Galgal: Difference between revisions
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'''Galgallim''' are fast, dangerous biomechanoids that inhabit the {{favilink|Palladium Reef}}. They possess | '''Galgallim''' are fast, dangerous biomechanoids that inhabit the {{favilink|Palladium Reef}}. They possess the Run Over charging attack which deals flat damage and usually inflicts the [[prone]] and [[dazed]] statuses, as well a powerful energy weapon, the {{favilink|naser cannon}}, which can [[grounded|ground]] flying creatures, making them vulnerable to its charge. The naser cannon can also inflict [[normality]], disabling many reality-distorting devices, such as {{favilink|force bracelet}} that may be protecting them, or the {{favilink|small sphere of negative weight}} which can leave a character overburdened and unable to move. | ||
Prior to charging, galgallim will display a visual path indicator similar to the wrecking charge of a {{favilink|rhinox}} that foreshadows the direction they will charge. However, due to the {{name}}'s significantly heightened [[Quickness]], the player may not have a chance to react before the charge occurs. | Prior to charging, galgallim will display a visual path indicator similar to the wrecking charge of a {{favilink|rhinox}} that foreshadows the direction they will charge. However, due to the {{name}}'s significantly heightened [[Quickness]], the player may not have a chance to react before the charge occurs. When rammed with this charge, the target must succeed a DC 35 Strength [[save]] to avoid being knocked prone, as well as a DC 35 Toughness save to avoid being dazed, then takes 40-60 damage, unaffected by AV or resistances.{{Code Reference|class = RunOver}} | ||
==Beware== | ==Beware== | ||
A galgal is an unparalleled threat, due to its Run Over charge ability. It is not recommended to engage one unless you have recently saved your game, or you are prepared to lose your character. Once it has in all likelihood both knocked you prone and make you dazed with its charge attack as well as dealing significant damage, it will typically immediately take another turn (due to its 175 [[Quickness]] vs the standard player's 100) and do it again. When it is once again your turn, you will spend it standing up. Now, the galgal is afforded the opportunity to take another 1-2 turns, with which it will again charge you and almost certainly knock you prone again. This usually repeats until you are dead from the attributeless flat damage each charge deals, without the chance to act at any point. | |||
==Lore== | ==Lore== | ||
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{{qud quote|... Here I took a moment to squeeze the bright nectar into a phial, and when I once again looked up, I was met with the ageless stare of a galgal. Nothing had prepared me for it. My mind labored to make sense of what it was seeing: gleaming wheels whipped about a hypnotic core, the spokes' prisms pulled apart the light of the High Salt Sun, and across the stretched sheet of iris, many eyes stared.}} | {{qud quote|... Here I took a moment to squeeze the bright nectar into a phial, and when I once again looked up, I was met with the ageless stare of a galgal. Nothing had prepared me for it. My mind labored to make sense of what it was seeing: gleaming wheels whipped about a hypnotic core, the spokes' prisms pulled apart the light of the High Salt Sun, and across the stretched sheet of iris, many eyes stared.}} | ||
{{References|2.0.207.88}} | |||
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