The Story So Far...
System: Star Wars Saga Edition (modified d20)
Campaign: Anakin Takes a Bullet
Episode IV, The Great Unravelling
Session 1
Date Played: July 22, 2012
Date in Star Wars Timeline: Day 1, 977 RRE (Ruusan Reformation Era, 977 years after the reformation of the Republic subsequent to the Battle of Ruusan, which ended the last of the Sith Wars) or 23 BBY (Before the Battle of Yavin)
The Great Unravelling represents something of an experiment for me as a GM. At the end of Episode III, Betrayal On Kitos V, Kizme Naberre, a Naboo noblewoman, played by my wife, ran for and was elected to the Senate. The other two characters, Draglo Fis, who is basically Han Solo if Han had been a Dug instead of human, and particularly Catherine Starkiller, a Miraluka Jedi Knight, didn't exactly seem to be great candidates as Senate aides, and so the original group of three characters has split in two.
The first group, centered around the Senator, consists of a Selkath Scout, Shako and a Gand Scoundrel, Fluulehn, along with the Senator. The second group, centered around Draglo Fis and Catherine Starkiller (a Jedi and a Pilot/Fixer character), is rounded out by my wife's 1st Level Jedi, a padawan. It was the first group that was the focus of the first session, and this first group is who the remainder of this writeup will be about.
Play began on Coruscant. After briefly handing an assignment to the Jedi Group that shall be a object of future sessions, we dealt with business in the office of newly sworn in Senator Kizme Naberre, who had barely been sworn in before she dealt with another job applicant, and a bribery attempt.
The latter became a primary focus of the rest of the session, as the group began to investigate the mysterious woman who made the bribery attempt, hoping to find out more about who was behind it.
So far, they've got a voice sample, which is being run through security databases, and some holovid footage of the perpetrator on the way in and out of the building (she used a scrambling device to muddle up security holovid cameras inside the Senator's office, but failed to engage them outside the building).
In the next session, we'll see what they do with that.
Just one middle-aged Game Designer/Judge/GM/Referee/Keeper of the Ancient Lore who won't shut the hell up.
Showing posts with label Anakin Takes A Bullet. Show all posts
Showing posts with label Anakin Takes A Bullet. Show all posts
Saturday, August 4, 2012
Saturday, July 14, 2012
Anakin Takes A Bullet: The Story So Far
I'm back to work on the Star Wars Saga Edition game. As I've said before, it's an alternate universe game entitled "Anakin Takes A Bullet."
The break in official Star Wars canon takes place during the podrace in Episode I. During the race, there's a scene where Anakin's podracer is grazed by a bullet from a slugthrower shot by a Tusken Raider sniping the race course. My assumption is that instead of striking his racer, it strikes Anakin in the skull, penetrating. The combination of the gunshot wound, coupled with the blunt force trauma resulting from the subsequent crash kills him.
The net effect of this is that the A plot of the Star Wars timeline is effectively removed, thus allowing the player characters to become the A plot. The Skywalker line is gone, so no Anakin, no Luke, no Leia. The larger sweep of the galaxy is otherwise unaffected, but these deaths cause ripples in the timeline due to the absence of the Skywalkers (and the presence of the party). The net effect is that the events of the Fall of the Republic seem to be playing out in the background, but there's just enough cognitive dissonance, and just enough new elements being introduced to keep the players just a bit uneasy.
The campaign itself has been episodic in nature, so far, three have been completed and resolved. After a few months break where the group has been playing other games. We're probably just a handful of weeks away from Episode 4's start. Here's what the group has encountered so far:
EPISODE I: ANAKIN TAKES A BULLET
Episode 1 dealt with the aftermath of Anakin's death and the situation on Tatooine (where Padme, Qui-Gon Jinn, and Obi-Wan Kenobi) are stranded after Watto wins the Naboo Royal Yacht in the podrace). The Judicial Department reluctant dispatches another group to retrieve the stranded heroes, and see what can be salvaged of the situation in Naboo. This group, naturally, is the PCs.
