Add weapon descriptions to all the weapons.
Some of the descriptions are generic, as the book doesn't do an individual description for all weapons. So, maybe I could write in some more customized descriptions. Signed-off-by: Victor M. Suarez <svmnotn@gmail.com>
This commit is contained in:
@@ -18,6 +18,7 @@
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"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
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"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
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"ADVANCED_BOW": "Advanced Bow",
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"ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
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"ADVANCED_LAB": "Advanced lab",
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"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
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"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
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@@ -40,6 +41,7 @@
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"ANGUISHED_VISION": "Anguished Vision",
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"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
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"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
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"ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
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"AP": "AP",
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"ARMOR": "Armor",
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"ARMOR_CLASS": "Armor Class",
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@@ -157,7 +159,9 @@
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"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
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"COMBAT_PSITECH": "Combat/Psitech",
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"COMBAT_RIFLE": "Combat Rifle",
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"COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
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"COMBAT_SHOTGUN": "Combat Shotgun",
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"COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
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"COMBAT_UNARMED": "Combat/Unarmed",
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"COMM_SERVER": "Comm server",
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"COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
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@@ -177,6 +181,7 @@
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"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
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"CONSTITUTION_SHORT": "CON",
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"CONVERSION_BOW": "Conversion Bow",
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"CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
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"CORE_STATISTICS": "Core Statistics",
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"CORE_TECHNIQUE": "Core technique",
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"CORVETTE": "Corvette",
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@@ -184,6 +189,7 @@
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"CREDITS_OWED": "Credits Owed",
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"CREW_MIN": "Crew Min",
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"CRUDE_PISTOL": "Crude Pistol",
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"CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
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"CRUISER": "Cruiser",
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"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
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"CULTURE": "Culture",
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@@ -228,6 +234,7 @@
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"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
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"DISCIPLINE": "Discipline",
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"DISTORTION_CANNON": "Distortion Cannon",
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"DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
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"DOOM_DAMAGE": "Doom damage",
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"DRILL_COURSE_REGULATOR": "Drill course regulator",
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"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
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@@ -335,6 +342,7 @@
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"GRAVCANNON": "Gravcannon",
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"GREATER_LONE_PREDATOR": "Greater Lone Predator",
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"GRENADE": "Grenade",
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"GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
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"GROUND_SPEED": "Ground speed",
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"GUNSLINGER": "Gunslinger",
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"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
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@@ -351,6 +359,7 @@
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"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
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"HEAVY_FRIGATE": "Heavy Frigate",
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"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
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"HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
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"HEAVY_WARBOT": "Heavy Warbot",
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"HEAVY_WEAPONS": "Heavy weapons",
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"HENCHKEEPER": "Henchkeeper",
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@@ -377,6 +386,7 @@
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"HUSH": "Hush",
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"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
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"HYDRA_ARRAY": "Hydra Array",
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"HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
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"HYDROPONIC_PRODUCTION": "Hydroponic production",
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"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
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"ICARUS_HARNESS": "Icarus Harness",
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@@ -413,12 +423,16 @@
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"LANGUAGE": "Language",
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"LANGUAGES": "Languages",
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"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
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"LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
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"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
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"LARGE_PACK_HUNTER": "Large Pack Hunter",
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"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
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"LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
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"LARGE_STATION": "Large Station",
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"LASER_PISTOL": "Laser Pistol",
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"LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
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"LASER_RIFLE": "Laser Rifle",
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"LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
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"LAST_MAINTENANCE": "Last Maintenance",
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"LAZARUS_PATCH": "Lazarus patch",
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"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
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@@ -443,7 +457,9 @@
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"LUXURY_CABINS": "Luxury Cabins",
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"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
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"MAG_PISTOL": "Mag Pistol",
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"MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
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"MAG_RIFLE": "Mag Rifle",
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"MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
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"MAG_SPIKE_ARRAY": "Mag Spike Array",
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"MAGIC": "Magic",
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"MAINTENANCE COST": "Maintenance Cost",
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@@ -463,7 +479,9 @@
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"MAXIMUM_HP_2": "and",
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"MECH": "Mech",
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"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
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"MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
