Difference between revisions of "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
 
  
so are 200 ton three Trader will consume 40 resource points for a 2 passing jump.
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https://www.freelancetraveller.com/features/advents/index.html
  
 +
https://www.freelancetraveller.com/features/advents/gotg/corpworld.html
  
a ship will almost always have fuel capacity for two times it's maximum jump capability.
+
Leghansky
 
+
Starport
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.
+
B Good Quality
 
+
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
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.  
+
Size
 
+
7 11200 KM
docking fees for a ship are typically 0.01 M per week in resource points.
+
11200 KM. Standard Gravity (0.70g - 0.94g)
 
+
Atmosphere
 +
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
 
 
 
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.
 
  
  

Revision as of 12:17, 22 January 2024

Notes page for The Cluster Falk


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.

  • 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


https://www.freelancetraveller.com/features/advents/index.html

https://www.freelancetraveller.com/features/advents/gotg/corpworld.html

Leghansky Starport B Good Quality 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 Size 7 11200 KM 11200 KM. Standard Gravity (0.70g - 0.94g) Atmosphere 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



Weapon Skill Range Damage Rounds Kill Radius
Combat knife Melee Weapons Hand 1D6 - -
Entrenching tool Melee Weapons Hand 1D8 - -
Beretta 9 mm Firearms 15 m 1D10 8 -
Mannlicher-Carcano 6.5 mm Firearms 150 m 1D12+2 6 -
Villar Perosa-Revelli 9 mm Firearms 50 m Lethality 10% 25 3 m
Bessozi grenade Athletics STRx3 m Lethality 12% - 4 m





Weapon Skill Range Damage Rounds Kill Radius
Combat knife Melee Weapons Hand 1D6 - -
Entrenching tool Melee Weapons Hand 1D8 - -
Beretta 9 mm Firearms 15 m 1D10 8 -
Mannlicher-Carcano 6.5 mm Firearms 150 m 1D12+2 6 -
Villar Perosa-Revelli 9 mm Firearms 50 m Lethality 10% 25 3 m
Bessozi grenade Athletics STRx3 m Lethality 12% - 4 m


4.5Table of Example Weapons


>> Melee Weapons
Sample Weapons Damage
Bare hands and feet 1D4–1*
Brass knuckles or steel-toe boot 1D4*
Taser Stun
Ordinary knife or hatchet 1D4*
Combat knife, garotte or nightstick 1D6*
Tomahawk, machete, or baseball bat 1D8*
Large sword, chainsaw 2D6*
Power sword 2D8
>> Ranged Weapons
Sample Weapons Damage Base Range
Thrown Knife 1D4* STR×5 feet
Thrown Spear 1D8* STR×5 metres

*Damage bonus is added for this weapon


>> Small Arms (Projectile/laser)*
Sample Weapons Damage Base Range
Small-caliber pistol 1D8 10/50 metres
Medium Pistol 1D10 15/100 metres
Carbine or very large pistol 1D12 100/500 metres for carbine; 20/200 metres for heavy pistol
Rifle 1D12+2 [Armor Piercing 3] 150/1000 metres
Shotgun/flechette blast, close range 2D10 50 metres

(full damage up to 10m; reduced to 1D10 for 10—20m; reduced to 1D6 for 20+ metres)


>> Automatic and Heavy Weapons
Sample Weapons Skill Base Range Lethality Kill Radius
SMG/laser carbine, fully automatic Firearms 50/200 metres 10% 1–3 m
Battle rifle, fully automatic Firearms 100/1000 metres 10% [Armor Piercing 3] 1–3 m
Very heavy sniper rifle Firearms 250/5000 metres 20% [Armor Piercing 5] None
Plasma rifle** Firearms 200 metres 15% 1–3 m
Light support weapon Military Training (Heavy Weapons) 200/2000 metres 10% [Armor Piercing 3] 3 m
Heavy support weapon Military Training (Heavy Weapons) 400/4000 metres 20% [Armor Piercing 5] 3 m
Hand grenade Athletics 20 metres 15% 10 m
Improvised explosive device Military Training (Demolitions) N/A 15% 10 m
Grenade launcher Military Training (Heavy Weapons) 150 metres 15% 10 m
Rocket-propelled grenade Military Training (Heavy Weapons) 200 metres 30% 10 m
Missile launcher Military Training (Heavy Weapons) 2000 metres 40% 15 m


* 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.

