STAR WARS ROLE PLAY star wars the old republic d20 role play, what is your character's story? |
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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: GRENADES Tue 27 Dec - 11:38 | |
| GRENADES Area of Effect: (1 meter) Critical: 20-20 (x2) Range: 10 meters Save vs Demolition Size: Small Use: Range Attack skills Grenade DC: Fixed at Total Demolition Rank of the User Grenade was a catch-all term for any self-contained explosive device, usually thrown by hand, but sometimes launched from a Grenade Launcher, which was useful in infantry combat. A small sized species can carry 3 grenades, medium sized species can carry 5 grenades, and big sized species can carry 10 grenades. For every strength modifier you can gain additional grenade slot. Grenades are throwable weapons and ammo, which means they are consumed on use. A character must purchase new grenades with credits to be able to use them, but some can be found in game world or crafted. Price of grenades differs depending on their type and stack. You can buy single grenades 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. Adhesive Grenade: 25 Credits (Stack of 10 = 250 credits) Cold Grenade: 50 Credits (Stack of 10 = 500 credits) Fire Grenade: 50 Credits (Stack of 10 = 500 credits) Flash-Bang Grenade: 25 Credits (Stack of 10 = 250 credits) Gas Grenade: 50 Credits (Stack of 10 = 500 credits) Kolto Grenade: 25 Credits (Stack of 10 = 250 credits) Bacta Grenade: 100 Credits (Stack of 10 = 1000 credits) - ADHESIVE GRENADES:
Damage: No damage Use: Attack skills + Demolitions Counter: Strength Modifier +d20 Root Effect Duration: 1 Target's Turn per 5 Base Ranks in Demolition
If target fails strength check against demolitions, target will be root in place. This target can still use range attacks, but it cannot move from the spot until root effect duration expires.
The adhesive grenade was a type of grenade used during and after the Jedi Civil War, around 4000 BBY. Designed as a method of riot control, the adhesive grenade exploded with an incredibly sticky substance that anchored a target to the ground and slowly dissolved so as not to trap targets for long periods of time.
- COLD GRENADES:
Damage: 20 Cold Use: Attack skills Counter: Shield, Tutaminis, Dodge 3 Save: Fortitude 1/2 Chill/Freeze Effect Duration: 1 Turn per 5 Base Ranks in Demolition
Chill Effect is a slow debuff. Chilled targets have their attack and damage reduced by 50%. Chilled target suffer 50% 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 50%.
A cold grenade was a type of grenade which exerted pressurized gas that froze objects when it made contact with the outside world. This made a form of ice. This type of grenade was not commonly used and was only used by trackers/bounty hunters that intended on capturing their victims alive. It is believed that this type of grenade stopped being produced at the end of the Jedi Civil War, though some variants of this were still in use during the Clone Wars.
Revan once acquired a special cold grenade on Korriban. He later used this grenade to freeze a pathway that would lead him to a Star Map.
- FIRE GRENADES:
Damage: 30 Fire Use: Attack skills Counter: Shield, Tutaminis, Dodge 3 Save: Reflex 1/2, Burning Effect Duration: 1 Turn per 5 Base Ranks in Demolition Burning Effect Damage: 1 Fire Damage per 5 Base Ranks in Demolition Burning Effect Armor DR penalty: 10%
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.
Fire grenades were a special type of hand grenade that released a quick burst of an incendiary agent which was very quick to ignite. The burns generally incapacitated the victims for a short while, but tough or well protected targets were known to ignore them. Such was the case with Jedi Sentinels and soldiers with many years of experience, like Canderous Ordo, the first leader of the Mandalorians following the Mandalorian Wars.
A Special Fire Grenade was found by Revan in Tomb of Naga Sadow on Korriban, during his quest for the Star Forge.
A cache of fire grenades were found on Tatooine when the Jedi Padawan Obi-Wan Kenobi was attempting to rescue Queen Amidala.
