Post by mako on Sept 22, 2006 16:41:35 GMT -5
Just an idea I came up with for modifiers specifically for weapons, or at least, more modifiers for better weapon/attack variety.
Modifier: Spread Shot
- Ranged Combat Only. Your ranged attack doesn't affect the whole area, but has a wide cone of fire, I.E. a submachine gun with recoil issues, or a megaphone's area of sound projection in front of it. As a result, the attack is harder to dodge, but the collateral damage risk shoots up.
- Characters targeted by attacks using Spread Shot must overcome an extra 2 stones of resistance, for the fact the area of fire is spread out more, and less predictable. However, you cannot purchase this without having to take the inbuilt Automatic Collateral Damage catch, because the wide spread means a lot of fire is going to go where you don't want it to.
- +1 to Cost Level of ranged weapon.
Modifier: Alternate Function
-Less a modifier, than a marker to note the weapon can serve other, non-obvious functions. I.E., a sword doesn't need this to cut vegetables, people, or solid objects, because a sword is meant to cut.
-The price may vary depending on the alternate functions, how closely related they are to the original function (Due to how much more complex it'd be to make a Flamethrower/Freeze ray, then to make a Flamethrower/Welding Torch.), and the complexity of the functions.
- Cost is 1 red stone - 2 white stones, depending on the function. You can buy this "modifier" multiple times for different functions, but with more than two functions (The primary one, and the one first bought with this), all the secondary ones must have the same price, which is the highest cost of all the secondary functions. It becomes harder and harder to add functions without making the weapon too complicated.
Modifier: Top Class
-A modifier specifically for the type of character who can pick up a weapon and immediately put it to deadly use, such as Bullseye. This may extend only to a certain weapon class (hence the name), or to ALL weapons.
- Cost is 1 red stone for a select class (Such as a specific style of knives), 2 red stones for a more broad class (Knives, but not swords), 1 white stone for either Close Combat or Ranged Combat weapons, 2 white stones for both, OR one but able to use non-weapons as weapons, and 3 white stones for the entire kaboodle.
-Generally, this only allows a character to skip the stones of resistance for using a weapon new to them, which is usually a minor hassle anyway. It may, however, allow for non-weapons to be wielded well, and pay the 2 stones or more, it includes paying no penalty for showboating, PROVIDED, the showboating isn't making an attack excessively complicated. Using a pea or a playing card to attack isn't penalized, but making it ricochet around for a minute before hitting is still heavily penalized.
Modifier: Spread Shot
- Ranged Combat Only. Your ranged attack doesn't affect the whole area, but has a wide cone of fire, I.E. a submachine gun with recoil issues, or a megaphone's area of sound projection in front of it. As a result, the attack is harder to dodge, but the collateral damage risk shoots up.
- Characters targeted by attacks using Spread Shot must overcome an extra 2 stones of resistance, for the fact the area of fire is spread out more, and less predictable. However, you cannot purchase this without having to take the inbuilt Automatic Collateral Damage catch, because the wide spread means a lot of fire is going to go where you don't want it to.
- +1 to Cost Level of ranged weapon.
Modifier: Alternate Function
-Less a modifier, than a marker to note the weapon can serve other, non-obvious functions. I.E., a sword doesn't need this to cut vegetables, people, or solid objects, because a sword is meant to cut.
-The price may vary depending on the alternate functions, how closely related they are to the original function (Due to how much more complex it'd be to make a Flamethrower/Freeze ray, then to make a Flamethrower/Welding Torch.), and the complexity of the functions.
- Cost is 1 red stone - 2 white stones, depending on the function. You can buy this "modifier" multiple times for different functions, but with more than two functions (The primary one, and the one first bought with this), all the secondary ones must have the same price, which is the highest cost of all the secondary functions. It becomes harder and harder to add functions without making the weapon too complicated.
Modifier: Top Class
-A modifier specifically for the type of character who can pick up a weapon and immediately put it to deadly use, such as Bullseye. This may extend only to a certain weapon class (hence the name), or to ALL weapons.
- Cost is 1 red stone for a select class (Such as a specific style of knives), 2 red stones for a more broad class (Knives, but not swords), 1 white stone for either Close Combat or Ranged Combat weapons, 2 white stones for both, OR one but able to use non-weapons as weapons, and 3 white stones for the entire kaboodle.
-Generally, this only allows a character to skip the stones of resistance for using a weapon new to them, which is usually a minor hassle anyway. It may, however, allow for non-weapons to be wielded well, and pay the 2 stones or more, it includes paying no penalty for showboating, PROVIDED, the showboating isn't making an attack excessively complicated. Using a pea or a playing card to attack isn't penalized, but making it ricochet around for a minute before hitting is still heavily penalized.