Sunday, November 29, 2015

Lethal Kiss (Sorcery Spell)

Love isn't always about rainbows and butterflies...

Lethal Kiss (Ritual)

Spell Effects: Greater Destroy Body.
Inherent Modifiers: Affliction, Stunning + Affliction, Secondary Heart Attack.
Casting Roll: 1 (x3).

Your next kiss can stun and even kill. You must successfully kiss your target’s bare skin – roll against DX or Brawling. If you hit and your target fails to resist, he is stunned, and he can roll again each second to snap out of it. If he fails by 5 or more, he suffers the Heart Attack condition.

Typical Casting: Greater Destroy Body (5) + Affliction, Stunning (0) + Affliction, Secondary Heart Attack (12) + Weight, 300 lbs. (3). 51 energy (17x3).

Lethal Kiss (Sorcery Spell)

Keywords: None.
Full Cost: 26 points.
Casting Roll: None. Use DX or Brawling to aim.
Range: Melee.
Duration: Instantaneous.

Your kiss can stun and even kill. You must successfully kiss your target’s bare skin – roll against DX or Brawling. If you hit, your target must roll against HT-2 or be stunned; he can roll again each second to snap out of it. If he fails by 5 or more, he suffers the Heart Attack condition.


Statistics: Affliction 3 (Contact Agent, -30%; Melee Attack, -30%; Secondary Heart Attack, +60%; Sorcery, -15) [26].

Sunday, November 15, 2015

Ettin

Ettins are two-headed giants with a particularly nasty disposition toward other races.  They have greenish-brown hides, tusks, and never bathe, leaving them grimy and gray.  They typically stand the height of two men and weigh well over a ton.  They have no language of their own, but usually speak the local language.

Despite their lack of brainpower, ettins are clever and cunning foes in battle.  They prefer to ambush their victims rather than charge into a fight, but once engaged, they fight furiously to the death.

Like most giants, ettins are solitary creatures who primarily meet in groups to mate, although they have been known to band together against a common threat.  They live in fortified caves where they typically employ trained pets – and occasionally slaves and minions – to maintain and protect it.

ST: 26                            HP: 26                                               Speed: 5.50
DX: 10                           Will: 10                                              Ground Move: 5/8
IQ: 8                               Per: 10                                              
HT: 12                           FP: 12                                                SM: +2

Dodge: 9                        Parry: 10U                                        DR: 1 (Tough Skin)

Punch (12): 3d crushing. Reach C, 1.
Weapon (13): Greatclubs 7d+1 crushing. Reach 1, 2*.

Traits: Acute Sense of Smell and Taste 2; Ambidextrous; Bully (12); Combat Reflexes; Compartmentalized Mind 1; Discriminatory Smell; Enhanced Move 0.5 (Ground Move 8); Extra Attack 1; Extra Head 1; Hidebound; High Pain Threshold; Loner (12); Night Vision 5; Peripheral Vision; Short Attention Span (12).
Skills: Animal Handling-12; Axe/Mace-12; Brawling-12; Tactics-10; Wrestling-12.
Class: Mundane.

Notes: Per 11 when using Smell.  Effective ST 28 when grappling, owing to Wrestling.  May negotiate.

Sunday, November 8, 2015

More Power-Ups for Barbarians!

As my current game progresses, I find myself making some power-ups for various characters. In particular, the barbarian has asked for some interesting things. Here are two power-ups I am offering him:

Fast Ready

5 points
Regardless of your strength, you never need to take a Ready maneuver to re-ready a weapon you just attacked with. This lets you attack every turn with weapons that have a double dagger (‡) after their ST statistic, regardless of your strength.

Advantages: Extra Attack* 1 (One Weapon Skill Only, -40%; Only to Re-Ready a Weapon, -40%; Ready Maneuver, +0%) [5/skill]. * Provides an extra Ready maneuver instead of an extra Attack maneuver.

Barbaric Weapons

The following narrower specializations of Barbaric Weapons are also available.

Weapon Master (Barbaric Chopping Weapons)

35 points
This includes all barbaric cutting hand weapons (axes, polearms, spears, and swords) and barbaric ranged weapons (bows, harpoons, spears, and thrown versions of the melee weapons listed above).

Weapon Master (Barbaric Smashing Weapons)

30 points
This includes all barbaric crushing hand weapons (flails, maces, mauls, and shields) and barbaric ranged weapons (bolas, throwing sticks, and thrown versions of the melee weapons listed above).

