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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Wed Jul 08, 2015 11:05 pm 
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sniffycrab wrote:
2. I would just make an attack entry or let the player make an attack entry. But to be honest the pommel throwing bit is just rubbish. Unless the sword is custom made for the pommel to come off and be thrown it would take to long to unscrew as the video said. Here is an example entry for Sword Throw.

I meant if such improvised attack entries should be added to a character or gear roster or put it on a separate GM use list of attacks for gear that are alternatively utilized contrary to their normal use such as a rifle being used as a club for an example.

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Thu Jul 09, 2015 11:13 am 
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No one lists improvised attacks. You make them up on the spot, the GM either says you can do it or you can not, and if you can you roll and forget them later. If throwing your sword is a once in a blue moon attack, I wouldn't bother listing it anywhere.


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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Fri Jul 10, 2015 3:47 am 
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I see, just curious if there's a need for the GM to carry around a list of attack types that the players and PCs don't have regular access to, something akin to the average attack damage type of other tabletop franchises like "This is an Average Punch" or "This is an Average Kick" or even "This is a Club" that would be applied when needed.

Speaking of which, I'm not sure if the Sword Throw needs the Weapon Flaw, since the Unique Flaw: Disarmed more or less makes it redundant.

Though I do notice a lack of certain weapons that would fit in a medieval setting. Fantasy setting, well...... it's debatable.

Hand Cannon
Armor Piercing x3 (+15); Barrier Buster (+5); Effective x5 (+25); Impairing (+10); Ranged (0). Buildup x3 (-15); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x3 (-15); Recoil (-5); Requirement x2, Lit Match (-10); Weapon (-5)
An extremely slow weapon that rips through standard armor with ease, but its accuracy leaves much to be desired.

Fire Lance/Spear
Area Effect x4 (+40); Effective x4 (+20); Ranged (0). Buildup x3 (-15); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x4 (-20); Low Penetration x2 (-10); Recoil (-5); Requirement x2, Lit Match (-10); Weapon (-5)
An extremely slow weapon that will take out large numbers of lightly protected targets such as levies at once, however the accuracy leaves much to be desired.

Hand Grenade
Area Effect x3 (+30); Continued Effect x2 (+20); Effective x2 (+10); Ranged (0). Activation (-10), Ammunition x3 (-15); Inaccurate (-5); Low Penetration x2 (-10); Requirement x2, Lit Match (-10); Weapon (-5)
A hand thrown incendiary weapon designed to burn large numbers of foes at once.

Flamethrower
Area Effect x2 (+20); Continued Effect x2 (+20); Effective (+5); Overwhelming (+15); Ranged (0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Low Penetration x2 (-10); Requirement x2, Lit Match (-10); Weapon (-5)
An incendiary weapon which utilizes a siphon-hose and piston to spray bursts of a flammable liquid across a wide area to roast foes alive.

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Last edited by Sabersonic on Wed Jul 15, 2015 7:17 am, edited 1 time in total.

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Tue Jul 14, 2015 2:28 pm 
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I say sword throw needs the weapon flaw because there is a chance the opponent can knock the sword out of your hand before you throw it and make you unable to do the attack. The unique flaw just shows after doing the sword throw, you lose your sword.

I was going to put modern weapons similar to those you listed, but people said to keep this Bazaar Fantasy only. What you posted is borderline, so I'll take it and leave it up to Individual GMs to choose to use them or not.


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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Tue Jul 14, 2015 2:46 pm 
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How hard you throw a grenade does not effect the damage. It blows up for the same damage no matter who throws it. I'd change Ranged, strength powered to just Ranged. Same for flame thrower. Now being Fantasy that grenade could easily be an exploding fire potion. So we could drop lit match. With these changes it would cost 5 Endurance to use, or we could drop a level of effective so it costs 0 Endurance to use.

Now remember in OVA all characters have an Endurance bar that restores to full each time they take a breather. So having their special attacks eat up some Endurance Points is okay, because they will usually take a breather before the next fight.


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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Tue Jul 14, 2015 2:53 pm 
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Well those are effectively ancient in a way that they would make sense in a medieval setting without too much matchlock weaponry, so those cases could work in a fantasy setting as well. Might even be utilized by antagonist factions as that one image of the Buddha surrounded by demons is any indication.

The whole "lit match" requirement even makes them environmental that would put magic users on an equal playing field against black powder wielding Levies on a battlefield. Just summon a rain burst to wet those matches. Not as dynamic as a magic forceful or a shield, but just as effective.

But , like you said, it would be dependent on the fiat of the GM in question.

As for the Ranged issue for the flamethrower, well it is powered by a pump system so I figured that it would make sense that one with a strong arm might theoretically make it reach farther than one with a weaker arm. Same with the grenade. Though I would keep the lit match just to give it some limitations that would at least put it on par with magic akin to the whole longbow and crossbow debate: while the crossbow doesn't require as much training and physical strength as a longbow, they take a while to load and expensive to widely distribute to an army.

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Wed Jul 15, 2015 7:17 am 
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Now that I mulled around the idea a bit, it probably would be more prudent to just change the Ranged perk to the standard version rather than the Strength Powered one.

