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Author Topic: [Frontiercraft] Adapting Star Frontiers to Mastercraft  (Read 2141 times)
Gentry
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« Reply #15 on: October 30, 2012, 09:01:30 PM »

On Dralasites, why not just give them the Many Armed feat? The pseudopodia/reabsorbing verbiage feels like it's trying really hard to describe in other terms what Many Armed is already letting a character do. I wonder if you're letting the flavor lead you down an unnecessarily complicated path, when flavoring this existing option seems to do everything a Dralasite will need.

On Yazarians, why not stack up multiple grades of catfall rather than create glide from scratch? I concede that this option doesn't address horizontal movement, but I wonder if you could fold them together a bit, like:

Glide: When not flat-footed, you ignore the first 40 feet of falling damage. In addition, for every 5 feet you fall per round, you may move 5 feet horizontally, up to 40 feet per round.

Or even

Glide: You gain Winged Flight 40'. However, for every 10 feet you move horizontally, you must descend 5 feet. If you cannot descend, you cannot glide. (with a species feat "Catch a Thermal" that lets you glide without descending for short periods)

Or something.

And I confess I'd be half inclined to give Vrusk the Beast type, but they've certainly got fine manipulators, so ultimately that's no good.
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« Reply #16 on: October 30, 2012, 11:32:44 PM »

Parts I'm not commenting on I'm still thinking about.

It doesn't really appeal I'm afraid. Mostly for the reasons listed above but especially as I think 'people you know by smell' is really nothing more than a simple circumstance bonus to a standard tracking check and the sort of basic 101 stuff anyone who picks up a scent oriented species rightfully expects them to be capable of out of the gate.

Unfortunately, it's something that the original rules never used again.  That's why I downplayed in my write up.  Kind of like how they say Dralasites have black and white vision but then tell you on some planets they dye themselves bright colors to show their individuality.

Nevertheless, at 1pt it might be worth working in somehow.  I might reduce the track bonus.  I really don't like large static bonuses.

Leaving aside that I strongly disagree with your approach to oozes, Precision makes far more sense than Grace as the defining attribute for limb generation: Nothing about impress, acting or acrobatics suggests that sort of connection, whereas Profession's operate check does (alternatively, Determination's key skill of Focus suggest that it might also be a viable choice of defining attribute)

I'm using ooze in a different way than FC does.  The setting's other races are folk, folk, weird shaped folk, squishy worm.  They're not a traditional ooze but they're closest to it.  I wouldn't use this approach in a setting that needed traditional oozes.  NPC's can be handled descriptively and through number of attacks.

I chose Grace for several reasons.  First, Grace represents not just social graces but also the ability to move and control one's body.  That's why I argued for Acrobatics to be a Grace skill.  And that's exactly what this represents.  Precision is more aim and detail.  If a Dralasite needed to form a limb with the same proportions as someone else (perhaps because he intends to wear there skin over his hand to fool a biometric scanner.  Ewww.) that would use precision.  But see below for something I thought of.

On Dralasites, why not just give them the Many Armed feat? The pseudopodia/reabsorbing verbiage feels like it's trying really hard to describe in other terms what Many Armed is already letting a character do. I wonder if you're letting the flavor lead you down an unnecessarily complicated path, when flavoring this existing option seems to do everything a Dralasite will need.

I had a couple concerns with that.  First, it puts one race up a species feat and gives them an easy path to gain a second one.  I'm not sure how many species feats there will end up being (none of the species here have any subspecies so they're all going to be things I make up) but I don't want one race to be Mr species DC abuser.

The other concern was I wanted a variable number of usable limbs.  With the grace penalty, it looks like most are going to end up only making 2 limbs.  Maybe Grace mod + Precision mod (Min 2) might work best.
 
On Yazarians, why not stack up multiple grades of catfall rather than create glide from scratch? I concede that this option doesn't address horizontal movement, but I wonder if you could fold them together a bit, like:

Glide: When not flat-footed, you ignore the first 40 feet of falling damage. In addition, for every 5 feet you fall per round, you may move 5 feet horizontally, up to 40 feet per round.

