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Author Topic: Weapon Question  (Read 610 times)
DranoMax
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« on: April 09, 2009, 03:34:58 PM »

Hey guys, this is my first post here and sadly, it's a stupid question.  I love the game but I've always had trouble with the weapon picks at the start of each mission.  According to what I understand, players get to choose some free picks of specific gear (i.e. gadgets, electronic gear, weapons, ect) according to level and class.  But where does this leave characters who don't get a free weapon pick?  Do they use their spending cash to buy it or do I just give it to them?  I'm pretty confused and this is a mildly important rule I've been overlooking... 

Sorry if this is in the wrong section or is confusing / and thanks for providing so much information in the past.
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Krensky
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« Reply #1 on: April 09, 2009, 03:43:50 PM »

Possessions can often cover a minimum, and the bonus CHA based picks can as well (Faction characters need to get creative, miniaturized gadgets help).

These should give some examples:

http://www.crafty-games.com/files/File/Issue_49-Owning_the_Gear_You_Carry.pdf
http://www.crafty-games.com/files/File/Issue_52-Right_Tools_for_the_Job-Wetworks.pdf
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gaghiel42
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« Reply #2 on: April 09, 2009, 03:59:29 PM »

Sometimes, if you so choose you can offer a Mission Gear bundle or something similar that would include a 'free weapon pick' if people do not have that option.  Typically, these cost a bit of experience off the base value (like -100 xp) or something based on what you feel is best.  Sometimes these bundles are used as well to give players an idea of what they can expect in the mission.  I like to toss in a "Bag full of Guns" gear pick into these bundles so that when it is taken, there is a gun inside it for each party member.  Other things you can toss into a bundle include things like Encrypted Headset radios, various tool kits that might be important (they make a good "hint hint" item to give the characters an idea of what they may be facing), and things like Healing Cigarettes (healing gadget) or Liquid Skin patches.   Ultimately, these bundles can either be generic or specially tailored for the mission you run, but they are quite handy and can be offered to single players, or as a group pick either way.

If a party member builds a character and doesn't have any weapons/charisma picks, I would recommend to them that they take the Unarmed proficiency and just deal with it, or see if any of the other party members has a spare weapon pick they can use for that player.

There are a few characters out there that could get away with no weapon picks at all, but usually as far as I have seen it just means that they haven't been creative enough with their picks so far, or they're playing a character with terrible Charisma, and it makes sense that no one will give them a weapon because nobody likes them Tongue .

As far as spending cash goes, typically they are not given enough money to afford a weapon with those funds.  And that money is supposed to recycle at the end of a mission.  Spending Cash is effectively how much money a player has to do various small odds and ends or bureaucracy checks, gambling, and the like.  My group added a house rule that allows a player to effectively stockpile their spending cash, and allows them to carry over any unspent money to the next mission.  The Big Score PDF is full of ideas for using the possessions system in different ways, and I definitely suggest you pick it up while the PDF lover sale is going on.  Its one of the best add on systems Crafty has made so far.
« Last Edit: April 09, 2009, 04:09:00 PM by gaghiel42 » Logged

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DranoMax
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« Reply #3 on: April 09, 2009, 04:15:20 PM »

Awesome guys, I knew you wouldn't let me down.  This really clears up a lot of problems I've been having.  Thanks!
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VisualStatic
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« Reply #4 on: April 09, 2009, 04:34:55 PM »

This goes back to when I was running Stargate SG-1, but I usually put a half-weapon pick in the mission bundle.  By a half pick, I mean, the can only pick a handgun of some kind.   That way everyone has a weapon. 

My reasoning was that if you ever watch Stargate, Daniel started out only caring a handgun.  It wasn't until later season that he actually was proficient enough to carry a P90.
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