Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: MINES Fri 14 Jul - 1:17 | |
| MINES Area of Effect: (1 meter) Critical: 20-20 (x2) Range: 1 meter Save vs Demolition Size: Small Use: Demolition skills Mine DC: d20+ Total Demolition Rank of the User Mine Use: Character can spend a turn to plant a mine within 1 meter radius from himself/herself. If your demolitions is higher than awareness of hostiles, your mine is hidden. Planting Mines requires your turn, while activating is a free action and can be done any time during your turn. If anyone steps on that field mine will detonate itself. A small sized species can carry 5 mines, medium sized species can carry 7 mines, and big sized species can carry 10 mines. For every strength modifier you can gain additional mine slot. Mines are consumed on use, but mines can be recovered if they are not detonated. A character must purchase new mines with credits to be able to use them, but some can be found in game world or crafted. Price of mines differs depending on their type and stack. You can buy single mine or in stack of 10, 20, 30, 40, 50, 60, 70, 80, 90, and 100 grenades. Beneath there will be listed a price of each type of grenade individually. Cold Mine: 500 Credits (Stack of 10 = 5000 credits) Fire Mine: 500 Credits (Stack of 10 = 5000 credits) Gas Grenade: 500 Credits (Stack of 10 = 5000 credits) - COLD MINE:
Damage: 50 Cold Use: Demolition Skills Counter: Shield, Tutaminis, Dodge 3 Save: Fortitude 1/2 Chill/Freeze Effect Duration: 1 Turn per 5 Total Rank in Demolition
Chill Effect is a slow debuff. Chilled targets have their attack and damage reduced by 75%. Chilled target suffer 75% more damage from any fire source. Chilled targets are not immune to burning effect, while frozen targets are immune to burning effect.
Frozen effect is a more powerful debuff. Frozen targets cannot perform any actions and all attacks made against them are automatic hit unless they roll 1. Melee damage against frozen targets is increased by 75%.
- FIRE MINE:
Damage: 70 Fire Use: Attack skills Counter: Shield, Tutaminis, Dodge 3 Save: Reflex 1/2, Burning Effect Duration: 1 Turn per 5 Total Ranks in Demolition Burning Effect Damage: 2 Fire Damage per 5 Total Ranks in Demolition Burning Effect Armor DR penalty: Removes all Armor DR
If target fails Reflex save against Demolition and Health Points are affected with fire damage, burning effect applies. During burning effect, target suffers fire damage over time and penalty of DR on their armors, which means armored target are subject to suffer of higher damage. You cannot apply burning effect on targets that success on reflex save or on shielded enemies. Base damage still applies on the shield points, and if shield points are not destroyed, the burning effect will fail. Burning targets are immune to chill and freeze effect.
- GAS MINE:
Damage: 25 Gas Use: Demolition Skill Counter: Medicine Save: Fortitude 1/2 Poison Effect Duration: 1 Turn per 5 Total Ranks in Demolition Poison Effect Damage: 3 Gas Damage per 5 Total Ranks in Demolition
If target fails Fortitude save against Demolition gas damage applies over time. All creatures that breathe suffer damage, gas damage ignores shield and armor (unless it is a special suit with installed life support). Some creatures are naturally immune to gas damage, and some aliens are actually healed. High enough xenology will warn you of a potential mistake.
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