Difference between revisions of "Wotgmodern"

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<B>Default Critical:</B> Maim or Organ Hit*. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 5. Difficulty: 18.
 
<B>Default Critical:</B> Maim or Organ Hit*. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 5. Difficulty: 18.
  
<B>Machine Pistol:</B> Speed +15, Strike +5, Damage +5. Range: Medium.<BR>
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<B>Machine Pistol:</B> Speed +15, Strike +5, Damage +0. Range: Medium.<BR>
 
<B>Default Critical:</B> Maim or Organ Hit*. Note: 9, 13 (+5 to all relevant rolls concerning concealment, capable of Full-Auto Fire*). Examples: Uzi, Mac-10. Reload Interval: 20. Difficulty: 18.
 
<B>Default Critical:</B> Maim or Organ Hit*. Note: 9, 13 (+5 to all relevant rolls concerning concealment, capable of Full-Auto Fire*). Examples: Uzi, Mac-10. Reload Interval: 20. Difficulty: 18.
  

Revision as of 15:18, 24 January 2006

WotG:Main_Page - Return to Main Page

NOTE: The original work was done by Brad Elliott for both the gun rules and the Gun style.

WotG Guns

General Thoughts: As it was initially, guns are somewhat powerful shooty dealies. I'm trying to John Woo them, as in make it so you need to fill the room with fire before things start dying. The first thing I'm doing is subtracting 5 pts from the damage to see how that works. - Jonathan

Ranged Weapons. Speed, Strike and Damage by type. Notes: By type. Cost: Wealth 3 (minimum). (This may be modified up or down depending on how prevalent guns are in your setting)

Handgun: Speed +15, Strike +0, Damage +0. Range: Short.
Default Critical: Maim or Organ Hit*. Note: 4,9 (Can be used in pairs <Chow Yun Fat Dual Gun Technique>, +5 to all relevant rolls concerning concealment). Reload Interval: 10. Difficulty: 10.

Musket: Speed -10, Strike +5, Damage +5. Range: Short.
Default Critical: Maim for Ball only or Knockback for Shot. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 1. Difficulty: 20.

Shotgun: Speed +0, Strike +5, Damage +10. Range: Short.
Default Critical: Organ Hit* for Slug only or Knockback for Shot. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 10. Difficulty: 15.

Hunting or Sniper Rifle: Speed +5, Strike +10, Damage +10. Range: Long.
Default Critical: Maim or Organ Hit*. Note: 1,12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 5. Difficulty: 18.

Machine Pistol: Speed +15, Strike +5, Damage +0. Range: Medium.
Default Critical: Maim or Organ Hit*. Note: 9, 13 (+5 to all relevant rolls concerning concealment, capable of Full-Auto Fire*). Examples: Uzi, Mac-10. Reload Interval: 20. Difficulty: 18.

Assault Rifle: Speed +10, Strike +10, Damage +5. Range: Medium.
Default Critical: Maim or Organ Hit*. Note: 1, 8, 12, 13 (Requires two hands and Special Training to use, only useful as a club unloaded, capable of Full-Auto Fire*). Example: AK-47 Reload Interval: 40. Difficulty: 15.



NOTES: Changed around the damage for hunting rifles and assault rifles. Hunting rifles tend to use bigger rounds, etc, blah blah blah.



NEW RULES (Totally Untested, Have Fun!)

Note 4: Chow Yun Fat Dual Gun Technique: Handguns can be wielded in pairs - but unlike adding +5 to the Weapons' Strike as Melee Weapons do, it adds +5 to their Damage. Rather wasteful in ammunition, but what the hell, it looks cool and is kinda useful.

Note 12: Only Useful as a Club Unloaded: Larger weapons are particularly useless when unloaded, save as a Club - a Brutal Weapon, +10 Speed, +10 Strike, +5 Damage.

Note 13: Full Auto Fire: When a weapon capable of Full-Auto Fire is fired, that single attack is Disorienting and inflicts +5 to Damage Rating... and can still inflict Organ Hits. (This probably needs to be toned down - Jonathan)

Organ Hit: A New Combat Effect that only guns have, it represents a slug tearing up an organ as it goes through - this doubles the Damage Bonus of the weapon for that hit only. For weapons with a damage modifier of 0, this is increased to +5. (Note: Maybe adding an extra +5 damage might be a less powerful solution? - Jonathan)

No Secondary Attacks: Guns must always be used on your primary action for the round. Guns may never be invoked on a Secondary Attack, unless Gun-specific kung fu is used (ala "Equilibrium"). (This is under the assumption that ranged attacks are badassed as represented in the corebook, you can probably ditch this if you tone down the defence rules a bit. - Jonathan)

Ammunition and Reloading: You will note a Reload Interval and Difficulty in the weapon descriptions - the Interval is the number of combat rounds that may pass before making a Skill Roll (probably Expertise: Gun-Handling) against the stated difficulty; this takes a Full Action. If you fail, then the gun jams as you reload it and is useless; you can only unjam it by spending another full action and make another skill roll against the next highest difficulty. If you don't make the reload roll, then obviously the gun becomes useless for lack of ammunition. Firing an Automatic Weapon Full Auto cuts the Reload Interval in half each time it is done.

Pistol-Whipping: Handguns can be worked into hand-to-hand combat; when so used, they act similar to Gauntlets... ie., they add +5 Damage Bonus, moving up the usual bare-handed attack from -5 to 0. It is possible to modify handguns further so they add a +5 Damage modifier to hand-to-hand combat, but this ups the Cost by 2 points when so done.

