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Notes page for The Cluster Falk | Notes page for The Cluster Falk | ||
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− | + | The Viceroyalty of Benjamelio fits somewhere in the galactic eastern borders of the expanding Third Imperium, on the fringes of Solomani space towards the Hive Federation, among the many client states and pocket empires scattered through the region. Its status as a historical Viceroyalty of the Second Imperium is genuine, but that hardly measures up to its pretensions, which have been magnified in competition with the Priam Protectorate further south. | |
− | Lamor | + | The so-called Water Wall of the three close water worlds (Leghansky, Lamor and Bevelind) forms a natural strategic barrier dividing the Viceroyalty's core worlds from its frontier. The three water worlds make excellent naval bases and fuel depots, relatively advanced but with small populations to defend. Besides, historically most threats to the Viceroyalty have come from that direction, rather than the core of the old Empire. |
− | + | *Ancients site | |
+ | *Minor, confined site | ||
+ | *Monument | ||
+ | *Practical dome | ||
+ | *Fleshlike | ||
+ | *Perfectly preserved | ||
+ | *Reactive lighting responds to your presence | ||
+ | *Generation or transformation of energy | ||
+ | *Inscrutable object lies dark and silent | ||
+ | *Dire warning left by other explorers | ||
+ | *Insight into the nature or history of this site | ||
+ | *Simulated or illusionary environment | ||
+ | *Scene of hideous violence or death | ||
+ | *Deeper insight into the history or nature of this site | ||
− | + | fuel costs for jumps is typically 0.1 M / Jn, where M is the tonnage of the chip | |
− | + | so are 200 ton three Trader will consume 40 resource points for a 2 passing jump. | |
− | |||
+ | a ship will almost always have fuel capacity for two times it's maximum jump capability. | ||
+ | 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. | ||
− | + | 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. | |
− | + | docking fees for a ship are typically 0.01 M per week in resource points. | |
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− | + | {| style="border-spacing:0;width:15.901cm;" | |
− | + | |- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;" | |
− | + | || Weapon | |
− | + | || Skill | |
− | + | || Range | |
− | + | || Damage | |
− | + | || Rounds | |
− | + | || Kill Radius | |
− | 8 | + | |- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;" |
− | + | || Combat knife | |
− | + | || Melee Weapons | |
− | + | || Hand | |
− | + | || 1D6 | |
− | + | || - | |
− | + | || - | |
− | + | |- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;" | |
− | + | || Entrenching tool | |
− | + | || Melee Weapons | |
− | + | || Hand | |
− | + | || 1D8 | |
− | + | || - | |
− | + | || - | |
− | + | |- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;" | |
− | + | || Beretta 9 mm | |
− | + | || Firearms | |
− | + | || 15 m | |
− | + | || 1D10 | |
− | + | || 8 | |
+ | || - | ||
+ | |- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;" | ||
+ | || Mannlicher-Carcano 6.5 mm | ||
+ | || Firearms | ||
+ | || 150 m | ||
+ | || 1D12+2 | ||
+ | || 6 | ||
+ | || - | ||
+ | |- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;" | ||
+ | || Villar Perosa-Revelli 9 mm | ||
+ | || Firearms | ||
+ | || 50 m | ||
+ | || Lethality 10% | ||
+ | || 25 | ||
+ | || 3 m | ||
+ | |- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;" | ||
+ | || Bessozi grenade | ||
+ | || Athletics | ||
+ | || STRx3 m | ||
+ | || Lethality 12% | ||
+ | || - | ||
+ | || 4 m | ||
+ | |- | ||
+ | |} | ||
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+ | {| style="border-spacing:0;width:13.443cm;" | ||
+ | |- style="background-color:#d9d9d9;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | | colspan="3" | >> Ranged Weapons | ||
+ | |- style="background-color:#f2f2f2;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | || Sample Weapons | ||
+ | || Damage | ||
+ | || Base Range | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Thrown Knife | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D4* | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | STR×5 feet | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Thrown Spear | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D8* | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | STR×5 metres | ||
+ | |- | ||
+ | |} | ||
+ | <nowiki>*Damage bonus is added for this weapon</nowiki> | ||
+ | |||
+ | |||
+ | {| style="border-spacing:0;width:15.494cm;" | ||
+ | |- style="background-color:#d9d9d9;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | | colspan="3" | >> Small Arms (Projectile/laser)* | ||
+ | |- style="background-color:#f2f2f2;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | || Sample Weapons | ||
+ | || Damage | ||
+ | || Base Range | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Small-caliber pistol | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D8 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10/50 metres | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Medium Pistol | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D10 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15/100 metres | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Carbine or very large pistol | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D12 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 100/500 metres for carbine; 20/200 metres for heavy pistol | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Rifle | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D12+2 [Armor Piercing 3] | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 150/1000 metres | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Shotgun/flechette blast, close range | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2D10 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 50 metres | ||
+ | |||
+ | (full damage up to 10m; reduced to 1D10 for 10—20m; reduced to 1D6 for 20+ metres) | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | {| style="border-spacing:0;width:18.842cm;" | ||
+ | |- style="background-color:#d9d9d9;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | | colspan="5" | >> Automatic and Heavy Weapons | ||
+ | |- style="background-color:#f2f2f2;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | || Sample Weapons | ||
+ | || Skill | ||
+ | || Base Range | ||
+ | || Lethality | ||
+ | || Kill Radius | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | SMG/laser carbine, fully automatic | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 50/200 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1–3 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Battle rifle, fully automatic | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 100/1000 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% [Armor Piercing 3] | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1–3 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Very heavy sniper rifle | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 250/5000 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20% [Armor Piercing 5] | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | None | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Plasma rifle** | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 200 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1–3 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Light support weapon | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons) | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 200/2000 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% [Armor Piercing 3] | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Heavy support weapon | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons) | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 400/4000 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20% [Armor Piercing 5] | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Hand grenade | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Athletics | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Improvised explosive device | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Demolitions) | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | N/A | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Grenade launcher | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons) | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 150 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Rocket-propelled grenade | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons) | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 200 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 30% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Missile launcher | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons) | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2000 metres | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 40% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15 m | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | <nowiki>* Laser weapons, while about as damaging as projectile weapons, have far longer range and no recoil. They’re also capable of automatic fire without recoil penalties. Their power pack capacity is roughly equivalent to magazines in a projectile weapon.</nowiki> | ||
+ | |||
+ | <nowiki>** Plasma rifles fire single shots, but their plasma bolts spall on impact, creating a Kill Radius.</nowiki> | ||
+ | |||
+ | |||
+ | {| style="border-spacing:0;width:18.842cm;" | ||
+ | |- style="background-color:#d9d9d9;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | | colspan="4" | >> Selective Fire | ||
+ | |- style="background-color:#f2f2f2;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | ||
+ | || Type of Fire | ||
+ | || Ammo/Charges Used | ||
+ | || Lethality | ||
+ | || Kill Radius | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Short Burst | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | None | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Long Burst | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 5 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1 yd | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Short Spray | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2 m | ||
+ | |- | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Long Spray | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20 | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% | ||
+ | | style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3 m | ||
+ | |- | ||
+ | |} | ||
+ | '''4.6Lethality Rating''' | ||
+ | |||
+ | |||
+ | 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. | ||
+ | |||
+ | SAN Loss: 1D6/1D12. | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | 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. | ||
+ | SAN Loss: 1D6/1D12. | ||