** Plasma rifles fire single shots, but their plasma bolts spall on impact, creating a Kill Radius.


>> Selective Fire
Type of Fire Ammo/Charges Used Lethality Kill Radius
Short Burst 3 10% None
Long Burst 5 10% 1 yd
Short Spray 10 10% 2 m
Long Spray 20 10% 3 m





<a href="#axes" class="header-anchor">#</a> Axes

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Axe, One-handed (1H) Small Axe 10 7 7 1D6+1 6 1 0.4 4 S
Axe, One-handed (1H) Battle Axe 10 13 7 1D8+2 8 2 0.8 3 S
Axe, Two-handed (2H) Battle Axe 5 9 7 1D8+2 8 2 0.8 3 S
Axe, Two-handed (2H) Great Axe 5 11 7 2D6+2 10 2 1.2 2 S
Axe, Two-handed (2H) Dagger-axe 5 13 9 3D6 10 3 1.5–2 1 S

<a href="#swords-daggers" class="header-anchor">#</a> Swords & Daggers

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Dagger Dagger 15 1D4+2 6 (4) 0.2–0.3 4 CT
Dagger Dagger, Parrying 15 1D4+2 8 (3) 0.2–0.3 4 CT
Dagger Dagger, Throwing 5 9 1D4 6 (6) 0.2 4 CT
Dagger Sickle 5 1D6+1 6 1 0.5 3 S
Sword, One-handed (1H) Broadsword 10 9 7 1D8+1 12 1 1 2 CT
Sword, One-handed (1H) Kopis 10 9 9 1D8+1 12 1 1 2 S
Sword, One-handed (1H) Rapier 10 7 13 1D6+1 8 1 1.2 2 CT
Sword, One-handed (1H) Shortsword 10 1D6+1 12 1 0.6 3 CT
Sword, Two-handed (2H) Greatsword 5 11 13 2D8 12 2 1.5 1 S
Sword, Two-handed (2H) Rhomphaia 5 11 9 2D6+2 10 2 1.2 2 S
Sword, Two-handed (2H) Sickle-sword 5 9 9 1D10+1 12 1 1.2 2 S

<a href="#unarmed-attacks" class="header-anchor">#</a> Unarmed Attacks

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Fist Cestus, Heavy 25 11 1D3+2 8 1 0 4 H
Fist Cestus, Light 25 7 1D3+1 4 (2) 0 4 H
Fist Claw 25 7 9 1D4+1 Arm 1 0 4 CT
Fist Fist 25 1D3 Arm 0 0 4 H
Grapple Grapple 25 Special Arm 0 0 4 H
Kick Kick 15 1D6 Leg 0 0 4 H

<a href="#hammers-maces-clubs" class="header-anchor">#</a> Hammers, Maces & Clubs

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Hammer, One-handed (1H) Hammer, War 10 11 9 1D6+2 10 1 0.8 3 C
Hammer, Two-handed (2H) Hammer, Great 5 9 9 2D6+2 5 3 1.5 1 C
Hammer, Two-handed (2H) Maul 10 17 7 2D8 12 5 1.5 1 C
Mace, One-handed (1H) Mace, Heavy 15 13 7 1D8+2 10 2 0.8 3 C
Mace, One-handed (1H) Mace, Light 15 7 7 1D6+2 6 1 0.6 3 C
Mace, One-handed (1H) Singlestick 15 9 1D6 5 (2) 0.9 4 C
Mace, One-handed (1H) Club, Wooden 15 7 7 1D6 4 (2) 0.4 4 C
Mace, Two-handed (2H) Mace, Two-handed 10 9 7 1D8+2 10 2 0.8 3 C
Quarterstaff Quarterstaff 15 9 9 1D8 8 2 2 0 C


<a href="#spears" class="header-anchor">#</a> Spears

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Spear, One-handed (1H) Javelin 10 9 9 1D6 8 1 1.5 2 I
Spear, One-handed (1H) Spear, Short 5 9 7 1D6+1 10 2 1.5 2 I
Spear, One-handed (1H) Lance 5 9 7 1D10+1 10 3 3.5+ 0 I
Spear, Two-handed (2H) Pike 15 11 7 2D6+1 12 3 3.5+ 0 I
Spear, Two-handed (2H) Spear, Long 15 9 7 1D10+1 10 3 3 0 I
Spear, Two-handed (2H) Spear, Short 15 7 7 1D8+1 10 2 1.5 1 I

<a href="#pole-weapon" class="header-anchor">#</a> Pole Weapon

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Lasso Pole Lasso 05 9 13 —* 4 3 3 1/MR


<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Lasso Pole Lasso 05 9 13 —* 4 3 3 1/MR
<thead></thead> <tbody></tbody>
Category Name Skill Base range Mag Damage Lethality Kill Rad. Modes TL Notes
Small pistol Small slug gun Firearms 10 15 1D8 - - S 2 Compact

</thead> <tbody>Small pistol Pocket laser Firearms 50 20 1D8 - - S 2 Compact</tbody>


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