Post by trueblaze on Dec 22, 2007 9:02:57 GMT -6
Weapons are divided into five parts: Description, Damage type, Damage, rate of fire (RoF) and special.
In order to ensure balance (aka so we don't have fifty people with a 20 damage 20 RoF weapons running around), a maximum of 25 points is to be divided between damage and RoF. You don't have to all use all 30 points if you do not want to but you can not have over 25 unless you have GM permission. As always I have the right to delete and or modify a weapon if I believe it is too unbalanced or over powered.
Description: A brief description of what the weapon looks and is capable of.
Damage type: The type of ammo/energy source used. It can be either: Hard, Energy, or Elemental (fire, ice, electric, etc). For the most part this will have little effect, though some PCs or major NPC may be weaker or stronger vs. different damage types.
Damage: Determines how much physical damage being getting hit causes. Damage ranges from 0 to 20 for all hand weapons but can be as high as 40 for weapons mounted on bases or air ships (character limit is 20). Here are some examples of what the damage is equivalent to:
0- the weapon does no damage but instead has other special functions.
1-2- It does very little damage, but multiple hits could still kill. A stun gun.
3-4- Very weak weapon capable of killing only at close range.
5-8- Your typical low caliber weapon. A hand gun
9-10-A medium caliber weapon.
11-13- A high caliber weapon.
14-20: These weapons are very dangerous and are often times modifications of standard issue weapons. Due to recoil as well as other factors, in order to fire such a weapon without some sort of braising, the character must have a strength equal to the damage. In order to be able to both fire and move at the same time, a character must have a strength equal to the damage plus 2. For the most part such weapons are too powerful to be used at close range.
Rate of Fire(RoF): How fast the weapon can be fired accurately or swung. Things such as Recoil, aiming, and weapon shape and weight effect how fast a weapon can be used (a sniper rifle can fire ten shots in a few seconds but if you don't take time to aim after the first you're just waisting bullets).
1: Needs to be armed, loaded, aimed, charged, then maybe, just maybe it can be fired.
4: Suffers from low ammo capacity, slow charge time, or requires extra preparation of some sort.
8: Typically semi-auto or an average melee saber of sorts.
12: Typically full-auto or small, light-weight melee, such as a chain-gun.
16: Has some additional exotic feature such as tri-shot or blur effect that allows a near-continuous stream of attacks.
20: Some form of beam or weaponry that hits so continuously, that even most reploids see only a single attack.
Special: These are special modifications the weapon may have (like a tripod for stability), special effects (Like Stuns target), or any other things the weapon has/can do that make it unique. In short it's a way to describe different abilities a weapon has that make it unique. That way rather than reading through the description to see all the things a weapon can do they can just glance at the special section and see what it can do. I guess some examples of changes would be something like: Mounted, transforms, chargeable (increase damage at cost of RoF), rapid fire mode (increase RoF at cost of damage), changeable ammo, sniper scope, overheats, jams easily, limited ammo, etc etc. Simply put it would just have the ability followed by a brief description that way it's easier for players to reference what a specific weapon can do.
Example Weapon:
Name: Stealth pistol
Description: A small,short range, palm sized pistol that is almost impossible to see or detect.
Damage type: hard
Damage: 5
RoF: 8
Special:
Small: small enough not to be scene when held unless a person looks closely.
Stealthed: Can pass through most sensors without detection
Short range: lethal effective range is only 20 ft.
Limited ammo: can only be fired 3 times before it must be reloaded.
*note: similar specials can be different for different weapons. for example: one weapon's limited ammo could be 3 while another's could be 6.*
In order to ensure balance (aka so we don't have fifty people with a 20 damage 20 RoF weapons running around), a maximum of 25 points is to be divided between damage and RoF. You don't have to all use all 30 points if you do not want to but you can not have over 25 unless you have GM permission. As always I have the right to delete and or modify a weapon if I believe it is too unbalanced or over powered.
Description: A brief description of what the weapon looks and is capable of.
Damage type: The type of ammo/energy source used. It can be either: Hard, Energy, or Elemental (fire, ice, electric, etc). For the most part this will have little effect, though some PCs or major NPC may be weaker or stronger vs. different damage types.
Damage: Determines how much physical damage being getting hit causes. Damage ranges from 0 to 20 for all hand weapons but can be as high as 40 for weapons mounted on bases or air ships (character limit is 20). Here are some examples of what the damage is equivalent to:
0- the weapon does no damage but instead has other special functions.
1-2- It does very little damage, but multiple hits could still kill. A stun gun.
3-4- Very weak weapon capable of killing only at close range.
5-8- Your typical low caliber weapon. A hand gun
9-10-A medium caliber weapon.
11-13- A high caliber weapon.
14-20: These weapons are very dangerous and are often times modifications of standard issue weapons. Due to recoil as well as other factors, in order to fire such a weapon without some sort of braising, the character must have a strength equal to the damage. In order to be able to both fire and move at the same time, a character must have a strength equal to the damage plus 2. For the most part such weapons are too powerful to be used at close range.
Rate of Fire(RoF): How fast the weapon can be fired accurately or swung. Things such as Recoil, aiming, and weapon shape and weight effect how fast a weapon can be used (a sniper rifle can fire ten shots in a few seconds but if you don't take time to aim after the first you're just waisting bullets).
1: Needs to be armed, loaded, aimed, charged, then maybe, just maybe it can be fired.
4: Suffers from low ammo capacity, slow charge time, or requires extra preparation of some sort.
8: Typically semi-auto or an average melee saber of sorts.
12: Typically full-auto or small, light-weight melee, such as a chain-gun.
16: Has some additional exotic feature such as tri-shot or blur effect that allows a near-continuous stream of attacks.
20: Some form of beam or weaponry that hits so continuously, that even most reploids see only a single attack.
Special: These are special modifications the weapon may have (like a tripod for stability), special effects (Like Stuns target), or any other things the weapon has/can do that make it unique. In short it's a way to describe different abilities a weapon has that make it unique. That way rather than reading through the description to see all the things a weapon can do they can just glance at the special section and see what it can do. I guess some examples of changes would be something like: Mounted, transforms, chargeable (increase damage at cost of RoF), rapid fire mode (increase RoF at cost of damage), changeable ammo, sniper scope, overheats, jams easily, limited ammo, etc etc. Simply put it would just have the ability followed by a brief description that way it's easier for players to reference what a specific weapon can do.
Example Weapon:
Name: Stealth pistol
Description: A small,short range, palm sized pistol that is almost impossible to see or detect.
Damage type: hard
Damage: 5
RoF: 8
Special:
Small: small enough not to be scene when held unless a person looks closely.
Stealthed: Can pass through most sensors without detection
Short range: lethal effective range is only 20 ft.
Limited ammo: can only be fired 3 times before it must be reloaded.
*note: similar specials can be different for different weapons. for example: one weapon's limited ammo could be 3 while another's could be 6.*