The three intrepid heroes are a human noble woman, part of Padme's Royal Handmaidens (and a distant cousin), a male Dug Scoundrel/Pilot who has an uncanny ability to find trouble, only to dig himself out, and a female Miraluka Jedi.
By the time the group reaches Tatooine, both Qui-Gon and Darth Maul are dead, as the lightsaber battle that punctuates Episode I's climax takes place on Tatooine. Eventually, after a pitstop in Coruscant, where Chancellor Valorum's government has fallen based on his illegal use of the Jedi on Naboo, complicated by the stranding of the group on Tatooine. In one of the first ripples, corpulent Twi'lek Senator Orn Free Taa pulls enough strings/hands outs enough bribes to become Chancellor.
Eventually the group makes its way to Naboo, where the heroes of the movie, in combination with the player characters, break the Trade Federation's hold on the planet, and Naboo celebrates its liberation.
EPISODE II: LAST CALL AT CARLASS
Episode 2 advances the timeline a couple of years. Several canonical things that happen in the timeline happen here. Count Dooku resigns from the Jedi Order. The Jedi Order begins to suffer a wave of missing Jedi. Usually younger, recently promoted Jedi Knights, the Order is concerned enough to launch an investigation.
Meanwhile, in the Senate, Chancellor Orn Free Taa, whose greed is exceeded only by his waistline, becomes mired in corruption charges, just like his predecessor. Calls for his resignation, like a dim echo of those for Finis Valorum just a few years before, can now be heard.
On Naboo, the combination of the loss of the Royal Yacht, the heavy toll in property damage and civilian life taken by the longer occupation by the Trade Federation, and the sense that Naboo's Queen was guided by rather than leading events during the occupation lead to bold calls that Queen Amidala step down, including some voices on the Naboo Royal Council. While Amidala holds on to her office for the time being, there is a sense that barring a change in the fortunes of the Queen, she will be stepping down at the end of her term.
The group is given the task of following up on the disappearance of one of the missing Jedi, a Jedi whose mission had been to recover a possible Jedi or Sith Holocron on Eriadu. There, they meet a younger, but every bit as taciturn, Eriadu Lieutenant Governor Wilhuff Tarkin (the same Tarkin of Death Star fame), and look for clues to the whereabout of the missing Jedi. They find no Jedi, but they do locate the Jedi's ride, a Modified YT-2000 Freighter piloted by a now dead Mon Calamari pilot. After a violent encounter with a Dark Side Force Adept who has already lost an arm to what she describes as a Sith Lord, she leads them to believe the Jedi may have gone rogue, and locate clues that she may have moved on to Carlass, an outer rim system that is mostly unexplored outside of a small mining colony on the system's mainworld.
Travelling to Carlass, they still fail to locate the Jedi, but do run into a number of beasts that have been twisted by the Dark Side of the force in the form of a crypt of a minor, but previously forgotten Sith Lord. There, the group battles their way through a variety of Sith Abominations, a Dark Side Spirit, and a pair of fiendish puzzles/traps (I'm fond of that sort of thing at times), before locating what turns out to be a relatively unimportant Sith holocron.
After a stop at Naboo where the group foils an assassination attempt on Padme Amidala's life by a group from the Nebula Front, the group returns to Coruscant, with a vaguely disconcerting feeling that at least one of the missing Jedi Knights has gone to the Dark Side, and a sense that even though they have a better idea what happened to the missing Jedi, and did retrieve the holocron, that there was something more that should have been done by somebody.
EPISODE III: BETRAYAL ON KITOS V
Episode III was aimed firmly at the Naboo noble in the party. The timeline is advanced to roughly six years after Episode I. On Coruscant, yet another treason trial on Nute Gunray fails to convict him, leaving it very likely that the Neimoidians will walk away consequence free from the illegal occupation of Naboo. Chancellor Orn Free Taa resigned not long after the conclusion of Episode II, leading to Palpatine being voted in as the new Chancellor. The political entity that would become the Confederacy of Independent Systems is launched by Count Dooku, The Trade Federation joins the Confederacy soon after.
