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Actividad degradativa de las cepas bacterianas psicrotolerantes

VII. RESULTADOS

7.3. Actividad degradativa de las cepas bacterianas psicrotolerantes

Modern day mortal weapons such as machine guns and shotguns are exceedingly rare in the Infernum. Most come from regions drawn into Hell by hellgouts, although some demon Houses have experimented with producing their own weird copies of mortal weapons.

A mortal character from the modern day world may start with a free fi rearm, at the Games Master’s discretion. Of course, fi nding ammunition for such a weapon is tricky.

rolls when he uses a composite longbow (see below) but not a regular longbow.

Longbow, Composite: A character needs at least two hands to use a bow, regardless of its size. A character can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifi er to use with profi ciency). If the wielder’s Strength bonus is less than the strength rating of the composite bow, he cannot effectively use it and so takes a –2 penalty on attacks with it. The default composite longbow requires a Strength modifi er of +0 or higher to use with profi ciency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score;

this feature allows the user to add his Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds ten crowns to its cost.

Longsword: A weapon favoured by angels, who are said to carry fl aming swords of great power.

Mace: The heads of Infernal maces are often made of skulls dipped in lead or bronze, or else are made of soulstone.

Machine Gun: A heavy rotary machine gun. This is a fi rearm and can be used with the fi rearm feats.

Memorial: The memorial hardly looks like a weapon at all; it is an ornate monstrance made of gold and thorns that holds in its centre a vicious red light. This red light is a wound. The memorial is

charged by holding it to a victim’s fl esh as that victim is wounded. Normally, this is done under controlled circumstances, but it can be done in the midst of battle if the wearer makes a mêlée touch attack in the same round that the target was injured by an attack.

The monstrance does not absorb any of the damage;

in essence, it ‘copies’ the wound.

If the memorial is charged, it can be used as a weapon in mêlée. If the attacker hits the target, the memorial deals damage equal to that of the stored wound. The user’s Strength bonus is not added to the damage.

Only the damage is transferred; if the wound carries poison or other debilitating effects, they are not copied. A memorial cannot be used to copy a wound dealt by itself or another memorial.

Increasing the size of a memorial does not increase the damage; memorials cannot be made smaller than Small size.

Morning Star: A massive spiked ball on a chain, attached to a shaft.

Net: A net is used to entangle enemies. When a character throws a net, he makes a ranged touch attack against his target. A net’s maximum range is ten feet.

If the attack hits, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed and cannot charge or run. If the attacker controls the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). A net can be burst with a Strength check (DC 20) or cut open.

A net must be folded to be thrown effectively. The fi rst time a character throws his net in a fi ght, he make a normal ranged touch attack roll. After the net is unfolded, he takes a -4 penalty on attack rolls with it.

It takes two rounds for a profi cient user to fold a net and twice that long for a non-profi cient one to do so.

Pistol: A basic semi-automatic sidearm. Pistols are fi rearms and so can be used with the fi rearm feats.

Pitchfork: A traditional weapon of the demons, used to corral souls. This weapon can be thrown. If a character uses a ready action to set a pitchfork against a charge, he deals double damage on a successful hit against a charging character.

Shattergun

Dagger, Ceremonial Ironclaw

Throwing Skull

Morning Star Bile Rifle

Executioner’s Axe

Pitchforks can also be used to grapple foes by catching them in the tines. This is resolved like a normal grapple attempt, but the attack does not draw an attack of opportunity if the attacker is not in the target’s threatened area.

Polearm: A polearm is a heavy blade attached to a shaft; it is a Reach weapon.

Quarterstaff: A quarterstaff is a length of wood as tall as its wielder, which is used as a heavy club.

Rapier: This slender weapon can be used in conjunction with the weapon fi nesse feat to apply Dexterity instead of Strength to attack rolls. The rapier cannot be used in two hands to gain as 1½ times Strength bonus to damage.

Revolver: A heavy, highly damaging handgun. This is a fi rearm and can be used with the fi rearm feats.

Rifl e: A non-automatic hunting or sniper rifl e. Rifl es are fi rearms and can be used with the fi rearm feats.

Rocket Launcher: A military tank or anti-aircraft weapon, or a bazooka. Almost unheard of in the Infernum, although there have been notable

instances where powerful demons were unexpectedly destroyed by well-armed mortals. A rocket launcher attack is resolved like a grenade-like weapon. The blast has a splash radius of ten feet. Creatures in the blast radius take half the damage suffered by the target who was directly hit by the missile. Creatures in the blast radius may make a Refl ex save (DC 20) to take half damage.

Shattergun: Originally designed for use against mortal slaves, the shattergun fi res balls of lead mixed with strain. The impact of these agonised projectiles shatters bones and cripples the victim – or such is the intent. Usually, the shattergun just succeeds in killing the target, but the soul can easily be extracted from the corpse and reused.

Anyone struck by a shattergun must make a Fortitude save against a DC equal to the damage infl icted or be stunned for one round.

