Wednesday, May 15, 2013

Expedition to the Doomed Peaks--Level One-Part 5

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 1: RESIDENTIAL DECK
Part Five


Alien Language: The characters will need some magical help to completely understand or converse in it. Characters knowing more than language and/or having a +1 Int bonus may learn simple words @ DC 12/word (DC 18 otherwise).


Control Wand: The device is labeled in the Alien Language as an Android Control Wand. A Control Wand (always on) will immobilize the nearest Android if prominently displayed to them and make them susceptible to orders. (It will say in the Alien Language, “Awaiting your orders.”) Commands must be given in the Alien language, though it can be simple, pidgin language with hand signs and pointing. They are reasonably bright and will follow commands fairly accurately.

If no commands are given within 2 rds, the Android resumes its previous activity. It may be released from service by leaving the area and not giving it orders to follow, the Android then resumes its previous programming.


Equipment: Generally just requires pressing a button to turn it on or off, a DC 12 Int check. If there is a possibility of harm, it occurs on a failed attempt of a natural 5 or less. Feel free to add more items and embellish on their operation.


Armor: Archaic armor (like what the characters are wearing) provide no protection against any type of firearm. If the armor is magic, the magic bonus will provide protection, but not the armor itself. The Kevlar armor and shields found aboard will be effective against firearms, but not plasma rifles. Ceramic armor and Envirosuits will also work against plasma blasts. Kevlar armor and Envirosuits may be worn by wizards and thieves without penalty.


Firing a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 12 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they expend a shot doing so, and they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. A used/recovered weapon will have 5 shots in it, which the will be clearly visibly displayed to the character. Firing a gun is BAB + Dex bonus.

Firearms may be enchanted by the Magic Weapon spell so they can be used against creatures requiring magic to hit. However, this ability will only last for 1 encounter. Plasma weapons will effect anything, even without enchantment.


Reloading a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 18 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. Assume any found clip is full.

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