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Adhesive Grenades
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Leon The Lion
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Joined: 29 Oct 2009
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PostPosted: Thu Feb 14, 2013 10:59 am    Post subject: Adhesive Grenades Reply with quote

I always liked the idea of the Glop Grenade, but thought the rules for it ware too simplified and not detailed enough. So in my typical fashion I weet to re-work them, and ended up over-engineering them somewhat.
So here is my version. The rules for Adhesive Damage can easily be used for other glue weapons.

Adhesive Grenade
Model: Merr-Sonn AG-01 Adhesive Immobilization Device, Area-Effect
Type: Non-lethal grenade
Scale: Character
Skill: Throwing
Range: Throw
Blast: 0 / 1 / 2 / 3
Damage: 5D / 4D / 3D / 2D Adhesive
Cost: 275 CR; Solvent spray (210 doses, remove 1 pip of impediment each) 165 CR;
Availability: 3, F
Additional Info & Fluff: Also known as the sticky, glue, goo, or gloop grenade.
The substance is pale orange and semi-translucent. It's completely dry and safe to touch almost immediately after application (about 1 second), full binding and hardening takes longer (about 40 seconds). It will then start to slowly degrade (over many hours), becoming first brittle, then soft, until full dissolution.
Both glue and solvent are generally non-toxic, but may be possibly harmful to some rare species. Some individuals may also be allergic to one or both.
The device is classified as "non-lethal", but caution is advised – particularly unlucky hits may glue shut all the target's airways and cause suffocation.


Adhesive "Damage":
Adhesive Damage ignores Armor.

Effect determined by the difference between Damage roll and character's Lifting roll:
-9 to 3 ---- Sticky
4 to 8 ----- Glued 1D
9 to 12 --- Glued 3D
13 to 15 -- Glued Solid 4D
16+ ------- Glued Solid 5D
Should a character suffer a Glued Level worse than his current one, advance his impediment to the new level and ignore the previous one. Should he suffer a Glued Level lower (except Sticky), or equal to his current one, advance his impediment 1D higher. When his impediment penalty reaches 4D he becomes Glued Solid. The impediment penalty cannot exceed 12D.

If the character is directly adjacent to an obstacle (no more than 30cm away) of size at least comparable to them (including being prone), positioned between the obstacle and the blast center / attack origin, and the obstacle is also within the blast radius / attack range, increase damage by 1D.

Any part of the target in cover from the blast / attack will not be hit and will remain unimpeded.

Sticky:
The character suffers a –1D penalty to Skill and Attribute rolls for all tasks requiring physical movements for the rest of the round and the entire next round. The penalty cannot bring the character's rolls below 1D, but is subtracted after Character or Force Point expenditure.

Glued xD:
The character suffers a –xD penalty to Skill and Attribute rolls for all tasks requiring physical movements until freed. The penalty cannot bring the character's rolls below 1D, but is subtracted after Character or Force Point expenditure.

Glued Solid:
The character is completely immobilized. They are frozen in the position they ware in when hit. Starting next round, the character may attempt to free himself. To do so, they must spend an entire round and pass a Lifting roll with a penalty dependant on impediment level. The penalty cannot bring the character's roll below 1D, but is subtracted after Character or Force Point expenditure. The difficulty starts at Easy (7) on the round after the hit was received and increases by 3 each round after, up to Heroic (28 ). Each point of success lowers the character's impediment level by 1 pip. Once their impediment penalty falls below 4D, the character is no longer Glued Solid. 8+ points of failure rise the character's impediment level by 1 pip. A Complication on the roll may cause 2D Physical Damage, ignoring Armor (ripped skin or muscles), or it may mean that the character lacks the leverage to free himself without outside aid, and may not try again.

A thick coating of at least moderately long hair, fur, feathers, or similar covering, will provide a 1D bonus to both the initial resistance roll and to subsequent escape attempts, but if it's natural, the process may be painful due to the covering ripping out. It may also be possible to shave the covering off to free the target quickly.

A failure with Complication on the roll to avoid the attack may mean, if logically possible, that the character is hit directly in the face. For humans and similar species use the following table:
2D ---- Organs affected:
2 ------ Mouth, and Nose
3 ------ Eyes, and Nose
4 to 5 - Mouth, or Nose (equal chance)
6 to 8 - Eyes, or Mouth or Nose (equal chance)
9 ------ Eyes, or Mouth (equal chance)
10 ----- Eyes, or Nose (equal chance)
11 ----- Eyes, and Mouth
12 ----- Eyes, and Mouth, and Nose

Eyes:
The character's impediment level will apply also to Skill and Attribute rolls for all tasks requiring sight. A Glued Solid result strikes the character completely blind. Trying to force the adhesive off runs the risk of physically damaging the eyes and is seriously discouraged.

Mouth:
The character's impediment level will apply also to Skill and Attribute rolls for all tasks requiring speech. A Glued Solid result strikes the character completely mute and prohibits breathing through the mouth.

Nose:
The character's impediment level will apply also to Skill and Attribute rolls for all tasks requiring smell. A Glued Solid result strikes the character completely smell-blind and prohibits breathing through the nose.

Obviously, having both nose and mouth Glued Solid risks suffocation.

Exposed to air, the glue degrades slowly on its own. The impediment level falls 1 pip every 2 hours. Lack of oxygen slows the process down. Total lack slows the degradation x3. High humidity speeds the process up. Submersion in water quickens the degradation x6.
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Feb 14, 2013 4:21 pm    Post subject: Reply with quote

Since lifting is under strength and can be raised easier than str, im not sure i like the new offering.
Now i can see where Dex would be used to avoid the blast, but if caught THEN you go to str to rip out.
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Leon The Lion
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Joined: 29 Oct 2009
Posts: 309
Location: Somewhere in Poland

PostPosted: Thu Feb 14, 2013 4:34 pm    Post subject: Reply with quote

Well, in my house rules the skill is not actually called Lifting, but Strength Feats, and coveres much more than simple lifting, including forcefully breaking out of bindings, like the glue here. I don't see why it should be STR only, if there's a skill that directly applies. What may be also important here, I don't allow rising the Strength Feats skill above STR x2.

And why wouldn't you get the normal DEX-based defense roll first to avoid being hit? Although, house rules again, I use Gymnastics (former and expanded Running), rather than Dodge, to avoid blasts and area-effect attacks of all kinds. It's only after you fail to get out of the blast zone that the actual damage (or "damage" in this case) is applied. A wild die complication on this roll may mean getting a face-full of glue, it's in the rules.
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