Also on Coruscant, a devastating act of terrorism in Westport leads to the destruction of numerous starships, and tens of thousands dead, including two Senators. As a response, the Senate passes (and the Chancellor signs) the CEASES Act, which creates an exception to some existing civil liberties protections for persons branded by the Chancellor as suspected of committing acts of terrorism. While some civil libertarians bemoan the loss of liberties, the public, reeling from the Westport bombing, and similar terrorist acts on other core worlds, by and large approves of the measure.
It is against this backdrop of civil strife that the group of player characters is called upon to travel to a seemingly insignificant mining colony in the Outer Rim, Kitos V, a world considering joining with the Confederacy, which happens to be the linchpin of an interlocking string of alliances that could take most of three sectors with it.
The group travels to Kitos V to meet with the governing council. They quickly learn that all five members of the council, are less than conventional personalities, with conflicting goals and agendas, and with nobody really acting as it would seem.
Throw in the first real Sith Lord the group has encountered, a group of mercenaries and bounty hunters intent on killing anybody who threatens Ragga's plans, and the group has to tread lightly, finding the pressure points of the various council members, politicking to get their vote, and in some instances confronting the violence of Ragga's thugs head on. Ultimately, the group is successful in keeping Kitos V loyal to the Republic, but not without grave consequences to the world, and more than one council member.
One other incident has set the table for the fourth episode. Padme Amidala was assassinated on Naboo. One of the things the players have been made aware of from the beginning is that events outside of their control will happen outside of their sphere of influence. This was one such time where this came true. Simply put, I removed Padme to put the Naboo noble that is a member of the party in a position of influence in Naboo politics. She has been elected Senator, and the party has effectively been split into two groups...a Jedi focused one that will be investigating rumors of embezzlement from the Republic government offworld, and a politically focused group centered around her as Senator on Coruscant, and dealing with the corrupt nature of politics in the late Republic.
In future posts, I'll provide a few SWSE builds for some of the NPCs I've created, as well as session notes as we run the Episode. For now, consider this a teaser.
The break in official Star Wars canon takes place during the podrace in Episode I. During the race, there's a scene where Anakin's podracer is grazed by a bullet from a slugthrower shot by a Tusken Raider sniping the race course. My assumption is that instead of striking his racer, it strikes Anakin in the skull, penetrating. The combination of the gunshot wound, coupled with the blunt force trauma resulting from the subsequent crash kills him.
The net effect of this is that the A plot of the Star Wars timeline is effectively removed, thus allowing the player characters to become the A plot. The Skywalker line is gone, so no Anakin, no Luke, no Leia. The larger sweep of the galaxy is otherwise unaffected, but these deaths cause ripples in the timeline due to the absence of the Skywalkers (and the presence of the party). The net effect is that the events of the Fall of the Republic seem to be playing out in the background, but there's just enough cognitive dissonance, and just enough new elements being introduced to keep the players just a bit uneasy.
The campaign itself has been episodic in nature, so far, three have been completed and resolved. After a few months break where the group has been playing other games. We're probably just a handful of weeks away from Episode 4's start. Here's what the group has encountered so far:
EPISODE I: ANAKIN TAKES A BULLET
Episode 1 dealt with the aftermath of Anakin's death and the situation on Tatooine (where Padme, Qui-Gon Jinn, and Obi-Wan Kenobi) are stranded after Watto wins the Naboo Royal Yacht in the podrace). The Judicial Department reluctant dispatches another group to retrieve the stranded heroes, and see what can be salvaged of the situation in Naboo. This group, naturally, is the PCs.
The three intrepid heroes are a human noble woman, part of Padme's Royal Handmaidens (and a distant cousin), a male Dug Scoundrel/Pilot who has an uncanny ability to find trouble, only to dig himself out, and a female Miraluka Jedi.
