jedion357 October 25, 2017 - 8:50pm | 1. door is malfunctioning. it rapidly opens and closes. requires a tech skill roll to disable then another to fix. any chracter trying to pass through must make a RS ability check or be hit by closing door for 1d5 points of damage. 2. Door hatch is welded shut for some reason. 3. Door/ hatch is concealed by a holo screen projector to look like wall/bulkhead. 4. Door is old, poorly serviced and stuck in place; it requires STR check to open: one STR check opens the door enough for a dralasite, sathar or small child to squeeze through. 2 STR checks open it enough for a human or yazirian to squeeze through, 3 checks and a vrusk will fit through. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Shadow Shack October 25, 2017 - 10:13pm | Do I detect an S1 Tomb of Horrors reboot here..? Mysterious facial carving with large open mouth conceals an airlock door that is triggered by a pressure plate, anyone stepping on said pressure plate causes the outer hull hatch within the carving to open and suck everyone in the room into the cold vacuum of space. |
jedion357 October 26, 2017 - 5:24am | Mysterious facial carving with large open mouth conceals an airlock door that is triggered by a pressure plate, anyone stepping on said pressure plate causes the outer hull hatch within the carving to open and suck everyone in the room into the cold vacuum of space. Call this # 5 I dont believe I read S1 just working on a list of doors/hatches for interesting challenges for the players and aid to the referee. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 October 26, 2017 - 5:39am | 6. Normal door or hatch 7. vacuum beyond, room beyond was "holed" with mirco meteor some time ago and is in vacuum air will rush into room to equalize air pressure then begin leaking through mircro-meteor hole. players can find the hole in 1d5 combat rounds INT check cuts this in half. If hole is sealed no further air will be lost. Otherwise the room will completely depressurize in 1d3 X 10 minutes 8. room beyond was "hole" by micro meteor recently and is depressurizing. hole can be found in 1d5 combat turns INT check to cut in half Room will depressurize completely in 1d6 X 10 minutes. 9. Door is "trapped" it have been turned into an electro magnet. tools and weapons will be stuck to it. Characters with STR of 80 or more and making a successful STR check may pull an item away from door. Two characters working together on one item who both have a STR of 60 or greater and both passing a STR check may pull an item away from the door. The space is too confined for 3 characters to effectively work together. Power may be cut requiring a Tech skill check but its difficult to locate the proper wiring behind bulkheads -15 to skill check 10. Door is red hot toughing causes 1d5 STA of burn damage and the pain penalty for doing anything with that appendage -10 to all skill and ability checks involving that appendage. Dralasites can re-absorb the appendage and generate a new one as per the rules and nullify this penalty (unless they are already at 1/2 STA then the Pain penalty still applies) This pain penalty does not stack with the pain penalty for 1/2 STA. Why is door red hot? it is intentional? or simply a fire in the next compartment? Up to referee to decide. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 October 26, 2017 - 6:07am | 11. Blood/bodily fluid on floor before the door/hatch and smeared on door activation apparattus. A medic with a med scanner can determine specie the blood came from. Roll 1d6: 1 Human, 2 dralasite, 3 vrusk, 4 yazirian, 5 sathar, 6 unknown 12. Heavy Hatch is hinged at bottom and held upright by latching mechanism. Releasing the mechanism frees the door to fall on the character trying to open it. 1d10 STA damage; RS check to avoid. Hatch makes load thud and alerts all within 200 meters. 13. Door is covered with acid, 1d5 STA of damage to exposed flesh- a glove would negate. pain penalty to that appendage afterward dralasites may re-absorb and regenerate limb to negate penalty. does not stack with pain penalty for 1/2 STA. 4 liters of water will dilute the acid and make the door safe. 14. Door/ hatch looks like bulkhead. activated by secret pressure plate. 15. Door defended by security robot. "None shall pass! until after you disable the bot." 16. Door defended by Attack robot. "None shall pass! And we almost really mean it this time." 17. Door defended by Warbot. "None shall pass! TPK." I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 October 26, 2017 - 6:28am | 18. Door protected by protection field. A character that touches the door suffers one of the following effects: Roll to determine type of protection field 1) Sonic: load blast 3d10 STA (STA check for 1/2) and stun effect (STA check to avoid) 2.) Inertia field: all characters within 3 meters of the door are thrown back 10 meters 1d10 from violent fall RS check for 1/2 3.)Inverse Albedo field: all characters make a RS check or be blinded for d100 turns. Anyone not blinded or newly recovered from their blindness suffers -10 to shooting skill checks for d100 turns. 