Or even

Glide: You gain Winged Flight 40'. However, for every 10 feet you move horizontally, you must descend 5 feet. If you cannot descend, you cannot glide. (with a species feat "Catch a Thermal" that lets you glide without descending for short periods)

Or something.

You're on to something here.  Maybe this:

Glide: When you are not helpless and you fall, you may glide.  You move horizontally 10 foot for every five foot you fall (maximum 40' per round horizontal) and take no falling damage while gliding.

1.5 and just replace the current glide and catfall?  I'm a secret Yazarian hater (I don't like mammal/human hybrid species and a primate/human hybrid is called a human.  Humans are primates!!! Yaarggh! Smiley ) but that's a good representation of their ability.

And I confess I'd be half inclined to give Vrusk the Beast type, but they've certainly got fine manipulators, so ultimately that's no good.

Yeah, they have freaky agile hands. 

Those who look at the source material will note that I left out the original special abilities of the races.  They weren't very special but they may come back as species feats.

Look for Species 1.5 soon.
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« Reply #17 on: October 31, 2012, 12:50:24 AM »

A few example items.  How does this look for field usage/ items.  Don't sweat the costs for now.   Also, crappy table Smiley

Medical Equipment
These devices require medical training in the form of Field(Medicine) to use effectively.  Without this, you are untrained.

Explaination of columns
Skill: The Expertise check DC needed to use the item along with the action (s-standard f-full r-whole round) or time needed to use the item.  Sab or Prof indicates the use of those skills.
Const: The Profession check DC to create the item.  This requires a medical workshop.
Cost: In standard credits.
Code:
Name            Effect                                Uses     SZ/Hand   Skill      Const  Comp       Weight   Cost
Antivenom       Cures poisons                      1         D/1h     20f          20D   Brittle 1    .1kg    25
Balm-it-all        Dust Protection I                  5         D/1h     0/1m       15D   Soft 2      .1kg    10
BreatheDeep    Pressure Protection I             30         D/1h     0/f           15D   Soft 1      .1kg   10
Plastiflesh        stops bleeding                       5         T/1h      10s          15D   Brittle 1   .5kg    10
Telol               Truth Serum                           1         D/1h      Sab20f    25D   Brittle 1   .1kg    500*
Vitasalt          Provides salts and nutrients       30        D/1h     0s            20D   Soft 1      .1kg    20

Medi cal Equipment
Bioscanner      Diagnosis of conditons                    T/2h      Prof20r   20W   Hard 1       1kg   100
Stasis Field    Preserves severely wounded            S/2h      25/1m    25W   Hard 2      1kg    500

Equipment Descriptions
Antivenom-This hypospray will immediately stop further effects from any poison.  It is ineffective against other toxins.  The DC to use is 20 or the poison's save DC, whichever is higher.
Balm-it-all: This salve is the ultimate in soothing technology.  It prevents further effects from Dust Hazard I and reduces the effects of Dust Hazard II.  The effects last 24 hours.
Bioscanner.  This consists of a small handheld scanner and a larger output screen.  WIth a successful check, all of the ailments a character suffers from are identified.  This is sufficient to begin treatment.
BreatheDeep: Pan-Galactic BreatheDeep allows sophont's bodies to adapt to both high and low pressure environments.  It lasts 24 hours.
Plastiflesh: Spray on to seal and protect wounds!
Stasis Field: Characters in a stasis field do not take further damage while the field is active, nor can they act.  While the field is active, they do not eat, breathe, or age.
Telol: Make a Sabotage vs Focus check.  If you win, your opponent is considered untrained in all skill use for one hour.  This is considered a poison and possession is tightly regulated on civilized worlds.
Vitasalt: With one pill per day, characters who have adequate water and even the lowest quality food are considered well-fed.
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« Reply #18 on: October 31, 2012, 08:09:03 AM »

Species 1.5 -- Added a representation of each race's "special ability"

