Blowgun
Posted: Wed Apr 23, 2003 12:29 pm
Somebody I know was interested in a Secret Weapon for a Lizzie team, so I (in a hurry) came up with someting like this (and I know there's a blowgun on Galak's site, but I thought this one would be more interesting)
Blowgun: Using a Blowgun follows the rules for a Pass Action, except that the maximum range at which it can be used is Short Range. An opponent is targeted (using the Pass template to determine range in the normal way), and then you roll to see if the attack is accurate just like for a normal pass. If the shot is accurate, the target is hit. If not, roll for scatter three times, just like with an inaccurate pass. If the square the dart ends up in is occupied, that player is hit, if it is not occupied by a standing player, nobody is hit at all.
A dart can be intercepted just like a normal pass (Pass block can be used). If it is intercepted succesfully, the intercepting player is hit by the dart. (he sacifies himself for his team mate by jumping in the path of the dart)
When a player is hit, make a normal Armour Roll. If the Armour roll is higher than the armour of the player hit, he is wounded by the dart. Place the player prone, and roll for injury.
A fumble indicates that the player using the blowgun accidentally pricked himself in the finger. Treat him as if he was hit by a dart and had his armour pierced.
* A negative modifier on the AV roll might be necessary to limit the power of the (small) darts.
* The same poison as applied on a dagger could also be applied on a dart.
* Maybe KO should be the worst result to ever happen from a Dart.
What do you guys think?
What should its cost/Penalty roll be?
Any other suggestions?
R
Blowgun: Using a Blowgun follows the rules for a Pass Action, except that the maximum range at which it can be used is Short Range. An opponent is targeted (using the Pass template to determine range in the normal way), and then you roll to see if the attack is accurate just like for a normal pass. If the shot is accurate, the target is hit. If not, roll for scatter three times, just like with an inaccurate pass. If the square the dart ends up in is occupied, that player is hit, if it is not occupied by a standing player, nobody is hit at all.
A dart can be intercepted just like a normal pass (Pass block can be used). If it is intercepted succesfully, the intercepting player is hit by the dart. (he sacifies himself for his team mate by jumping in the path of the dart)
When a player is hit, make a normal Armour Roll. If the Armour roll is higher than the armour of the player hit, he is wounded by the dart. Place the player prone, and roll for injury.
A fumble indicates that the player using the blowgun accidentally pricked himself in the finger. Treat him as if he was hit by a dart and had his armour pierced.
* A negative modifier on the AV roll might be necessary to limit the power of the (small) darts.
* The same poison as applied on a dagger could also be applied on a dart.
* Maybe KO should be the worst result to ever happen from a Dart.
What do you guys think?
What should its cost/Penalty roll be?
Any other suggestions?
R