannot damage a Polyp at all. Such attacks with a higher rating do not destroy the Polyp but may yield Hit Point damage if they strike at a moment when the Polyp is corporeal. If the die roll made for the Lethal Damage was an odd number, the Polyp was insubstantial at the crucial moment and the attack passes through it; if the die roll was an even number the Polyp suffers Hit Point damage equal to the Lethality Rating.
 +
 +
Attacks
 +
 +
Tentacle Slash 60%, Lethality 50% (and KNOCK DOWN, see below).
 +
 +
Wind Blast 99%, see below.
 +
 +
Skills: Alertness 60%, Athletics 80%, Stealth 60%.
 +
 +
PENETRATING ATTACKS: All attacks made by a Polyp Horror ignore Armor entirely.
 +
 +
INVISIBILITY: Polyp Horrors can become invisible at will, changing from physical beings to vortices of air. While invisible, they are difficult to see and hit in combat, although their invisibility does not protect them from damage. Even while invisible, however, the Polyps continue to emit their characteristic whooshing and whistling noises, particularly while flying.
 +
 +
FLYING ABILITY: Polyp Horrors can move effortlessly through the air.
 +
 +
KNOCK DOWN: A successful physical attack from a Polyp Horror will usually result in the target being thrown to the ground. This can be avoided using a Dodge action.
 +
 +
UNNATURAL MATTER: A Polyp Horror is made of unnatural matter which absorbs most physical attacks without incurring significant damage. Any normal (nonLethal) attack that succeeds will yield a maximum of 1 HP of damage. Lethal attacks are also much less destructive than usual against a Polyp (see above).
 +
 +
WIND BLAST: Polyp Horrors can create a violent directional gust of wind and can use such blasts as combat attacks. Anyone struck by such a gust is likely to be physically dislodged and knocked to the ground. The wind blast from a Polyp doesn’t affect especially massive combatants and objects (those with size category Large or above) or those who have purposefully braced themselves in some way to avoid the gale. Polyps can, for example, use this power to propel smaller vehicles in combat. Anyone attempting to avoid being dislodged by a Polyp’s wind blast will require a successful Athletics test. Placing oneself in a position with significant cover from the wind may, at the GM’s discretion, provide a +20% or +40% bonus to this test. A wind blast attack usually has an Area of Effect of 3 yards/ meters. Because it is supernaturally created, the gust can strike at any distance so long as the Polyp can perceive the target. Damage created by a wind blast attack depends on the environment — if an individual falls from a height, they will suffer normal falling attack; if they are struck by (or into) a hard object they will likely suffer 1D8 or 1D10 damage. The GM should decide damage based on the specific situation.
  
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SAN Loss: 1D6/1D12.
  
  

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