Still, pumping the Flamethrower would potentially be exhausting (depending on the viscosity of Greek Fire or equivalent) and the same could be said for throwing grenades that are probably not as light as the modern day grenade. The shell being limited largely to either stone, ceramic, or glass and I'm pretty sure they're weighty enough to have some kind of fatiguing effect on a character who uses them consecutively in any fight.

Doesn't really make a big difference between an incendiary potion and the equivalent fire grenade, though I guess the former would probably wouldn't require a match to start it.

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Fri Jul 17, 2015 11:23 am 
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You misunderstand. Ranged, Strength-Powered (+5) is a bonus that allows you to add your Strong levels to doing damage. It has no effect on range.

For example Conan hurls a dagger or spear at a bad guy. Since he is a strong guy that dagger would hurt more then if Dandelion the bard threw it. Ranged, Strength-Powered (+5). But if Conan shot a guy with a gun, strength does not factor into the damage. So Just Ranged.

Grenades explode for the same damage value no matter what. Thy are like guns. You do not add strength dice to the damage value. If you put Ranged, Strength-Powered (+5) on there, Conan would add his +3 Strong to the damage multiplier, which makes no sense. Do you understand my point?


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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Fri Jul 17, 2015 4:22 pm 
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Yeah, which is why I changed it. Didn't my latest post go through?

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Sun Aug 02, 2015 12:09 pm 
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I must of misread your post.

Anyways I'm going to unleash more items for the bizarre bazaar.


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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Fri Sep 11, 2015 9:59 pm 
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I've been planning on doing a rendition of these particularly exotic weapons.

Urumi
Area Effect x3 (+15); Paralyzing (+10); Reach (+5). Buildup (-5); Elaborate Gestures (-5); Inaccurate x2 (-10); Unwieldy x2 (-10); Weapon (-5)
A sword with a flexible, whip-like blade that can take on multiple opponents with a well-versed swordsman. However, use of the blade in such artistic, aerobatic maneuvers causes fatigue even among the most skilled of Urumi wielders.

Chakram
Impairing (+10); Ranged, St. Powered (+5). Activation (-10); Weapon (-5)
A thrown weapon in the shape of a ring. A veteran user typically wears numerous Chakrams up their arms to ensure that they are always armed.

Katara
Armor Piercing (+5); Effective (+5). Weapon (-5)
A unique kind of push dagger that has high armor penetrating potential. It is wielded much like how one wields a punch. However, the powerful blows cause noticeable fatigue upon the wielder and is not recommended to those of a weak stamina or constitution.

And I can't believe I forgot about these types of weapons. Give thanks to Mythbusters for reminding me that these guys actually exist.

Repeating Crossbow
Effective (+5); Overwhelming (+15); Ranged (0). Ammunition (-5); Inaccurate x2 (-10); Weapon (-5)
A special crossbow design that allows an archer to fire a successive number of bolts at an enemy with a single action at the cost of accuracy.

Polybolos
Accurate x2; (+10); Area Effect (+10); Effective x2 (+10); Ranged (0). Activation (-10); Assisted (-15); Weapon (-5)
A large and barely portable missile launching weapon capable of firing numerous bolts accurately. It is best used against either a horde of enemies or in a siege, and best utilized defensively.

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Mon Sep 21, 2015 10:36 pm 
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Wow, I had never heard of an urumi. That’s quite a fascinating weapon! I figured the whip-sword (of Soul Calibur fame) was completely fanciful, but it looks like it could easily have been inspired from this flexible steel sword.


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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Tue Sep 22, 2015 12:40 am 
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Clay wrote:
Wow, I had never heard of an urumi. That’s quite a fascinating weapon! I figured the whip-sword (of Soul Calibur fame) was completely fanciful, but it looks like it could easily have been inspired from this flexible steel sword.

You can thank Deadliest Warrior for that one. Here's the segment that talks about it. Though it's talking about the Aara in that video. Guess it was just one of many "inconsistencies" associated with that show....

And I'm sure at least a few are wondering about my interpretation of the Chakram, particularly why it doesn't have the Redirect Perk. Well, the one from Xena: Warrior Princess (for those who even remember that show), that's more of a special version of the Chakram. Regular Chakrams aren't boomerangs, or ricochet bouncers in the later case....

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Tue Sep 22, 2015 4:12 am 
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Chakram vary in size from palm size to a full foot around, but they're pretty much throwing stars or sharpened frisbees.

The Urumi is a weapon that requires great skill, because you can literally cut yourself when using it and if not outright lethal, can have you bleed out. Also, Ivy Valentine's weapon IS fanciful, it doesn't stretch out that far, nor does it actually retract like it does in game. However, this being an anime based system, why not allow it?

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 Post subject: Re: Sniffycrab's Bizarre Bazaar
PostPosted: Wed Sep 23, 2015 5:57 am 
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The character J.C. Summerfield in the OVA-Vampire Cheerleaders crossover uses a Taser, so I thought I'd stat it here after Clay issued some clarifications.

Taser
Paralyzing x2 (+20); Ranged (+0); Ammunition x3 (-15), No Damage (-20), Weapon (-5)
Newer models have the Ammunition x2 flaw (-10). If used without an appropriate Ability, use an Ability of "1" for calculating Paralyzing duration.

Drive Stun mode (in some models)
Impairing (+10); No Damage (-20), Weapon (-5)

These do have negative totals, but I'm not sure what to add.


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