Gate Defense Protocol – not a step back in The Red Star

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Not yielding an inch to RPGaDay!

Protocol gates are a central keystone of the mobility and logistics of the Red Fleet. At the same time, they are a critical weakspot that can grant an enemy direct access to Red Fleet vessels and infrastructure. The Red Fleet thus expended considerable resources on devising and implementing gate defense plans, including the development of specific sorcerous methods such as the Gate Defense Protocol, used to bolster the stamina of rearguards and security detachments at selected gates.

Gate Defense Protocol (GDP)
U.R.R.S.

Nonlethal Damage: 2d6
Component Purchase DC: 20
Component Weight: 0.5 kg
Kast Check DC: 21
Kasting Time: 1 standard action
Range: Close (Kast check result in meters)
Target: One protocol gate
Duration: (Kast check result) x 1 round, or until cancelled
Saving Throw: Will negates
Sorcery Resistance: Yes

Any character stepping through the targeted gate for the first time during the protocol’s duration receives 2d8 temporary hit points upon arriving at the destination gate. These extra hit points are lost when the character moves more than 24 meters from the destination gate they arrived from or when they step back through the gate.

Overkast: The temporary hit points received increase by 1d8 per grade (3d8 at grade I, 4d8 at grade II, and so on).


The Red Star and all related characters are ™ and © Christian Gossett. Used with kind permission.
The Red Star Campaign Setting is © Green Ronin Publishing, LLC.
The Red Star und alle verwandten Charaktere sind ™ und © Christian Gossett. Verwendet mit freundlicher Genehmigung.
The Red Star Campaign Setting ist © Green Ronin Publishing, LLC.

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