- FLASH-BANG GRENADES:
Damage: No damage Use: Attack skills Counter: Dodge 3 Save: Fortitude Blindness/Deafness Effect Duration: 1 Turn per 5 Base Ranks in Demolition
If target fails fortitude check against demolitions, target will be blinded and defaned. This target will be unable to roll defenses or offenses during blindness duration, as all awareness rolls are automatic failure. Target is subject to sneak/flank attack from any side. Species that do not relay on sight/hearing or have no eyes (example Miraluka), are not affected by Flash Grenade.
A flash-bang grenade, also known as flash bomb, was a weapon that, when thrown, blinded and deafened the target rather than harming them, allowing the user to either attack or flee.
- GAS GRENADES:
Damage: 10 Gas Use: Attack skills Counter: Medicine Save: Fortitude 1/2 Poison Effect Duration: 1 Turn per 5 Base Ranks in Demolition Poison Effect Damage: 1 Gas Damage per 5 Base 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.
Gas grenades were hand grenades that upon impact, deployed an airborne chemical agent that incapacitated targets. It also had the secondary effect of filling the blast area with a temporary smokescreen. Some gas grenades were more lethal, such as the FEX-M3 nerve gas grenade and poison grenade. Droids were immune to the grenades' effects as they did not breathe. Some beings, such as the Gand, were likewise immune due to the fact that they wore breath masks. Some Jedi were able to use the Force to rid themselves of the poison.
- KOLTO GRENADES:
Heal: 5 Use: Attack skills Counter: None Heal Effect Duration: 1 Turn per 5 Base Ranks in Demolition Heal Effect Amount: 1HP per 5 Demolition Total Ranks Bonus Healing Effect Ammount: 1HP per 5 Total Rank in Medicine skill
This grenade has no effect on non organic beings. Careful to not heal enemies!
A kolto grenade was a long–ranged healing device that contained kolto, a type of synthetic healing fluid. Kolto grenades were thrown near wounded individuals who were too far away for medics to administer conventional healing. When activated and thrown, the grenade's halves would separate and kolto would spray out.
- BACTA GRENADES:
Heal: 10 Use: Attack skills Counter: None Heal Effect Duration: 1 Turn per 5 Base Ranks in Demolition Heal Effect Amount: 1HP per Demolition Total Rank Bonus Healing Effect Amount: 1HP per Total Rank in Medicine skill
This grenade has no effect on non organic beings. Careful to not heal enemies!
A bacta grenade was a long–ranged healing device that contained bacta, a type of synthetic healing fluid. Bacta grenades were thrown near wounded individuals who were too far away for medics to administer conventional healing. When activated and thrown, the grenade's halves would separate and bacta would spray out.
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| | | 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: Re: GRENADES Tue 27 Dec - 11:38 | |
| ADHESIVE GRENADES Damage: No damage Use: Attack skills + Demolitions Counter: Strenght Root Effect Duration: 1 Turn per 5 Total Ranks in Demolition If target fails strenght check against demolitions, target will be root in place. This target can still use range attacks, but it cannot move from the spot until root effect duration expires. The adhesive grenade was a type of grenade used during and after the Jedi Civil War, around 4000 BBY. Designed as a method of riot control, the adhesive grenade exploded with an incredibly sticky substance that anchored a target to the ground and slowly dissolved so as not to trap targets for long periods of time. |
| | | 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: Re: GRENADES Tue 27 Dec - 11:39 | |
| COLD GRENADES Damage: 1-10 Cold Use: Attack skills + Demolitions Counter: Fortitude 1/2, Tutaminis, Ray Shield Chill/Freeze Effect Duration: 1 Turn per 5 Total Ranks in Demolition Chill Effect is a slow debuff. Chilled targets have their attack and damage reduced by 50%. Chilled target suffer 50% 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 50%. A cold grenade was a type of grenade which exerted pressurized gas that froze objects when it made contact with the outside world. This made a form of ice. This type of grenade was not commonly used and was only used by trackers/bounty hunters that intended on capturing their victims alive. It is believed that this type of grenade stopped being produced at the end of the Jedi Civil War, though some variants of this were still in use during the Clone Wars. Revan once acquired a special cold grenade on Korriban. He later used this grenade to freeze a pathway that would lead him to a Star Map. |