Sunday, November 1, 2015

Of Steel and Vacuum: CA-107 Neptune-Class Battleship

Systems

Front Hull System
[1, 2] Hardened Diamondoid Armor (DR 1,000 total).
[3!] Major Weapon Battery (one Particle Beam turret).*
[4!] Secondary Weapon Battery (ten X-Ray Laser turrets). *
[5] Super Fusion Reactor (De-rated to 3 Power Points / 500 yr Fuel)*
[6] Tactical Comm/Sensor Array (comm/sensor 17).*
[Core] Control Room (C13 computer, comm/sensor 15, 24 control stations).*
Central Hull System
[1, 2] Hardened Diamondoid Armor (DR 1,000 total).
[3, 4] Tertiary Weapon Battery (60 turrets with Very Rapid Fire UV lasers).*
[5] Tertiary Weapon Battery (30 turrets with 64 cm Missile Launchers).*
[6] Habitat (625 cabins, 3,000 bunkrooms, 100-bed sickbay, 100 offices, one large astronomy lab, one large ops center, 15 gym establishments, 60 other establishments, 60 cells, 60,725 tons of steerage cargo).*
Rear Hull System
[1, 2] Hardened Diamondoid Armor (DR 1,000 total).
[3!] Major Weapon Battery (one Particle Beam turret).*
[4!] Secondary Weapon Battery (ten X-Ray Laser turrets).*
[5] Smaller Systems (three at SM+14): two Standard Reactionless Engines (1/3 G acceleration each)*; one Fusion Reactor (two Power Points).*
[6] Hyperdrive (FTL-1).*
[Core] Super Fusion Reactor (four Power Points).*
* 300 workstations per system.
This 3,000,000 ton (SM+16), unstreamlined battleship is 2,000 feet long. It was initially designed to replace the CA-103 Venus-Class battleship, the first hyperspace-capable battleship developed by mankind.

With the increasing need to project force and the further development of particle cannons, the necessity of a larger weapons platform arose. The answer was the mammoth Venus-Class battleship, which mounts directed radiation beam turrets capable of ranged in excess of one light-second. This granted the advantage over its predecessor of being able to engage multiple targets simultaneously. In addition to its two main guns, it also sports twenty x-ray laser turrets, thirty missile tubes with a store of 2,500 conventional missiles and 500 nuclear warheads with yields between 25 kilotons and 10 megatons.

While a Neptune's armor – equivalent to 12 feet of hardened steel – is insufficient to stand up against its own weaponry, it's sheer size dwarfs most other ships, whose guns have a hard time penetrating its diamondoid hide. This combined with its sixty x-ray laser point defense autocannon make the CA-107 a truly tough nut to crack.

Like most battleships, the Neptune-class battleship does not include noteworthy hangar space in its design, preferring to allocate precious mass to weaponry, power plants, and armor. Still, it carries a small compliment of five shuttlecraft for use ferrying crewmen and supplies between ships when not at port.

The Neptune's primary role is that of engaging and destroying enemy craft. Its powerful armaments are designed to accomplish this at tremendous range with exceeding celerity. Its secondary role is typically one of blockade, since the threat of destruction often serves as a good deterrent. Still, the CA-107’s slower speed leaves it reliant on faster pursuit craft to chase down anything that escapes its weapon range.

The most famous Neptune-class battleship is the Indefatigable. Not only did it serve as the flagship of the Terran fleet during the Colonial Wars, but its timely arrival at the Battle of Botany Bay gave the Terran forces the reinforcements they needed to turn the tide against the insurrectionists. Other notable ships include the Venus, who battlegroup currently patrols the Old Colonies, and the Mars, who is constantly stationed in Sol to serve as both a protector of Earth and a constant reminder of Earth’s military prowess.

Includes eleven airlocks capable of holding eleven people each, a stealth hull (-10 to Detect), and total life support.

A CA-107 has a total crew compliment of 13,345, with 12,600 of them serving as technicians throughout the ship. The bridge and command crew consists of a captain, executive officer, pilot, co-pilot, chief engineer, chief tactical officer, cargo master, two navigators, two communication operators, six sensor operators, and three gunners. The remaining crew are dispersed among the astronomy lab, hundred-bed sickbay, various offices and many establishments needed to service the crewmen of this spaceborne city of war.

PILOTING (HIGH-PERFORMANCE SPACESCRAFT)

Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ. dDR Range Cost
Neptune-class battleship 1,000 -4/5 13 0.67/c 3,000,000 62.062* +15 13,430ASV 1,000† 1x $841.509B

* Load includes 1,337 tons of Crew and 60,725 tons of Steerage Cargo.
† All armor has one level of hardening.