Dralasite

[1.0] Medium Argiloid, Reach 1
[0.0] Base Speed 30
[1.0] +2 Fitness, -2 Grace
[-0.5] Bland appearance: Your species is a textured grey bag with little variation and no concept of physical attractiveness.  Your appearance bonus decreases by 2.
[3.0] Psuedopodia: You can form limbs out of your mass.  You may form 2 walking limbs and a number of grasping limbs equal to the sum of your Precision and Grace modifiers(minimum 0) +2.  Forming or absorbing a limb takes one minute.  While you have at least one free grasping limb, you may make a free Handle Item action each round. If you have at least 2 limbs free, you gain a +1 with  grapple checks.
[1.0] Reabsorption: If you suffer a critical injury to a limb, you may absorb and reform that limb to rid yourself of the injury.
[0.5] Sterner Stuff: The keen value of attacks against you decreases by 4.
[1.0] Bloodhound: Your entire body functions as an olfactory organ.  You may identify people and objects by scent and recieve
a +4 bonus to Track checks when you can smell the target.
[0.0] Lie Detection: Whenever you gain a feat from any tree, you may instead choose to gain Basic Skill Mastery (Whatever Sense Motive shakes out to) or any feat depending on it.

Argiloid (+2xp/+1 design point): Your body is flexible and compressible but constrained by an outer membrane.  You are considered one size larger for resisting Bullrushes and Trips and may be considered one size larger or two sizes smaller as you wish for purposes of passing through confined places.  Argiloids eat, drink, breathe, and age.

Changes: Psuedopodia now takes both physical agility and precision into account.  Replaced Thick Hide with Bloodhound.  New Type Argiloid "Claylike" to preserve Ooze. 

Vrusk

[0.0] Medium Organic, Reach 1
[1.0] Base Speed 40
[1.0] +2 Precision, -2 Guile
[1.0] Agile Defense: Your Defense rises by 1.
[1.0] Enlightened Investigate: Your kind have dealt with corporate intrigue for thousands of years, giving you unparalleled ability to ferret out secrets. Your maximum ranks increase to level +5.
[2.0] Heat Protection II: Your exoskeleton controls moisture loss and allows you to survive heat that would kill others.  You ignore Heat Exposure I and II and reduce Heat Exposure III to Heat Exposure I.
[1.0] Improved Stability: 8 legs give you stability.  You are considered one size larger for defending against Bull Rush and Trip attempts as well as carrying capacity and trample attacks as long as you are standing on a solid surface.
[0.0] Comprehension: Whenever you gain a feat from any tree, you may choose to gain the Mark feat instead or any feat depending on it.

Unchanged

Yazarian

[0.0] Medium Organic, Reach 1
[1.0] Base Speed 40
[3.0] +2 Determination, +2 Grace, -2 Fitness
[1.5] Glide: When you are not helpless and you fall, you may glide.  You move horizontally 10 foot for every five foot you fall (maximum 40' per round horizontal) and take no falling damage while gliding.
[-0.5] Light Sensitive: You take 20 points of flash damage each time entering a more brightly lit area.
[1.0] Natural Attack I: Claws
[1.0] Superior Climber I:  With a successful climb check you move twice the distance.
[0.0] Threat Display: Whenever you gain a feat from any tree, you may trade it for Rage Basics or any feat that depends on it.

Changes: New Glide, a return of the "special" ability of Yazarians.
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« Reply #19 on: October 31, 2012, 07:06:30 PM »

With Yazarians clawed how do you feel about swapping the double-climb for the "always have a climbing kit" trait?
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« Reply #20 on: October 31, 2012, 07:41:33 PM »

Those 0 point abilities are inspired.
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« Reply #21 on: October 31, 2012, 09:25:39 PM »

Those 0 point abilities are inspired.

Thanks!  That's the lightest form of coercion I could come up with. Smiley

With Yazarians clawed how do you feel about swapping the double-climb for the "always have a climbing kit" trait?

I started to say Sup Climber was better for the untrained and thus represented natural baseline ability better but it looks like they do the same thing.  Only Always have a kit is better.

Sup Climber I doubles climb speed.
Always kit doubles climb speed and removes the untrained cap (for trained)

That leads me to believe Superior Climber I should be 0.5 design points rather than 1.  If so, how about both of them.
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« Reply #22 on: October 31, 2012, 09:42:31 PM »

Superior Climber feels like much more of an NPC quality. The "always has the kit" is cleaner for PC use. Otherwise, the PC with superior climber moves at 1/2 speed but has a climb result cap? That's weird.