By the time the group reaches Tatooine, both Qui-Gon and Darth Maul are dead, as the lightsaber battle that punctuates Episode I's climax takes place on Tatooine. Eventually, after a pitstop in Coruscant, where Chancellor Valorum's government has fallen based on his illegal use of the Jedi on Naboo, complicated by the stranding of the group on Tatooine. In one of the first ripples, corpulent Twi'lek Senator Orn Free Taa pulls enough strings/hands outs enough bribes to become Chancellor.
Eventually the group makes its way to Naboo, where the heroes of the movie, in combination with the player characters, break the Trade Federation's hold on the planet, and Naboo celebrates its liberation.
EPISODE II: LAST CALL AT CARLASS
Episode 2 advances the timeline a couple of years. Several canonical things that happen in the timeline happen here. Count Dooku resigns from the Jedi Order. The Jedi Order begins to suffer a wave of missing Jedi. Usually younger, recently promoted Jedi Knights, the Order is concerned enough to launch an investigation.
Meanwhile, in the Senate, Chancellor Orn Free Taa, whose greed is exceeded only by his waistline, becomes mired in corruption charges, just like his predecessor. Calls for his resignation, like a dim echo of those for Finis Valorum just a few years before, can now be heard.
On Naboo, the combination of the loss of the Royal Yacht, the heavy toll in property damage and civilian life taken by the longer occupation by the Trade Federation, and the sense that Naboo's Queen was guided by rather than leading events during the occupation lead to bold calls that Queen Amidala step down, including some voices on the Naboo Royal Council. While Amidala holds on to her office for the time being, there is a sense that barring a change in the fortunes of the Queen, she will be stepping down at the end of her term.
The group is given the task of following up on the disappearance of one of the missing Jedi, a Jedi whose mission had been to recover a possible Jedi or Sith Holocron on Eriadu. There, they meet a younger, but every bit as taciturn, Eriadu Lieutenant Governor Wilhuff Tarkin (the same Tarkin of Death Star fame), and look for clues to the whereabout of the missing Jedi. They find no Jedi, but they do locate the Jedi's ride, a Modified YT-2000 Freighter piloted by a now dead Mon Calamari pilot. After a violent encounter with a Dark Side Force Adept who has already lost an arm to what she describes as a Sith Lord, she leads them to believe the Jedi may have gone rogue, and locate clues that she may have moved on to Carlass, an outer rim system that is mostly unexplored outside of a small mining colony on the system's mainworld.
Travelling to Carlass, they still fail to locate the Jedi, but do run into a number of beasts that have been twisted by the Dark Side of the force in the form of a crypt of a minor, but previously forgotten Sith Lord. There, the group battles their way through a variety of Sith Abominations, a Dark Side Spirit, and a pair of fiendish puzzles/traps (I'm fond of that sort of thing at times), before locating what turns out to be a relatively unimportant Sith holocron.
After a stop at Naboo where the group foils an assassination attempt on Padme Amidala's life by a group from the Nebula Front, the group returns to Coruscant, with a vaguely disconcerting feeling that at least one of the missing Jedi Knights has gone to the Dark Side, and a sense that even though they have a better idea what happened to the missing Jedi, and did retrieve the holocron, that there was something more that should have been done by somebody.
EPISODE III: BETRAYAL ON KITOS V
Episode III was aimed firmly at the Naboo noble in the party. The timeline is advanced to roughly six years after Episode I. On Coruscant, yet another treason trial on Nute Gunray fails to convict him, leaving it very likely that the Neimoidians will walk away consequence free from the illegal occupation of Naboo. Chancellor Orn Free Taa resigned not long after the conclusion of Episode II, leading to Palpatine being voted in as the new Chancellor. The political entity that would become the Confederacy of Independent Systems is launched by Count Dooku, The Trade Federation joins the Confederacy soon after.
Also on Coruscant, a devastating act of terrorism in Westport leads to the destruction of numerous starships, and tens of thousands dead, including two Senators. As a response, the Senate passes (and the Chancellor signs) the CEASES Act, which creates an exception to some existing civil liberties protections for persons branded by the Chancellor as suspected of committing acts of terrorism. While some civil libertarians bemoan the loss of liberties, the public, reeling from the Westport bombing, and similar terrorist acts on other core worlds, by and large approves of the measure.
