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Notes page for The Cluster Falk
 
Notes page for The Cluster Falk
  
One is courtesy of one of the leading megacorps in the subsector, Benjamelio Corp. They want you to ship cybernetics and industrial components from Vannia to Leghansky, a lo-tech agricultural water world. However, after that delivery, the corp also wants you to offtake some workers from the planet and ship them to a nearby 1-Jump destination TBC. Unusually, the corp is requiring you all to sign an NDA before picking up the assignment. Also, the assignment doesn't involve return to your point of origin, although the fees are decent enough otherwise.
 
  
The other one is via Pip's contacts with the Red Swan Tong - and nothing could be wrong with that, right? They want you to transit from Vannia to Lamor, and pick up a cargo that has been jettisoned by a previous courier, and left at a marked location on one of the system's gas giant moons, and return with it to Vannia. The cargo as it stands will not be quite big enough to fill your cargo spaces. "You go buy a cargo to provide a decent cover, going there and back, but that's just a little bit of gravy on your plate, right? What could go wrong?"
 
  
Hercido is a relatively idyllic world - if you can handle high gravity and dense atmosphere. The atmosphere is unbreathably dense down at the level of its extensive seas, but the presence of huge shield volcanoes allows breathable habitats close to their peaks. As a result, the planet can only support a relatively small population of baseline humans, most of whom live on two volcanic peaks - Skyland and Mother Mountain. No one has paid much attention to the place since the fall of the Second Empire, and the population has regressed to the late semiconductor Technology Level. They are robust and independent, though, and not about to sell out their freewheeling freethinking ways for a few high-tech baubles.
+
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 is a large water world with a dense atmosphere, almost 100% hydrosphere. Its small population is mostly staff working on the Viceroyalty's refuelling operation. System facilities are relatively basic - the place is an industrial-scale refuelling and fuel refining operation, nothing more.  
+
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.
  
They should be easy marks for some specialized tech, though, which they will trade for the exotic chemicals and extracts produced from the planet's native ecosystem. And unless those exotics include some really out-there drugs, you have to wonder why the Tong would take an interest in a backwater like that...
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*Ancients site
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*Minor, confined site
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*Monument
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*Practical dome
 +
*Fleshlike
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*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
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*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
  
  
Forsaken explorers spies guild, expanding into a new region. Holds leverage over XXX. (Infernal Daggers) Defences are overextended. Deflect destiny.
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fuel costs for jumps is typically 0.1 M / Jn, where M is the tonnage of the chip
  
Restore wealth. Toxic portal. Subsurface anomaly.  
+
so are 200 ton three Trader will consume 40 resource points for a 2 passing jump.
  
Estabished raiders. Transport a valued asset. Distrusts. First Alliance. Overdependence on a failing or vulnerable technology.
 
  
 +
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.
  
Escort alluring wanting Smuggler to build a home. Hot-tempered. Moving/transforming settlement, ineffectual authority. Ice world. Thin atmosphere, vibrantly coloured ice. Abyssal ice fissures. No native life.
+
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.  
  
Reduce commerce. Dead fleet; archaic trap. Place of awe-inspiring beauty. Unstable star, potential supernova. Intruder or stowaway creates trouble. Refuge offers a place to hide, plan, or recover. Grim infamous technician restoring a relationship. Notable diplomatic dominion knows the location of a fabled treasure or lost technology.
+
docking fees for a ship are typically 0.01 M per week in resource points.
  
  
  
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.
 
  
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.
 
  
  