And don't hate on Yazarians. They're not monkey-men. They're monkey-batsGrin How do you feel about putting the word "may" in their horizontal glide movement. Should they be able to use their membranes like a quickie parachute, or is that species feat territory?

And aren't Dralasites naturally a little slower than the baseline? Seems like they were, though I can't say for certain.

And species feat thoughts:

Dralasite: Roller (tuck in your limbs and roll as a big ball--bonus to bull rush? trample? more speed?)

Yazarian: Thermal-rider (glide without falling for short distances) or Downsail (use your membranes like a parachute)

Vrusk: Warrior-drone (gain harder exoskeletal DR, maybe sacrifice Enlightened Investigate for Always Ready?)
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« Reply #23 on: November 01, 2012, 12:19:58 PM »

Superior Climber feels like much more of an NPC quality. The "always has the kit" is cleaner for PC use. Otherwise, the PC with superior climber moves at 1/2 speed but has a climb result cap? That's weird.

Superior Climber says "I'm great with easy climbs.  I can scale a tree like I was born at the top.  That smooth wall?  What would I do with that?"  Always have a kit means a Yazarian can climb a smooth glass skyscraper using only their claws.  I just don't think that level of proficiency is needed.

And don't hate on Yazarians. They're not monkey-men. They're monkey-batsGrin How do you feel about putting the word "may" in their horizontal glide movement. Should they be able to use their membranes like a quickie parachute, or is that species feat territory?

The closest analog for them is a wing suit.  Move forward or fall.  That said, I think an Acrobatics check to parachute or do a tight spiral seems very reasonable.  No need to go to a species feat for what seems like an act of skill.

And aren't Dralasites naturally a little slower than the baseline? Seems like they were, though I can't say for certain.

They were.  Yaz and Humans had the same walking and running speeds 10m walk/30 run.  Dralasites were slower (5m walk) but had a higher run multiplier (20m walk).  Vrusk did 15/35.  Then over land speeds, Dralasites and Yazarians had the same lower speeds while Humans weren't quite as fast as Vrusk overland.

Rather than try to translate all of that, I decided to peg Vrusk at 40 and Humans of course at 30.  Yazarians "felt" like they could be faster without ruining their flavor so I bumped them up to 40.

Dralasites on the other hand are my own prejudice.  I'm not a fan of slow races because I like to do foot chases.  Does it feel really wrong?  Gloop and Gleep never had any problems keeping up with the other Herculoids  Grin

And species feat thoughts:

Dralasite: Roller (tuck in your limbs and roll as a big ball--bonus to bull rush? trample? more speed?)

Yazarian: Thermal-rider (glide without falling for short distances) or Downsail (use your membranes like a parachute)

Vrusk: Warrior-drone (gain harder exoskeletal DR, maybe sacrifice Enlightened Investigate for Always Ready?)


Neat ideas.  I'm trying to keep Vrusk away from the hivemind concept because there should be one insectoid race that isn't one. 

My conception is that most vrusk are from the corporates, specialized tribes that became nearly single function houses.  Members are expected to put the corporate's good over their own.  Modern Vrusk have little worry that they will be called upon to sacrifice themselves but they still put the corporate first, giving their corporate's name and their job function before their own names.  PC Vrusk of course may or may not follow this custom or and probably don't belong to a corporate.

The Vrusk homeworld has a single supercontinent that strattles the equator of the planet.  This means that most of the land surface is hot dry desert similar to Arizona only much hotter.  Some corporates were able to establish permanent cities in oasis near resources but most were required to migrate between summer and winter resources.  Spawning is a seasonal affair that takes place in permanent oasis controlled by nursing corporates.  The other corporates would come in, spawn, and recruit new members.  Moving into the modern age, technology has alleviated most of the problems but the structures remain as the basis of vrusk society.