It is against this backdrop of civil strife that the group of player characters is called upon to travel to a seemingly insignificant mining colony in the Outer Rim, Kitos V, a world considering joining with the Confederacy, which happens to be the linchpin of an interlocking string of alliances that could take most of three sectors with it.
The group travels to Kitos V to meet with the governing council. They quickly learn that all five members of the council, are less than conventional personalities, with conflicting goals and agendas, and with nobody really acting as it would seem.
Throw in the first real Sith Lord the group has encountered, a group of mercenaries and bounty hunters intent on killing anybody who threatens Ragga's plans, and the group has to tread lightly, finding the pressure points of the various council members, politicking to get their vote, and in some instances confronting the violence of Ragga's thugs head on. Ultimately, the group is successful in keeping Kitos V loyal to the Republic, but not without grave consequences to the world, and more than one council member.
One other incident has set the table for the fourth episode. Padme Amidala was assassinated on Naboo. One of the things the players have been made aware of from the beginning is that events outside of their control will happen outside of their sphere of influence. This was one such time where this came true. Simply put, I removed Padme to put the Naboo noble that is a member of the party in a position of influence in Naboo politics. She has been elected Senator, and the party has effectively been split into two groups...a Jedi focused one that will be investigating rumors of embezzlement from the Republic government offworld, and a politically focused group centered around her as Senator on Coruscant, and dealing with the corrupt nature of politics in the late Republic.
In future posts, I'll provide a few SWSE builds for some of the NPCs I've created, as well as session notes as we run the Episode. For now, consider this a teaser.
Wednesday, August 31, 2011
How Are You? What the hell happened, man...
Since my last post, the flat panel display on my notebook died (since replaced). I also got sick. And I'm still fighting a very balky router, whose replacement is now on order. Posting anything of length was out of the question, and still is of a sort, which is why the historical gaming series was put on hold.
Still, here's what I've been doing lately, since I've been incommunicado for a few weeks.
What I've been reading:
After finishing A Dance With Dragons (Book Five, of A Song of Ice and Fire by George R R Martin), I've been reading the three books of S M Stirling's Nantucket Trilogy. The gist of it is that Nantucket Island, circa 1998, finds itself transported (along with the immediately surrounding waters), dropped back to the Bronze Age. It's an interesting example of what happens when you drop a very small slice of a modern society back into a different epoch, and leads to some very interesting and believable results. Worth the read.
What I've been watching:
Picked up a couple of movies on Blu Ray: The Magnificent Seven, The Adjustment Bureau (a great adaptation of yet another short story by Hollywood's go-to guy for near-future science fiction, Philip K Dick), and I'm ocntinuing to work my way slowly, with the family, through several seasons of Supernatural, Buffy, and X-Files with the family).
What I've been gaming:
Not much with the computer down.
Now that it's back up, I'm working on some more ship designs/conversions for the oft-delayed New Jedi Order Sourcebook for SWSE. I've finished the Shieldship, the Jade Sabre (Mara Jade Skywalker's ship), and the Ralroost (Bothan Assault Cruiser, pretty much saw every battle of the Yuuzhan Vong War).
I'm making preparations (read as reading the 200+ pages of the book) to run the classic campaign for Call of Cthulhu, Masks of Nyarlathotep via Skype once the new router gets up and running.
I'm also continuing to run the Alternate Timeline Star Wars "Anakin Takes a Bullet" campaign (which I promise to post about in length at a later date).
I've also been fiddling around with the Dresden Files RPG, but I'm not ready to run it yet. I scooped up a bunch of Green Ronin's Mythic Vistas Settings for 3.5 and have been reading through them. One of these days I'll get Eternal Rome on the table.
Finally, I'm getting ready to run Arc Dream Publishing's One Roll Engine film noir game, A Dirty World. It has a fascinating game mechanic and I'm rapidly becoming fond of the simplicity of running and teaching the One Roll Engine. Picked it up on RPG Now for $10 a couple of months ago, and can't wait to give it a whirl.