Specialized Ammunition

NOTE: I'm going to note weapon types down here as ammunition types instead of redrawing the weapon list, as I think WotG isn't really in the need for crazy new weapons all the time. Energy Weapons will not accept other ammunition types - Jonathan

Dragonsbreath Rounds (for shotguns): Inflict Burning upon a hit; Burning 2 for a standard hit, Burning 4 for a Critical Hit. If Dragonsbreath Ammunition is used, the weapon must be discarded once its Reload Interval is over - it's burnt out and useless junk.

Armor-Piercing Ammo: Ignore up to 5 or 10 points of Armor (depending on the size of the weapon it's used in... handguns only ignore 5, while the heavier weapons can ignore 10. Reduce the Strike by 5 if AP Ammo is used, however - it's just not as damaging!) (Ur, shouldn't that be -5 damage? - Jonathan)

Rubber Ammo: Inflicts Stun on a standard hit, but only the Damage Bonus of the Weapon is applied, not the dice result.

Paintball Ammo: Inflicts the Embarrassing Combat Effect on a successful hit, but only the Damage Bonus of the weapon is applied, not the dice result.

NEW
(Energy) Laser: Depending what you want to do with the weapon you can either double the Interval between loadings on the weapon, or add +5 to the weapon's Strike. Only one effect can be built into the weapon This increases the cost by 2 points.

(Energy) Plasma: This functions like Dragonsbreath rounds with the exception that it does not cause the weapon to burn out after the gun is out of rounds and it increases the cost of the weapon by 2 points.

Explosive: Explosive rounds add 2 Dice of damage. They cost 1 point more than a regular reload.

Heavy: Big, nasty and built for big muscle men who've got little better else than lug around large weapons and shoot them at things. This is not an ammo type and is thusly compatible with all the other ammo types (You'll note some combos don't make much sense). This adds +5 damage and 1 point to the weapon cost, however any weapon using this gains a Note 1 (2 Handed). It subtracts 5 points from the Speed of any already 2 handed weapon.

THE WAY OF THE GUN

(A System Topic)

Destiny Cost: 10

Uncommon Unique Chi Style

In the Ending of the Millennium, none are odder than the Returned themselves – a myth of heroism returned to reality, warriors of virtue out of a past that was only supposed to be fiction. All of the martial arts skills that have returned to them in their dreams are ancient – not a single one of them has anything to do with the modern era. Sword and chain and saber, classical weapons all, each new weapon discovered to have a matching skill from the distant past.

Or so they thought… until the Scholar of Murder. A mercenary assassin, he seemed to be merely mundane until he was set up by a client in a shopping mall, with an entire division of armed police and SWAT enforcers lying in wait for him, all exits covered.

He killed them all. Every single one of them. With a breathtaking precision and efficiency that could only be supernatural… and then the single Returned Warrior that happened to be on the scene (a member of the police department) felt it.

The Scholar was using chi. His perfect control of his weapons, his effortless evasion of endless hails of gunfire… was all kung fu. It was all the Returned police detective could do to escape alive!

Signature: Obviously a ‘new’ martial art, this style is simply the mastery of firearms – both as weapons, but also with defenses against guns and other such things, making the wielder of this kung fu never where the streams of bullets are going!

Type: Ranged, Guns Only.
Default Critical Successes: None.

1: Calm in Chaos (1 Jade Chi): The base technique of Gun Kung Fu, it was designed by observing and calculating all of the most likely bullet trajectories, so that the martial artist is never presenting himself in the line of fire – in use, he simply flows effortlessly from place to place, pivoting, turning, bending so that bullets simply fly past his body harmlessly… as if he can sense each sighting of a firearm upon his body, and moving to be out of the way. When this technique is in use, it lasts for the entire combat round, and is generally maintained by the wielder every round of a firefight as long as it lasts. While active, the wielder takes no penalties for Dodging Ranged Attacks of any kind; not only that, but they can draw or pick up to two firearms per Free Action while using this technique. (Wow, ok, the dodging ranged attacks thing is a crazy artifact of the past, please ignore that)

2: Fire In Motion (2 Crimson Chi): Another technique that lasts for an entire round, this technique grants absolute precise aiming control of one’s firearms. While active the wielder may add their Crimson Chi Modifier to both Initiative and Strike of their weapons, as well as treat all Ranges as if they were a full category closer; finally, they may use this technique to wipe out minions at a rate of one each for each result die. (Brad probably meant, take out 2 minions per result die)

3: Killing Field (3 Gold Chi): At this level of mastery, the martial artist acquires a terrifying ability – they may use firearms in a Secondary Attack! And if that weren’t enough, their chi auras help to guide their movements, making them eerily graceful, granting their Gold Chi Modifier for all Dodges. Lastly, they may Reload two weapons without a roll for each Free Action spent.

4: Freefire Zone (4 White Chi): A macabre dance of death, this technique causes a martial artist's gunplay to become flawlessly precise - gaining White Chi Modifier to the Speed, Strike and Damage of their weapons, as well as ignoring 5 points of the target's Armor. Lastly, they may make all Reload rolls automatically – but this requires them to have all ammo and everything they might need on hand. This technique does not, of course, provide ammunition… the martial artist has simply learned how to integrate reloading utterly smoothly in with the constant use of their guns. This technique lasts the entire round it is invoked.

5: Death In All Directions (5 Silver Chi): With this form, the gunfighter masters attacking an entire armed force at once! Firing one's weapons on Full-Auto in precisely aimed alternating directional bursts, this counts as an Area Attack in which each result die can take out 4 Mobsters, 2 Gangsters or 1 Faction fighter apiece... and additional Chi can be spent one-for-one on successful hits to add additional dice of damage OR take out additional minions as noted above. (Note this is oddly weaker than Freefire Zone)