  
https://www.freelancetraveller.com/features/advents/index.html
 
  
https://www.freelancetraveller.com/features/advents/gotg/corpworld.html
 
  
Leghansky
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{| style="border-spacing:0;width:15.901cm;"
Starport
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|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
B Good Quality
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|| Weapon
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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|| Skill
Size
+
|| Range
7 11200 KM
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|| Damage
11200 KM. Standard Gravity (0.70g - 0.94g)
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|| Rounds
Atmosphere
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|| Kill Radius
8 Dense. Breathable
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|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
Dense. Breathable
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|| Combat knife
Hydrographics
+
|| Melee Weapons
A 100% water
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|| Hand
100% water. Water World
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|| 1D6
Population
+
|| -
5 100,000
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|| -
100,000 to 900,000
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|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
Government
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|| Entrenching tool
1 Company/Corporation
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|| Melee Weapons
Company/Corporation. Government by a company managerial elite, citizens are company employees. Restricts: Weapons, Drugs, Technology, Travellers, Psionics
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|| Hand
Law Level
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|| 1D8
1 Low Law
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|| -
Body pistols, explosives, and poison gas prohibited.
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|| -
Prohibitions Based on Government and Law Level Weapons: Poison gas, explosives, undetectable weapons, WMD.
+
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
Drugs: Highly addictive and dangerous narcotics.
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|| Beretta 9 mm
Technology: Dangerous technologies such as nanotechnology
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|| Firearms
Travellers: Visitors must contact planetary authorities by radio, landing is permitted anywhere.
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|| 15 m
Psionics: Dangerous talents must be registered.
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|| 1D10
Tech Level D
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|| 8
 +
|| -
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|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
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|| Mannlicher-Carcano 6.5 mm
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|| Firearms
 +
|| 150 m
 +
|| 1D12+2
 +
|| 6
 +
|| -
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|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
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|| Villar Perosa-Revelli 9 mm
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|| Firearms
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|| 50 m
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|| Lethality 10%
 +
|| 25
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|| 3 m
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|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
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|| Bessozi grenade
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|| Athletics
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|| STRx3 m
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|| Lethality 12%
 +
|| -
 +
|| 4 m
 +
|-
 +
|}
 +
 
  
  
  
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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|-
 
|-
 
|}
 
|}
 
 
Obsolete Guns 46
 
Weapon Game Stats� 47
 
Investigator Weapons 52
 
Handguns 54
 
Beretta Mod 92FS� 55
 
Beretta Mod 950BS� 57
 
Colt Government (M1911A1)� 58
 
FN Five-seveN� 60
 
FN-Browning High Power� 61
 
Glock 17� 63
 
H&K HK45� 66
 
H&K P2A1� 68
 
H&K P7� 68
 
H&K P11� 70
 
H&K USP� 71
 
IMI Desert Eagle� 73
 
Izhmekh PM� 74
 
Ruger MK III� 75
 
Ruger P85� 76
 
SIG-Sauer P226� 77
 
S&W M&P40� 80
 
S&W Model 10 Military & Police� 81
 
S&W Model 36 Chief’s Special� 82
 
S&W Model 686 Distinguished
 
Combat Magnum� 83
 
S&W Model 4506� 84
 
TASER X26� 86
 
TsNIITochMash SR-1 Vektor (SPS)� 88
 
Walther PPK� 89
 
Walther P5� 90
 
Walther P99� 91
 
Full-Auto Conversions 92
 
Rifles 93
 
Accuracy International AW� 94
 
Barrett Model 82A1� 96
 
Colt M4A1� 98
 
Colt M16A1� 102
 
H&K G3A3� 104
 
H&K G36C� 107
 
H&K HK416D10RS� 109
 
H&K-Enfield L85A2 IW� 111
 
IMI Galil ARM� 113
 
Izhmash AK� 115
 
Marlin Model 444SS� 119
 
Remington Model 700� 120
 
Ruger Mini-14� 122
 
Ruger Model 10/22� 123
 
SIG SG552 Commando� 124
 
Springfield M1 Garand� 126
 
Springfield M14� 127
 
Steyr AUG� 129
 
Winchester Model 70� 131
 
Winchester Model 94� 132
 
Shotguns 134
 
Baikal IZH-43� 135
 
Benelli M3 Super 90� 136
 
Benelli M4 Super 90 (M1014)� 137
 
Beretta DT10� 139
 
Daewoo USAS-12� 139
 
Izhmash Saiga-12� 141
 
Mossberg Model 500� 142
 
Remington Model 870� 145
 
Submachine Guns� 148
 
Colt SMG R0635� 149
 
ČZ Sa vz.61 Škorpión� 150
 
FN P90� 151
 
Guide Lamp M3� 153
 
H&K MP5A3� 155
 
H&K MP7A1� 159
 
H&K UMP� 160
 
IMI Uzi� 161
 
SITES Spectre M4� 163
 
SWD M-11/9mm� 164
 
Hand Grenades 167
 
Stun Grenades 167
 
Machine Guns� 168
 
FN MINIMI (M249)� 169
 
Grossfuss MG42� 171
 
Saco M60� 173
 
 
 
 
  
  
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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.
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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.
  
  

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