Still, here's what I've been doing lately, since I've been incommunicado for a few weeks.
What I've been reading:
After finishing A Dance With Dragons (Book Five, of A Song of Ice and Fire by George R R Martin), I've been reading the three books of S M Stirling's Nantucket Trilogy. The gist of it is that Nantucket Island, circa 1998, finds itself transported (along with the immediately surrounding waters), dropped back to the Bronze Age. It's an interesting example of what happens when you drop a very small slice of a modern society back into a different epoch, and leads to some very interesting and believable results. Worth the read.
What I've been watching:
Picked up a couple of movies on Blu Ray: The Magnificent Seven, The Adjustment Bureau (a great adaptation of yet another short story by Hollywood's go-to guy for near-future science fiction, Philip K Dick), and I'm ocntinuing to work my way slowly, with the family, through several seasons of Supernatural, Buffy, and X-Files with the family).
What I've been gaming:
Not much with the computer down.
Now that it's back up, I'm working on some more ship designs/conversions for the oft-delayed New Jedi Order Sourcebook for SWSE. I've finished the Shieldship, the Jade Sabre (Mara Jade Skywalker's ship), and the Ralroost (Bothan Assault Cruiser, pretty much saw every battle of the Yuuzhan Vong War).
I'm making preparations (read as reading the 200+ pages of the book) to run the classic campaign for Call of Cthulhu, Masks of Nyarlathotep via Skype once the new router gets up and running.
I'm also continuing to run the Alternate Timeline Star Wars "Anakin Takes a Bullet" campaign (which I promise to post about in length at a later date).
I've also been fiddling around with the Dresden Files RPG, but I'm not ready to run it yet. I scooped up a bunch of Green Ronin's Mythic Vistas Settings for 3.5 and have been reading through them. One of these days I'll get Eternal Rome on the table.
Finally, I'm getting ready to run Arc Dream Publishing's One Roll Engine film noir game, A Dirty World. It has a fascinating game mechanic and I'm rapidly becoming fond of the simplicity of running and teaching the One Roll Engine. Picked it up on RPG Now for $10 a couple of months ago, and can't wait to give it a whirl.
Sunday, July 10, 2011
Terna,
This is a particularly nasty beast that I developed for the Anakin Takes a Bullet Campaign. I'm still dicey on the CL, but I thought it stretched the boundaries of beast building for SWSE.
********************************
Terna, Carnivorous Insect
Description: The Terna is a particularly feared and nasty creature that resides in the grasslands and swamps of Kitos V. It's tiny size belies its great danger. A stealthy, 12 legged creature that resembles an oversized beetle, this medium to dark brown creature lives underground in small burrowed nests during the day, and hunts its prey at night.
Each bite of the Terna implants eggs into its unfortunate victim. These eggs will mature into living Ternae, killing the host in the process. Because of the pervasiveness of these creatures, particularly in unsettled areas of the planet, a treatment has been developed in New Home, while various folk remedies have been developed among the native Qaplans that achieve the same effect.
Terna, Carnivorus Insect
Diminutive Beast 8 CL 10
Init +7; Senses: Darkvision, Perception +15
Defenses: Ref 20 (flat-footed 15), Fort 12, Will 11
HP 52; Threshold 12
Speed: 4 squares
Melee: bite +6 (1d2) or
bite +4 (2d2) w/ rapid strike and
2 claws +6 (1) or
2 claws +4 (2) w/ rapid strike
Fighting Space 1x1; Reach 1 square
Base Attack +6; Grp +12
Special Actions: Egg-Laying, Darkvision
Abilities: Str 10, Dex 21, Con 14, Int 2, Wis 12, Cha 7
Feats: Rapid Strike, Skill Training (Stealth), Skill Focus (Perception)
Skills: Initiative +7, Perception +15, Stealth +24
Egg-Laying: The Terna has an unusual means of reproduction. After fertilization, the Terna implants its eggs in a living host through its saliva. When a Terna bites a living being, 1d2 eggs will immediately be injected into the victim's bloodstream. Each egg will make an immediate +10 attack roll vs. the target's Fortitude Defense. Failure means the egg dies in incubation. Success has no immediate effect, other than the egg is successfully implanted.