| | | 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: Re: GRENADES Tue 27 Dec - 11:39 | |
| FIRE GRENADES Damage: 1-15 Fire Use: Attack skills + Demolition Counter: Reflex 1/2, Tutaminis, Ray Shield Burning Effect Duration: 1 Turn per 5 Total Ranks in Demolition Burning Effect Damage: 1 DPS per 5 Total Ranks in Demolition Burning Effect Armor DR penalty: 10% If target fails Reflx 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. Fire grenades were a special type of hand grenade that released a quick burst of an incendiary agent which was very quick to ignite. The burns generally incapacitated the victims for a short while, but tough or well protected targets were known to ignore them. Such was the case with Jedi Sentinels and soldiers with many years of experience, like Canderous Ordo, the first leader of the Mandalorians following the Mandalorian Wars. A Special Fire Grenade was found by Revan in Tomb of Naga Sadow on Korriban, during his quest for the Star Forge. A cache of fire grenades were found on Tatooine when the Jedi Padawan Obi-Wan Kenobi was attempting to rescue Queen Amidala. |
| | | 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: Re: GRENADES Tue 27 Dec - 11:39 | |
| FLASH-BANG GRENADES Damage: No damage Use: Attack skills + Demolitions Counter: Fortitude Blindness/Deafness Effect Duration: 1 Turn per 5 Total Ranks in Demolition If target fails fortitude check against demolitions, target will be blinded and defaned. This target will be unable to roll defenses or offenses during blindness duration, as all awarness rolls are automatic faliure. Target is subject to sneak/flank attack from any side. Species that do not relay on sight/hearing or have no eyes (example Miraluka), are not affected by Flash Grenade. A flash-bang grenade, also known as flash bomb, was a weapon that, when thrown, blinded and deafened the target rather than harming them, allowing the user to either attack or flee. |
| | | 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: Re: GRENADES Tue 27 Dec - 11:40 | |
| GAS GRENADES Damage: 1-5 Bio Use: Attack skills + Demolition Counter: Fortitude 1/2, Ray Shield, Medicine Poison Effect Duration: 1 Turn per 5 Total Ranks in Demolition Poison Effect Damage: 5 DPS per 5 Total Ranks in Demolition If target fails Fortitude save against Demolition bio damage applies over time. Gas grenades were hand grenades that upon impact, deployed an airborne chemical agent that incapacitated targets. It also had the secondary effect of filling the blast area with a temporary smokescreen. Some gas grenades were more lethal, such as the FEX-M3 nerve gas grenade and poison grenade. Droids were immune to the grenades' effects as they did not breathe. Some beings, such as the Gand, were likewise immune due to the fact that they wore breath masks. Some Jedi were able to use the Force to rid themselves of the poison. |
| | | 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: Re: GRENADES Tue 27 Dec - 11:41 | |
| BACTA GRENADES Heal: 1-5 Bio Use: Attack skills + Demolition Counter: None Heal Effect Duration: 1 Turn per 5 Total Ranks in Demolition Heal Effect Ammount: 5 HP per 5 Total Ranks in Demolition Bonus Healing Effect Ammount: 1 HP per 5 Total Ranks in Medicine skill This grenade has no effect on non organic beings. Careful to not heal enemies! A bacta grenade was a long–ranged healing device that contained bacta, a type of synthetic healing fluid. Bacta grenades were thrown near wounded individuals who were too far away for medics to administer conventional healing. When activated and thrown, the grenade's halves would separate and bacta would spray out. |
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