Shortsword: The shortsword is the weapon traditionally given to the legions of House Haimon, which are said to contain the shades of many former Roman legionnaires.

Shotgun: Shotguns are large-bore weapons that primarily fi re shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by one point for every range increment of the attack. Shotguns are fi rearms and can be used with the fi rearm feats.

Shortbow: A character needs at least two hands to use a bow, regardless of its size. He can use a shortbow while mounted. If he has a penalty for low Strength, it is applied to damage rolls when he uses a shortbow.

If he has a bonus for high Strength, it is applied to damage rolls when he uses a composite shortbow (see below) but not a regular shortbow.

Shortbow, Composite: Composite shortbows function just like composite longbows, but each point of Strength bonus costs seven crowns.

Shuriken: These small metal discs are virtually harmless when thrown by smaller creatures, larger versions of the weapon can infl ict serious damage.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Sling: A sling is a strap of leather that is spun to fl ing a stone or bullet at a target. A character’s Strength

Armour Cost Bonus

Maximum Dex Bonus

Armour

Check Penalty Speed Weight

Spawnleather 3 horns +2 +6 –1 x1 10 lb.

Breastplate 2 crowns +5 +3 –4 x1 30 lb.

Chain 3 crowns +5 +2 –3 x¾ 40 lb.

Shuckedskin 10 crowns +6 +2 –2 x¾ 40 lb.

Sinsuit 200 crowns +6 +0 –5 x¾ 50 lb.

Bulletproof vest 20 crowns +4 +6 –1 x1 10 lb.

Crawling armour 30 crowns +6 +3 –4 x1 40 lb.

Iron plate 50 crowns +8 +0 –7 x½ 50 lb.

Purity seal 500 crowns +9 +0 –8 x½ 70 lb.

Soulshaped armour 20 oboli +10 +1 –6 x½ 50 lb.

Shield Cost Bonus

Maximum Dex Bonus

Armour

Check Penalty Speed Weight

Buckler 1 crown +1 — –1 — 5 lb.

Shield, light 2 crowns +1 — –1 — 6 lb.

Shield, heavy 3 crowns +2 — –2 — 15 lb.

Helmet Cost Bonus

Maximum Dex Bonus

Armour

Check Penalty Speed Weight

Metal 2 crowns +1 — –0 — 2 lb.

Skull 3 crowns +1 — –0 — 3 lb.

Facemask 10 crowns +2 — –0 — 5 lb.

modifi er applies to damage rolls when he is using a sling, just as it does for thrown weapons. A character can fi re, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

A character can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon was designed for a creature one size category smaller than the attacker and he takes a –1 penalty on attack rolls.

Spear: A spear can be thrown. If a character uses a ready action to set a spear against a charge, he deals double damage on a successful hit against a charging character.

Spite: Spite is a thick, ghastly liquid distilled from agony and hatred. Demons carry it into battle in satchels, and scoop handfuls of it out and throw it at their opponents. Spite is activated by hurling it at a foe with intent to kill or at least hurt the foe. As such, it deals 1d6 points of acid damage to the target, plus the attacker’s Charisma modifi er in damage.

Stinger: The stinger is actually a living creature, a form of scorpion bred by Astyanath warriors. Its tail has been lengthened to be over eight feet long, its claws lock onto the wielder’s wrist to keep it in place, and it feeds off the wielder’s ichor. A stinger

injects poison into the target on a successful hit. The type and damage of the poison depends on what sort of ammunition is loaded into the stinger, in the form of harvested venom sacs from larger poisonous creatures. Commonly available venom sacs are:

Name

Fort Save DC

Damage (Initial/

Secondary) Cost

Quietus DC 20 3d6 Con/3d6 Con 100 Cr.

Toadstool extract

DC 11 1 Wis/2d6 Wis + 1d4 Int

14 Cr.

Scorpion poison

DC 11 1d6 Con/1d6 Con 10 Cr.

Shadow essence

DC 17 1 Str/2d6 Str 20 Cr.

Baneserpent venom

DC 17 2d6 Con/2d6 Con 80 Cr.

Malice DC 18 1d6 Str/1d6 Str 15 Cr.

Essence of confusion

DC 18 1d6 Dex/1d6 Dex 15 Cr.

Murderer’s bile

DC 20 1d6 Con/2d6 Con 40 Cr.

Withering DC 24 1d6 Str/2d6 Str 25 Cr.

Throwing Skull: Damned souls are bound into skulls, animating them into chattering, biting weapons. They are regularly used against formations

Crawling Armour Spawnleather

Soulshaped Armour

Purity Seal

of the damned; the skull keeps biting and chewing the damned soul until it is shredded. When the skull hits a target, it keeps dealing 1d4 damage each round until it is removed (requiring an attack action and a Strength or Escape Artist check at DC 12).

Whip: Slavers use whips to drive and torment the damned. A whip can be used as a torture device (see below).

Warhammer: A massive sledgehammer, suitable for crushing bone and stone alike.

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