Each hour after the egg is implanted, the same +10 attack roll vs. Fortitude is made. Failure has no effect. On success, the victim suffers a -1 persistent step on the Condition track. If this step results in the character falling unconscious, the same +10 attack roll vs. Fortitude is made again. If this attack succeeds, the character dies instead, and the egg successfully hatches, giving birth to a new Terna.
Terna eggs can be removed any time before the victim takes their first persistent step down the Condition Track with simple medical treatment (DC 19 Treat Injury check (+5 modifier to the roll if the player possesses the antidote)).
After the egg has forced the victim to take their first step down the Condition Track, the larva is considered too large to be successfully treated with drugs (short of applying a dose that would also kill the patient). A Perform Surgery application of the Treat Injury skill (DC 24) will be required to remove the immature larva. One hour is required (as per the standard rules) to remove one larva, which means that multiple surgeries may be required to completely remove all larvae from the victim.
********************************
Terna, Carnivorous Insect
Description: The Terna is a particularly feared and nasty creature that resides in the grasslands and swamps of Kitos V. It's tiny size belies its great danger. A stealthy, 12 legged creature that resembles an oversized beetle, this medium to dark brown creature lives underground in small burrowed nests during the day, and hunts its prey at night.
Each bite of the Terna implants eggs into its unfortunate victim. These eggs will mature into living Ternae, killing the host in the process. Because of the pervasiveness of these creatures, particularly in unsettled areas of the planet, a treatment has been developed in New Home, while various folk remedies have been developed among the native Qaplans that achieve the same effect.
Terna, Carnivorus Insect
Diminutive Beast 8 CL 10
Init +7; Senses: Darkvision, Perception +15
Defenses: Ref 20 (flat-footed 15), Fort 12, Will 11
HP 52; Threshold 12
Speed: 4 squares
Melee: bite +6 (1d2) or
bite +4 (2d2) w/ rapid strike and
2 claws +6 (1) or
2 claws +4 (2) w/ rapid strike
Fighting Space 1x1; Reach 1 square
Base Attack +6; Grp +12
Special Actions: Egg-Laying, Darkvision
Abilities: Str 10, Dex 21, Con 14, Int 2, Wis 12, Cha 7
Feats: Rapid Strike, Skill Training (Stealth), Skill Focus (Perception)
Skills: Initiative +7, Perception +15, Stealth +24
Egg-Laying: The Terna has an unusual means of reproduction. After fertilization, the Terna implants its eggs in a living host through its saliva. When a Terna bites a living being, 1d2 eggs will immediately be injected into the victim's bloodstream. Each egg will make an immediate +10 attack roll vs. the target's Fortitude Defense. Failure means the egg dies in incubation. Success has no immediate effect, other than the egg is successfully implanted.
Each hour after the egg is implanted, the same +10 attack roll vs. Fortitude is made. Failure has no effect. On success, the victim suffers a -1 persistent step on the Condition track. If this step results in the character falling unconscious, the same +10 attack roll vs. Fortitude is made again. If this attack succeeds, the character dies instead, and the egg successfully hatches, giving birth to a new Terna.
Terna eggs can be removed any time before the victim takes their first persistent step down the Condition Track with simple medical treatment (DC 19 Treat Injury check (+5 modifier to the roll if the player possesses the antidote)).
After the egg has forced the victim to take their first step down the Condition Track, the larva is considered too large to be successfully treated with drugs (short of applying a dose that would also kill the patient). A Perform Surgery application of the Treat Injury skill (DC 24) will be required to remove the immature larva. One hour is required (as per the standard rules) to remove one larva, which means that multiple surgeries may be required to completely remove all larvae from the victim.
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