Out on the coasts there were fewer resource limits and the tribal structures are much looser.  Your feat would fit them to a tee.  They're very rough and tumble individualists.
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« Reply #24 on: November 01, 2012, 06:58:59 PM »

So Vrusk could do a few two-stage tribe feats, maybe. I wonder what to call them. -Drone and -Executive?  Wink
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« Reply #25 on: November 01, 2012, 08:34:00 PM »

Everybody likes guns, right?  Let's try this:  Before I go too far, I'd like some feedback.

Proficiency types: Blunt, Edged, Hurled, Energy, Projectile Weapons, Heavy Weapons, Vehicle Weapons, Starship Weapons.  Bow, Black Powder, and Siege are available but mostly used by primitive characters.

Qualities:
Adjustable: This weapon has a dial that can be set from 0 to the number in parenthesis.  Each setting costs 1 additional SEU and gives +1 damage per die and +1keen.

Area: Grenades affect a 4meter radius.  Gyrojet rounds with grenade warheads affect a 2m radius.  Mortar Rounds affect a 6m radius.

Blinding: While this item is active, you are blinded

Entangle: Affected targets must make a reflex save (DC indicated) or be entangled.

Improvised: With a full action, you may find this weapon in most areas.  By spending an action die, you may declare the weapon usable with one of you melee basics feats.

Ineffective: Gyrojets require time to arm their warhead and reach speed.  At ranges closer than the number in Parenthesis, the weapon inflicts 1d4 subdual damage and no ammo special effects are triggered.

Non-lethal: This weapon will never inflict Health damage or critical injuries.

Obvious: When this item is active, anyone who can see you can identify its effects.

Silent: This weapon makes no noise.  

Stressful: This weapon also inflicts half as much stress damage.

Traumatic: This weapon also inflicts half as much subdual damage.

Name
Damage
Threat
Qualities
Range
Ammo
Size/hand
Const
Comp
weight
cost
Era
Energy Weapons
Sonic Weapons
Sonic Stunner
1d6 subdual sonic
20
Non-lethal
10
1SEU
T/1h
Hard 2
20D
.5kg
100
Federation
Sonic Rifle
2d6 subdual sonic
20
20
2SEU
S/2h
Hard 3
20W
2kg
250
Electrical Weapons
Electrostunner
1d8 subdual electrical
20
30
1SEU
T/1h
Hard 2
20D
.5kg
150
Digital
Laser Weapons
Laser Pistol
1d10 laser
20
AP2, adjustable(5)
30
1SEU
T/1h
Hard 2
25D
1kg
250
Federation
Laser Rifle
2d10 laser
19-20
AP4, adjustable(10)
40
2SEU
M/2h
Hard 3
25W
3kg
500
Projectile Weapons
Caseless Firearms
10mm Autopistol
1d10 kinetic
19-20
burst
20
10 round clip
T/1h
Hard 2
20D
.5kg
125
Digital
5mm Assault Rifle
2d8 kinetic
19-20
burst,autofire
40
30 round clip
S/2h
Hard 3
25W
.2.5kg
175
Digital
Needler Weapons
Needler Pistol
1d4 kinetic
18-20
Non-lethal,poisonous
20
20 round drum
T/1h
Hard 2
20D
.5kg
100
Space
Needler Rifle
2d4 kinetic
18-20
poisonous
30
20 round drum
tS/2h
Hard 2
25W
2kg
200
Gyrojet weapons
Gyrojet Pistol
2d6 kinetic
20
Ineffective(30)
40
6 round clip
S/1h
Hard 2
20D
1kg
150
Space
Gyrojet Rifle
3d6 kinetic
19-20
Ineffective(30)
50
6 round clip
M/2h
Hard 3
25W
3kg
200
Guass Weapons
Gauss Rifle
3d6 kinetic
20
AP(all), load 5
50
single shot, 1SEU
M/2h
Hard 3
30W
3kg
500
Federation
Heavy Weapons
Sonic Devastator
5d6 sonic
19-20
stressful
20
5SEU
M/2h
Hard 4
30W
6kg
1000
Federation
Heavy Laser
3d10 laser
19-20
AP6, adjustable(20)
50
5SEU
M/2h
Hard 4
30W
6kg
1000
12mm Squad Assault Weapon
2d10 kinetic
19-20
autofire, AP4, burst
50
30 round clip, belt
M/2h
Hard 4
30W
6kg
1000
Consolidated Headmelter
3d10 thermal
20
stressful, ap4, silent
50
5SEU
M/2h
Hard 4
30W
6kg
1000
Mortar
by grenade
19-20
indirect, stationary
60
single shot
M/2h
Hard 4
30W
10kg
1000
Space
Blunt Weapons
Improvised Blunt
1d6 kinetic
20
traumatic
T/1h
Hard 1
-
1kg
-
-
Sonic Baton
1d8 subdual sonic
20
Non-lethal
-
1SEU
T/1h
Hard 2
20D
.5kg
25
Federation
Shock Gloves
1d8 subdual electrical
20
1SEU
T/2h
Hard 2
20D
1kg
50
Federation
Sonic Sword
1d10 sonic
19-20
-
2SEU
T/1h
Hard 2
20D
1kg
50
Shock Axe
1d10 electrical
18-20
AP2
-
2SEU
S/1h
Hard 2
20D
1kg
75
Large Improvised Blunt
1d8 kinetic
19-20
traumatic
-
-
S/2h
Hard 1
-
2kg
-
-
Edged Weapons
Improvised Edged
1d6 kinetic
20
Bleed
-
-
T/1h
Hard 1
-
1kg
-
-
Large Improvised Edged
1d8 kinetic
19-20
Bleed
-
-
S/2h
Hard 1
-
2kg
-
-
Vibroknife
1d10 kinetic
19-20
Bleed, AP2
-
1SEU
T/1h
Hard 2
20D
1kg
15
Digital
Vibrospear
1d12 kinetic
19-20
Bleed, AP4, stressful
-
2SEU
M/1h
Brittle 2
20D
2kg
100
Hurled Weapons
Grenades
20
Area
10
-
T/1h
Hard 2
20D
1kg
50
Explosive
3d6 kinetic
AP2
50
Poison
by poison
30
Smoke
Blocks vision
10
Tangler
-
entangle(DC 20)
15
Incendiary
2d6 fire
30
Foam
reduces fire damage by 20
10
Acid
2d6 acid
50
Sonic
3d6 sonic
stressful
20
Tear gas
2d6 stress
10
Dye
Marks characters in area
10
Sleep
2d6 subdual
Sleep(DC15)
20
High Explosive
6d6 kinetic
traumatic
100
Defenses
Defends against
qualities
Ammo
Screens
Sonic Screen
Sonic
silent
1SEU
Brittle 2
25W
1kg
250
Inertial Screen
1/2 kinetic
obvious
1SEU
Brittle 2
25W
1kg
250
Dark screen
Laser, 1/2 thermal
obvious, blinding
1SEU/round
Brittle 2
25W
1kg
250
Stealth screen
1/2 laser, 1/2 sonic, 1/2 thermal
obvious, silent
5seu/round
Brittle 2
25W
1kg
250
Holoscreen
-
+8 with mask checks
1SEU
Brittle 2
25W
1kg
250
Suits
Albedo suit
Laser
Charges(20)
Thermal suit
Heat Fire Cold Resistance 5
Heat and Cold Protection II
1SEU/hour
Inertial suit
DR2
Subdual Resistance 5
« Last Edit: November 01, 2012, 08:39:55 PM by Blankbeard » Logged
Blankbeard
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« Reply #26 on: November 01, 2012, 09:25:06 PM »

Descriptions

Energy Weapons:  All energy weapons require a pack, either the cigarette pack sized 20SEU clip, a 50 SEU beltpack, or a 100SEU backpack. 
Sonic Stunner: This is the most popular defensive weapon in the frontier.  Its low lethality means it is popular with security guards and others who need to defend themselves without incurring liability.
Sonic Rifle: A favorite of police forces, this weapon will incapacitate criminals with limited lethality.
Electrostunner: This is an older defensive weapon still used by those who find pain and the smell of burnt hair useful in their work.
Laser Pistol: The newest thing, this bulky pistol packs more firepower in your hand than anything else.
Laser Rifle: A big heavy rifle good for burning holes in people.
Needler Pistol: The assassin's friend, this weapon will deliver a dose of sleep poison on impact.  Custom rounds with other poisons are available on the black market.
Needler Rifle: A more lethal version of the pistol.  Take down big prey!
Gyrojet Pistol: Firing a small rocket, the gyrojet takes a while to reach speed.  Any grenade has a gyrojet warhead equivalent making gyrojets one of the most versatile weapons around.
Gyrojet Rifle: A cut down version of this weapon has replaced grenade launchers on other weapons.
Gauss Rifle: A portable railgun.  When it absolutely has to be reduced to a fine red mist.
Heavy Weapons
Sonic Devastator: Sonic weapons are considered a humane alternative but this weapon rips flesh, bursts eyes, and causes massive trauma and stress.
Heavy Laser: The largest and most powerful laser weapon
12mm SAW: Generally belt fed, this weapon puts massive amounts of lead in the air.
Consolidated Headmelter: Only Consolidated Arms and Explorer Supplies has brought a maser weapon to market.  Even scarier than the burns it inflicts is the fact that the beam is invisible and silent.  A favorite of snipers.
Mortar: This weapon fires huge grenades in a arc over obstacles.

Improvised Blunt: Bottles, mugs, chair legs, and such
Large Improvised Blunt: Chairs, pool cues and other large items.
Sonic Baton: Small size and quick subdual make this a police favorite
Sonic Sword: A handle projecting a 3 foot cone of sound, many consider this to be a more elegant weapon for a finer age.
Shock Gloves: Even the most inexperienced of fighters can throw a punch with these. 
Shock Axe: This pole lights up with electricity at one end, giving it an invisible but painful blade.
Vibroknife: A chainsaw you can fit in your pocket.  Popular with criminals and others who don't mind losing a finger.
Vibrospear: After you've lost a finger, this moves the cutting edge away from the remaining ones.
Improvised Edge: Broken mirrors and bottles, shards of metal, screwdrivers.
Large Improvised Edged.  Anything with an edge and a long handle.  Wooden spears and broken pipes.

More to come
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Gentry
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« Reply #27 on: November 01, 2012, 10:35:39 PM »

I feel like any "stunner" weapon ought to have a ranged equivalent of the pummeling quality.

I wonder if you could fold Blunt and Edged into "Melee", and Bow/Black Powder/Siege into "Archaic" (with crossbows part of Projectile Weapons), and thus keep the list of proficiencies to eight.
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« Reply #28 on: November 01, 2012, 11:36:10 PM »

I feel like any "stunner" weapon ought to have a ranged equivalent of the pummeling quality.

What exactly do you have in mind?  Full action for triple damage?

I wonder if you could fold Blunt and Edged into "Melee", and Bow/Black Powder/Siege into "Archaic" (with crossbows part of Projectile Weapons), and thus keep the list of proficiencies to eight.

You could.  I'm not sure of the utility though.  Black Power and Siege should be of use only to those from really backwater worlds.  Probably the same for Bows.  I think traditional SF characters are likely to focus on the first 8 and leave the last 3 to the primitives.  Doing so lets me refer the primatives to Fantasy Craft for their needs.

What about the lasers?  Does the adjustable quality seem to weak or too strong?
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Morgenstern
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« Reply #29 on: November 02, 2012, 12:05:20 AM »

With modern training techniques, you might just want to bundle a lot of weapons under a "Primative" weapon proficiency. "Melee" and "Ranged" proficiencies could do most of the heavy lifting, noting that sci-fi pretty inevitably sees even the most rudimentary weapon concepts continue to be refined.

Something I'm planning for Farthest Star that might be of use to you - NOT breaking up proficinecies by firearm and energy. If it looks like a pistol and aims like a pistol its a pistol. If you seat it on your sholder, hold it with two hands, and aim down the major axis, its a rifle. Sidearms and Longarms proficiencies, and let people use their slots for tricks, not for chasing down the latest exotic way of rendering folks dead when the manufacturer is going to slap it into a ergonomic frame for use anyway...

I'd also tend to lump mortars and a couple other man-portable death dealers not seen on city streets under an "Infantry" proficiency. Similar story with vehicular-mounted armaments.
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