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15:14, 29th March 2024 (GMT+0)

Secrets flaws, and weaknesses

Posted by PrometheusFor group 0
Prometheus
GM, 614 posts
Wed 20 Oct 2010
at 03:43
  • msg #1

Secrets flaws, and weaknesses

Occasionally through research or blind luck a character will stumble across some bit of information that is useful or dangerous. information that is now common knowledge among the group.... with an appropriate but of communication of information that is. will be posted here.
Poppy
NPC, 24 posts
Wed 20 Oct 2010
at 03:45
  • msg #2

Re: Secrets flaws, and weaknesses

  Marduk are heavily reinforced but they have flaws that can be exploited with a called shot.

concentration check DC10
Spot check DC10
Called shot -8 total penalty. reduce Marduk Dr by 8 pts
John 'Rhic' Rhictor
NPC, 121 posts
CASAR Advisor
It can't ever be simple..
Wed 20 Oct 2010
at 03:52
  • msg #3

Re: Secrets flaws, and weaknesses

 Q'sa have evolved from insects which were not typically predators. while warriors and Wuen have excellent motion tracking capabilities drones are not typically capable of tracking a fast moving target with their secondary eyes well enough to shoot accurate. Moving at faster than 20ft per round or using some form of flight or Jump that carries a character more than 20ft above the Q'sa within 100 meters Imposes a -4 on any ranged non area of affect attack

However Q'sa have a 270 degree arc of vision to detect movement and changes in lighting or contrast any significant movement without at least 1/2 cover will automatically be detected within 180ft unless an opposed hide(-4) vs spot check is passed.




Q'sa warriors vs grunts

Grunts are typically stunted adult females like human bees where the infertile females form most of the hive. typically mercenary groups will be comprised entirely of grunt, and drones. with warriors holding command positions and not entering combat.
  Q'sa warrior , at close range differences in build reaction speeds, and even appearance are immediately obvious. limbs are more powerful , head is larger, and they have four smaller mobile eyes with the wide angle bug-eyes are less pronounced. in addition they sport a wicked set of mandibles along side the reptilian jaw that look like they could take off you hand with a solid bite.

   Grunts are easily killed having a reduced massive damage threshold and low tolerance for deep tissue damage, if hit with any significant damage 10pts in a single attack or more than their con in a single round they must make a massive damage save.
  warriors lack the vulnerability to physical damage and prover to be harder to kill. they follow normal massive damage, fort save rules.
  In addition ALL warriors are Hero NPCs instead of ordinaries, they have class features identical to a Pc and will use them in combat.

as a game not up until now you have been killing most Q'sa with a single shot, due to their vulnerability. when encountering a warrior or heaven forbid a Hive warrior queen. you might notice they are a lot harder to kill.
This message was last edited by the player at 19:16, Wed 24 Nov 2010.
John 'Rhic' Rhictor
NPC, 124 posts
CASAR Advisor
It can't ever be simple..
Wed 24 Nov 2010
at 19:33
  • msg #4

Re: Secrets flaws, and weaknesses

Ordinaries:

a typical Ordinary of any species is subject to a massive damage save anytime he takes his con worth of damage in a single round., If he fails it he is either forced to make a will save to keep fighting offensively. or operates under the shaken condition for several rounds.

If he takes half his hit points in a single round he will retreat, unless of course he fails a save then he falls over out of the fight.

trained combatant Ordinaries are less squishy only forced to make saves if they take their con in a single hit, or half their hit points in a single round. if not lead by a GM Hero NPc ordinaries will break fighing defensively and refusing to push the attack if they loose half their numbers or are subject to a traumatizing attack..such as an artillery barrage or heavy weapon attack from a vehicle or mecha.

Certain species are hard to shake, such as the Q'sa, Valkiir, Najuhlim, and Cesti will fight offensively until they are ordered to retreat or are killed. regardless of group losses. ( Valkiir and Cesti are prone to attack aggressively if in a situation of disadvantage due to their ore aggressive natures.. this is both an advantage and a disadvantage and for the most part a role play consideration)
Prometheus
GM, 176 posts
Mon 2 Jun 2014
at 20:08
  • msg #5

Re: Secrets flaws, and weaknesses

Technomancer: Avandiir translation "S'vath'Sahdi"  (common slang)

Technomancers are Highly skilled experimenters and users of non standard and advanced technologies. they are commonly viewed as eccentric, unstable, colorful and dangerous. they often use technology and techniques bordering on illegal, or prohibited by O'sahdii protocols. Often the technology and underlying science is poorly understood by conventional scientists and technicians.

Often necromancers use recovered alien/O'sahdii technology integrated with non conventional designs, and psionic to produce weapons, armor and devices that appear to be ordering on magic. the risks associated, with, and often spectacular failures of the trial and error process common among Technomancer give people a good reason to avoid locations where they have their labs shops and meetings.

The TAE is hesitantly open to Technomancers, and sometimes hires them to conduct research and development of advanced systems for military and scientific applications. The Wide degree of individual behavior and experimental methods used by Technomancers limit their usefulness in many projects but has often led to remarkable advances when a suitable Technomancers can be found for the project.

while many Technomancers are too undisciplined or erratic for most applications several disciplined almost quasi-monastic orders do exist,. these Chapters and chantries have become indispensable in many of the most advanced projects the TAE is willing to admit to.
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