4.) Electric: The character as well as anyone touching them suffers an electric shock 4d10 (STA for 1/2) 5.) Electric Force Field: (Sathar style from STar Spawn of Volturnus mod) anyone passing through the field takes 10d10 STA damage) I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Shadow Shack October 26, 2017 - 6:58am | I dont believe I read S1 just working on a list of doors/hatches for interesting challenges for the players and aid to the referee. That was the other great S-series module. In the depicted case the demon mouth was a Sphere of Annihilation with said sculpture perched at the end of a hallway. |
jedion357 October 26, 2017 - 7:06am | 19 Security door protected by Anit-Tampering Gas System Attempting to open without the proper key card or baton key causes the gas nozzels to activate. Gas cannisters in bulkheads can hold 20 or 50 "doses" of gas. A typical dose of gas will fill corridor for 30 meters unless otherwise stated differently below Roll for type of gas: 1. Smoke grenade gas: obscures and -10 ability modifier for 1d10 turns 2. Doze gas: fast acting knockout gas. STA check or fall asleep for d100 turns Stim dose revives 3. Incendiary Gas: (affects everything in first 10 meters of corridor) Cloud of gas fills 10 meter section of corridor and ignites causing a loud explosion 4d10 STA and 30% chance of lighting the clothing or equipment of a character on fire for an additional 1d10/turn 4. Poison gas is sprayed in the face of the character triggering the defense: STA check or suffer S5/T10 poison. 5. Tangler fluid: same as grenade, cannisters are same size as other gases but volume of tangler fluid cuts the number of doses in half. No ability check save possible except for beings 25 to 30 meters from door, Solvaway is of course effective for melting tangler threads but one solvaway capsule only melts 3 meters worth of tangler thread, it will take 10 solvaway capsules to free someone trapped at the door. 6. Security Dye: gas formulated to react to biological material dying it a bright flourescent color. only characters 25-30 meters from the door may make a RS check to avoid. takes 20 hours and a shower to remove the dye 7. Acid gas: formulated to react to biological material causing acid burns of 1d10 for every turn in the cloud. characters 25-30 meters from door may RS check to avoid. other characters must move at fastest speed to exit cloud or continue to suffer acid burns. Gas disappates in 10 turns. if exposes flesh is covered with sla-gel and character is using a gas mask then he may work within the gas cloud. 8. Gas seems harmless but is radio active causing a brief and mild exposure to radiation. See radiation rules in magazine:_________________ 9. Paint: cloud dissappates in 1 turn but leaves a thin overing of paint (any color) on the characters in the corridor, characters 25-30 meters from door may RS check to avoid. paint does not harm characters although dralasites in weakened physical condition my suffer from low oxygen. The real problem here is exposed equipment with moving parts like weapons may fail to function when used. Until equipment is cleaned with a solvent (not on the standard equipment list must be searched for) equipment is prone to problems and failures. a tool may fail and not be usable till clean, a trigger mechanism may jam and not activate the weapon. chances for this happening are 20% every time the effected equipment is used. 10. Dusk Gas- dims corridor only Yazirians or characters using IR optics can see normally I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 October 26, 2017 - 7:11am | 20. Door/hatches throughout the facility are very small. dralasites may pass through without difficulty. Human and yazirians must more or less crawl through (they count as being prone if attacked while doing this) vrusk may only squeeze through with a DEX check failure means stuck in door for 1 turn. +10 for character pulling them and +10 for a character pushing them on a DEX check I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 October 26, 2017 - 7:14am | 21. Doors and hatches throughout the facility have com pannels and cameras, characters are taunted by NPC as they explore. 22. Doors and hatches throughout have coms and cameras, PCs are monitored by NPC who dispatches minions to attack the PCs at the most inopportune times. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |