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Nordicnomad Seasoned
Joined: 08 Jun 2012 Posts: 108
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Posted: Fri Jun 08, 2012 2:19 pm Post subject: Question on custom weapon |
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Howdy all. I'm a first time DLR player and was wanting some advice on how to handle a trademark weapon for my character.
Some background.
My PC is a mad scientist with the Noble, arcane knowledge WS, and gadgeteer edges. He's the heir to a banking family fortune back east who's wanting to make his own way in the west.
The thing is one of his hindrances is that he's missing a leg. My GM has allowed the prosthesis to be a trademark weapon that's a shortened colt revolving shotgun.
I'm wanting the fake leg to essentially be a hidden holster that when a safety button is disengaged allows the character to kick an enemy with the heel and trigger the shotgun to deliver a point blank shotgun blast. But if needed can be removed and combined with a rifle cane to function like a normal revolving shotgun.
My question is that we're not sure what we need to change with the game mechanics to reflect that the weapon is heavily modified and can function as both a kind of ranged and melee weapon.
If anyone could provide a more experienced perspective on what kind of modifiers need to be added to this thing and how the rolls might work, it would be greatly appreciated.
Last edited by Nordicnomad on Fri Jun 08, 2012 3:52 pm; edited 1 time in total |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4482
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Posted: Fri Jun 08, 2012 3:23 pm Post subject: |
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Trademark weapon is taken for a specific weapon (in this case "Shotgun Prosthetic Leg"). It then provides a +1 on all attack rolls with that weapon. Fighting, shooting, and throwing are all attack rolls, and they all get a +1 when using the Trademark weapon.
Example: Trademark Longbow "Lightning". +1 on Shooting, +1 on Fighting when you try to "stab" someone with it, and +1 on Throwing if you find yourself hurling "lightning" at an enemy. Even though you only meet the Shooting requirement for Trademark Weapon, the +1 applies to every attack you make with it. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Nordicnomad Seasoned
Joined: 08 Jun 2012 Posts: 108
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Posted: Fri Jun 08, 2012 3:49 pm Post subject: |
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| ValhallaGH wrote: | Trademark weapon is taken for a specific weapon (in this case "Shotgun Prosthetic Leg"). It then provides a +1 on all attack rolls with that weapon. Fighting, shooting, and throwing are all attack rolls, and they all get a +1 when using the Trademark weapon.
Example: Trademark Longbow "Lightning". +1 on Shooting, +1 on Fighting when you try to "stab" someone with it, and +1 on Throwing if you find yourself hurling "lightning" at an enemy. Even though you only meet the Shooting requirement for Trademark Weapon, the +1 applies to every attack you make with it. |
That's good to keep in mind. I had considered applying the stats info from the trade mark weapon edge, but didnt realize it applied to all forms of attacks with the weapon. My only problem with doing that right off the bat is that the missing leg was supposed to be a hindrance. So my thinking was that I'd only look at adding that edge once he became a vet or higher, if he lives that long.
I guess I shouldn't call it a trademark weapon, as that's imprecise. It's more of a custom weapon that only that character has.
So some things we'd tossed around to kind of even out the drop advantages the thing would have were:
- Having regular malfunctions since it would have a lot of fragile parts in a harsh environment.
- having to take two turns to remove and then assemble the cane and shotgun barrels. So while I'm able to get a drop bonus regularly, it's a hindrance in an ambush.
- Needing to buy new boots on a regular basis, effecting my pace even more than the -1 I already have if I use it a lot.
- Halving the normal range of the shotgun since it has a shortened barrel.
- Doing an agility role on harsh terrain and have it accidentally go off with a critical failure.
I guess I'm just wondering how much if any of that would be worth keeping track of, or if someone had any experience with heavily customized weapons in the game and suggestions for how to handle them. |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4482
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Posted: Fri Jun 08, 2012 4:13 pm Post subject: |
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| Nordicnomad wrote: | | My only problem with doing that right off the bat is that the missing leg was supposed to be a hindrance. |
So take the One Leg hindrance, with your customized shotgun as the prosthetic. -2 Pace and a running die of d4 when you're wearing the leg, and a Pace of 2 and no running at all when you're not wearing it is a pretty serious hindrance.
If that's not appropriate (his prosthetic isn't supposed to slow him down) then talk to your Marshal about using the Augment rules in the Smith & Robards Catalog: 1880 Edition.
| Quote: | - Having regular malfunctions since it would have a lot of fragile parts in a harsh environment.
- having to take two turns to remove and then assemble the cane and shotgun barrels. So while I'm able to get a drop bonus regularly, it's a hindrance in an ambush.
- Needing to buy new boots on a regular basis, effecting my pace even more than the -1 I already have if I use it a lot.
- Halving the normal range of the shotgun since it has a shortened barrel.
- Doing an agility role on harsh terrain and have it accidentally go off with a critical failure. |
Use the Weird Science rules as a guideline.
- Whenever using the leg, if his Trait Die is a 1 then the leg messes up (obviously this is only for trait rolls related to the leg - it wouldn't matter for a normal Lockpicking or Persuasion roll). Parts break or jam, shells misfire, or other interesting complication as determined by the Marshal and appropriate to the situation. Player's are welcome to provide suggestions (and might get a fate chip for especially fun and problematic ideas).
- Requiring an Action to remove the leg and another Action to attach the cane / barrels is very appropriate. Since these are both a kind of "reading the shotgun" they could not be used in a multi-action.
- The boots thing is going to be situational. Any time your leg fires and you haven't taken off the boot, you'll need a new one.
- Reducing the leg gun to sawed-off ranges sounds like a good idea. Attaching the cane should bump it back up to full range.
- Requiring an Agility roll to reload the gun when it is being used as a leg. Probably with a penalty due to pants, boots, and other clothing.
All of those are appropriate when dealing with a customized weapon like this. In my games, those are what I'd use, but every Marshal is going to have his own take on things.
Good luck! _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Nordicnomad Seasoned
Joined: 08 Jun 2012 Posts: 108
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Posted: Fri Jun 08, 2012 9:46 pm Post subject: |
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Awesome stuff, man! Thanks for the input.  |
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