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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10435 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Jul 28, 2022 6:07 pm Post subject: |
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pakman wrote: | While I know not everyone follows them - anyone remember if the vibro blades in the bad batch had a sound effect?
Me, personally- I think they make a noise.
I mean, come on - making cool sword fighting noises is half the fun of playing star wars (my players love the silly lightsaber sound effect apps....). |
No, I didn't remember off the top of my head, but thankfully someone on YouTube compiled a lot of vibrolade parts.
https://www.youtube.com/watch?v=RPL8JFyObYk
No discernible constant hum, but it has a cool metallic sound when it is in action. Thanks for mentioning this. _________________ *
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jul 28, 2022 6:31 pm Post subject: |
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Whill wrote: | pakman wrote: | While I know not everyone follows them - anyone remember if the vibro blades in the bad batch had a sound effect?
Me, personally- I think they make a noise.
I mean, come on - making cool sword fighting noises is half the fun of playing star wars (my players love the silly lightsaber sound effect apps....). |
No, I didn't remember off the top of my head, but thankfully someone on YouTube compiled a lot of vibrolade parts.
https://www.youtube.com/watch?v=RPL8JFyObYk
No discernible constant hum, but it has a cool metallic sound when it is in action. Thanks for mentioning this. |
Considering he's basically an Infiltrator, it's plausible that he'd be carrying the silenced versions. _________________ "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.
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Fri Jul 29, 2022 12:20 pm Post subject: |
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lol.... I should have known...
Quote: | No, I didn't remember off the top of my head, but thankfully someone on YouTube compiled a lot of vibrolade parts. |
Thanks whill, that was fun to - need to go watch BB again.
Anyway, I am going to go with most common ones make a slight sound, and cool stealthy versions do not (CRM point).
But that is just a way to give players more options really - and make an npc with a quiet one seem more cool.
Side note: In my game - purge troopers are also armed with "electrostatically charged virbro weapons" (insert techno babble here)
They can be used to parry against lightsabers without being chopped up easily. My game is a bunch of all post-order 66 force users on the run, not long after the clone wars - so a bit more emphasis on purge troopers and the inquisitorius. _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jul 29, 2022 12:42 pm Post subject: |
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pakman wrote: | Anyway, I am going to go with most common ones make a slight sound, and cool stealthy versions do not (CRM point). |
Yay me! The original source for vibroblades (Han Solo's Revenge) says that it "filled the air with an insistent hum," so take that for what you will.
Quote: | Side note: In my game - purge troopers are also armed with "electrostatically charged vibro weapons" (insert techno babble here)
They can be used to parry against lightsabers without being chopped up easily. My game is a bunch of all post-order 66 force users on the run, not long after the clone wars - so a bit more emphasis on purge troopers and the inquisitorius. |
That works. I like the idea of weapons that allow a Jedi to go blade-to-blade without having to introduce another Force user. One of the things I enjoyed about the Hull 721 fan fiction was the introduction of an elite Jedi hunter stormtrooper team that had the skill and weaponry to cross swords with low-level Jedi and win. _________________ "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.
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10435 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Fri Jul 29, 2022 2:29 pm Post subject: Re: Vibro weapons.. Do they always make a noise?? |
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CRMcNeill wrote: | Yay me! The original source for vibroblades (Han Solo's Revenge) says that it "filled the air with an insistent hum," so take that for what you will. |
Thank you. The game stats for those don't mention the hum, so it is important to look at the source material, even if a GM ends up choosing to alter it for their game. I haven't read those books since the early 90s, but perhaps HSR was the original basis for my view on vibroweapons and I just forgot how I came to that conclusion. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 29, 2022 3:14 pm Post subject: |
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CRMcNeill wrote: |
That works. I like the idea of weapons that allow a Jedi to go blade-to-blade without having to introduce another Force user. One of the things I enjoyed about the Hull 721 fan fiction was the introduction of an elite Jedi hunter stormtrooper team that had the skill and weaponry to cross swords with low-level Jedi and win. |
That's why mine love using shotguns!! _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jul 29, 2022 4:53 pm Post subject: |
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garhkal wrote: | CRMcNeill wrote: | One of the things I enjoyed about the Hull 721 fan fiction was the introduction of an elite Jedi hunter stormtrooper team that had the skill and weaponry to cross swords with low-level Jedi and win. |
That's why mine love using shotguns!! |
If you want to see more detail as to what I'm talking about, read about 3/4 of the way down this chapter of Hull 721. _________________ "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.
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Fri Jul 29, 2022 7:38 pm Post subject: |
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Here's a thought -
Since the reasoning for this question has to do with sneaking and stealth let's look at it differently. In real world situations, when soldiers are going on stealth ops, or night ops, they adjust and prepare their gear to reduce rattling, eliminate shine and reflections, etc... This is all skill and preparation that I feel would fall under the sneak skill use (the Higher the Die Code the better the character is at knowing how to move more quietly and prepare... could be as simple as not flicking the vibro blade on until the strike). So I would not impose a penalty to sneak since none is written into the core rules (unless a particularly large or noisy Vibro Weapon was used) but on a failed sneak I might explain it off as the hum of the vibro weapon being the noise that gives them away.
However, that is not to say that the Game Master should not adjust the modifiers and rules based on the situation. How much ambient noise is in the environment makes a huge difference, as does how alert the guards or person being snuck up on are. Applying reason is also good, after all no stealth penalty is listed for things like Chainsaws in D6 adventure but you can betcha I am going to impose one (unless this is happening in a very noisy location like a foundry or factory).
Just some thoughts. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jul 30, 2022 1:40 am Post subject: |
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Good point. He could say, take a -1d penalty to his melee, with a free-action of switching the vibro part on, just as he's about to strike, much like drawing a pistol, or flicking it to stun from kill (or to kill from stun) is a no cost in the action rotation act, but it does impose a penalty to his shot. _________________ Confucious sayeth, don't wash cat while drunk! |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Sat Jul 30, 2022 1:55 am Post subject: |
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Another question does a Vibro blade make noise if it drops to the faloor? |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Wed Aug 03, 2022 2:07 pm Post subject: |
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If a vibroblade somehow activated in the woods, and nobody was around to hear it, would it really make a sound? _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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That1guy Cadet
Joined: 11 Aug 2016 Posts: 16
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Posted: Wed Aug 10, 2022 2:56 am Post subject: |
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FWIW I've always treated vibro weapons as if they're about as loud as your average "personal massager", certainly noticeable if someone turns one on in the same room as you but not necessarily something you'd notice over the ambient sounds of your average street or bar unless you were really listening for it. |
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