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"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
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"MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
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"MEDKIT": "Medkit",
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"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
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"MELEE_WEAPONS": "Melee weapons",
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@@ -495,6 +513,7 @@
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"MOVE": "Move",
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"MULTIFOCAL_LASER": "Multifocal Laser",
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"MUSKET": "Musket",
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"MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
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"NAME": "Name",
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"NAVCOMP": "Navcomp",
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"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
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@@ -550,6 +569,7 @@
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"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
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"PLASMA_BEAM": "Plasma Beam",
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"PLASMA_PROJECTOR": "Plasma Projector",
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"PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
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"POINT_DEFENSE_LASERS": "Point Defense Lasers",
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"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
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"POLICE_OFFICER": "Police Officer",
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@@ -578,6 +598,7 @@
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"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
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"PRIMITIVE": "Primitive",
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"PRIMITIVE_BOW": "Primitive Bow",
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"PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
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"PROFESSION": "Profession",
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"PROFICIENT": "Proficient",
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"PROFICIENT_APPORTATION": "Proficient Apportation",
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@@ -618,6 +639,7 @@
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"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
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"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
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"RAILGUN": "Railgun",
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"RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
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"RANGE": "Range",
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"RANGED_WEAPONS": "Ranged weapons",
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"RATIONS_1_DAY": "Rations, 1 day",
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@@ -645,12 +667,15 @@
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"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
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"REVISED_EDITION": "Revised Edition",
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"REVOLVER": "Revolver",
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"REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
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"RIFLE": "Rifle",
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"RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
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"RIFT_REDUPLICATION": "Rift Reduplication",
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"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
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"RIGHT_COLUMN": "Right column",
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"ROBOT": "Robot","PEACEFUL_HUMAN": "Peaceful Human",
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"ROCKET_LAUNCHER": "Rocket Launcher",
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"ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
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"ROLL_FULL_ATTACK": "Roll full attack",
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"ROLL_HP": "Roll HP",
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"ROLLS": "Rolls",
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@@ -671,12 +696,14 @@
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"SECURITY": "Security",
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"SECURITY_ARMOR": "Security Armor",
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"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
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"SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
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"SENSE_THE_NEED": "Sense the Need",
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"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
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"SENSOR_MASK": "Sensor mask",
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"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
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"SERIAL_KILLER": "Serial Killer",
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"SHEAR_RIFLE": "Shear Rifle",
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"SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
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"SHIELD": "Shield",
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"SHIP": "Ship",
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"SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
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@@ -695,6 +722,7 @@
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"SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
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"SHOOT": "Shoot",
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"SHOTGUN": "Shotgun",
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"SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
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"SHOW_HIDE": "show/hide",
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"SHUTTLE": "Shuttle",
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"SINGULARITY_GUN": "Singularity Gun",
|
||||
@@ -716,8 +744,10 @@
|
||||
"SLOWTIME_WINDOW": "Slowtime Window",
|
||||
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
|
||||
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
|
||||
"SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
|
||||
"SMALL_PACK_HUNTER": "Small Pack Hunter",
|
||||
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
|
||||
"SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
|
||||
"SMALL_STATION": "Small Station",
|
||||
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
|
||||
"SMART_CLOUD": "Smart Cloud",
|
||||
@@ -727,6 +757,7 @@
|
||||
"SNIPER": "Sniper",
|
||||
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
|
||||
"SNIPER_RIFLE": "Sniper Rifle",
|
||||
"SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
|
||||
"SOLAR_RECHARGER": "Solar recharger",
|
||||
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
|
||||
"SOLDIER_BOT": "Soldier Bot",
|
||||
@@ -756,6 +787,7 @@
|
||||
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
|
||||
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
|
||||
"SPIKE_THROWER": "Spike Thrower",
|
||||
"SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
|
||||
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
|
||||
"SQUEAL": "Squeal",
|
||||
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
|
||||
@@ -787,13 +819,16 @@
|
||||
"STRENGTH_SHORT": "STR",
|
||||
"STRIKE_FIGHTER": "Strike Fighter",
|
||||
"STUN_BATON": "Stun baton",
|
||||
"STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
|
||||
"STUTTERJUMP": "Stutterjump",
|
||||
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
|
||||
"SUBMACHINE_GUN": "Submachine Gun",
|
||||
"SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
|
||||
"SUBSYSTEMS": "Subsystems",
|
||||
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
|
||||
"SUCCESS!": "Success!",
|
||||
"SUIT_RIPPER": "Suit ripper",
|
||||
"SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
|
||||
"SUPPRESS_COGNITION": "Suppress Cognition",
|
||||
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
|
||||
"SURGE_MOMENTUM": "Surge Momentum",
|
||||
@@ -859,9 +894,11 @@
|
||||
"THERMAL_FLARE": "Thermal flare",
|
||||
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
|
||||
"THERMAL_PISTOL": "Thermal Pistol",
|
||||
"THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
|
||||
"THERMOKINESIS": "Thermokinesis",
|
||||
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
|
||||
"THUNDER_GUN": "Thunder Gun",
|
||||
"THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
|
||||
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
|
||||
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
|
||||
"TINKER": "Tinker",
|
||||
@@ -922,7 +959,9 @@
|
||||
"VESTIMENTUM": "Vestimentum",
|
||||
"VETERAN_FIGHTER": "Veteran Fighter",
|
||||
"VOID_CARBINE": "Void Carbine",
|
||||
"VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
|
||||
"VORTEX_CANNON": "Vortex Cannon",
|
||||
"VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
|
||||
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
|
||||
"VS": "vs",
|
||||
"VS_AC_LEQ": "vs AC ≤",
|
||||
|
||||
Reference in New Issue
Block a user