Uncle Jimbo's End of Time Blues
"All that you see is not all that there is." |
Game Statistics (Pascagoula Entity) STR 10/12* (2d4+5) Durability: 8/8/4/4 Attacks
* +d4 situation die due to broad skill use. Hold: If the arthropoid succeeds in both claw attacks in one phase, the opponent is held by its interlocking spiked claws. The opponent suffers a +2, +3 or +4 penalty to all actions, depending on the best success achieved by the claw attacks. The arthropoid can attack the held opponent freely with its true hands, without breaking its hold, or attempt any of the overpowering options described in the GMG. All attempts to break the hold suffer a +2 penalty (STR resistance modifier, plus interlocking limb spikes). Brain Rod: This shiny metal rod has a number of functions. As a weapon, it
causes nerve paralysis. An attack contacts the legs or torso on Ordinary
success, arms on Good success, or head on Amazing success or a called
shot. Ranged Weapons: The arthropoids do not usually use lethal force against humans, but may arm themselves under threat of attack by other xenoforms. Their most common weapons are pistols and machine pistols similar in operation, but different in shape, to the "electric guns" known to arms dealers. Against greater threats, they may use a heavy rifle-like weapon firing a pale violet particle beam (quantum rifle) or an electromagnetic grenade-thrower loaded with smoke, concussion, tracer or anti-vehicle grenades. Defences +1 STR resistance vs. melee attacks Skills Athletics (10), Unarmed Attack (12/10), Melee Weapons (10) - powered (12), Stamina (8), Modern Ranged Weapons (10) - pistol (11), Vehicle Operation, Knowledge (11) - arthropoid language (14), computer operation (13), deduce (13), System Operation (11) - sensors (12), Tactics (11), Awareness (9) - perception (11), Interaction (9) This represents a non-professional crewman on the typical arthropoid survey craft. Officers, technical specialists and security crewmen may have greater levels of skill. |