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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Sun Jan 20, 2013 1:32 am Post subject: Equipment Ideas for a Bounty Hunter / Merc |
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So we've started a campaign where I'm playing as a Bounty Hunter/Merc - Hes a Brawler / Blaster - Strong Arm type, but also a thinker.
Hes not that into high tech but is fond of toys.
He likes stun weapons and electricity gadgets.
Currently his armor is your standard Bounty Hunter Armor - and He's carrying an augmented damage Heavy Blaster Pistol, as well as a Blast n Smash, a Vibroknife, and his lucky TD.
Any ideas for toys you think I should consider? |
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Sun Jan 20, 2013 5:43 am Post subject: |
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perhaps - but jayne would need to be built like the rock and have a thought process like bruce as korban dallas.
I'd really like - because of my image of hime - for him to have a personal shield generator (yes thats a swtor referance.) Unfortunately the only one is the magnaforce wrist versions - and lets face it - those are rather limited in there use. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jan 20, 2013 11:05 am Post subject: |
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If he likes electricity, he might like the pulse rifle. It's basically an ion shotgun. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 20, 2013 5:11 pm Post subject: |
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Hows about some shock boxing gloves, stun damage on brawl attacks. _________________ Confucious sayeth, don't wash cat while drunk! |
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Mon Jan 21, 2013 4:25 am Post subject: |
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Lol gar read my mind.
I started a gear set by going through all the books.
Inventory:
Magnacuffs
Stun Cuffs
Oxidizer
Wrist Chrono - All options
Portable Transciever
Weapons:
Heavy Blaster Pistol
Blast n Smash Rifle
Stun Gauntlets/Shockbox Gloves
MM-9 Wrist Missle System
Wrist Grapple System
Its still unfinished of course.
And how is it SO many armor suits have a broad band antena - and yet I cannot find ANY communication sytem that does the same except the portable transciever? (And even then thats 2000km not 800km)
Our GM realized that most of the listed abilities of other bounty hunters armor ment that weapons and gear NOT listed as attachments by the game system were being made into attachments - and has allowed me to do the same with appropriate rolls at higher difficulties. But finding things to do so with has proved more challening than I expected. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Mon Jan 21, 2013 2:43 pm Post subject: |
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The trick about items listings compilations is the varied authors, so no common technological systems are being used, each author is essentially inventing much of the technical specifications on a handful of items, then the next author invents his version for a handful of other items...
It really means you have to take all the item descriptions in game mechanics as suggestions from various sources to mix and match between all similar items, then conclude baseline systems for all of them in your game.
So instead of having as many variations of comms game specs as there are commsets, you might impose 3-4 basic portable types of commset game mechanics/specs, and class each item into the closest one its description fits.
So we basically have civilian comlinks, high spec or military comlinks, specialised tight beam and encrypted modifications and accessories, then portable commsets with greater range with all-weather capability, briefcase sized, then backpack commsets with great range and power and are basically as good as the standard commset fitted to a military speeder.
All the items in equipment compilations fit into one group or the other, with fairly similar specs within the groups.
We do the same with armour, so all powersuits fit into the categories of reaction enhancement or strength enhancement for the exoskeleton/servos. You can either cancel 1D of Dex penalty or add 1D of Strength when worn, decided during construction or purchase. Corellian powersuits thus might have no Dex penalty, or they might add to brawling damage and lifting, but not both. Other powersuits simply fit into one group or the other.
Just saying there's a bit of cleaning up that can be done with the equipment compilations to organise and simplify purchasing and using them for benefit during routine game tasks and rolls. When each item gets so unique it's got specs like no other, then generally the GM is never putting PC groups into situations where dice are being rolled that this one, special item nobody else has provides a bonus for.
You want equipment specs to be just generic enough to find them beneficial during routine GM dice rolls in game, much of their uniqueness is cosmetic. But if you have every comlink work completely differently from every other comlink, then which one is an Imperial broadband receiver going to hack to listen in on at high security areas? Logic says different brands may advertise differently but use the same technologies at various levels of refinement. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 21, 2013 5:25 pm Post subject: |
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tetsuoh wrote: | Lol gar read my mind.
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Well, it was like an open book,.. _________________ Confucious sayeth, don't wash cat while drunk! |
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