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Wise Turtle Publishing • View topic - Homebrew Weapons (Modern and sci-fi)

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 2:35 pm 
Shelled Plebeian

Joined: Thu Feb 25, 2016 3:42 pm
Posts: 12
I like what I see for the list of weapons but there is one thing that bothers me. Guns of various type impart properties to compensate for recoil, range and accuracy, but not damage, as a whole. So with that in mind

22 caliber (.22 inch)
Effective x2

9mm, 357 (.357 inch)
Effective x4

45 Caliber (.45 inch)
Effective x7

50 Caliber (1/2 In. Radius)
Effective x9

Revolver is not more powerful then a clip fed gun, but it does have one very good quality. With a revolver, you can do what is called Fanning. Using two hands you can rip loose all six round in the revolver within 1 second, Here is an example: https://www.youtube.com/watch?v=44Sy3-KKrqc
Fanning: Effective x5, Endurance cost of 25 It will take a lot out of you.

Rifles with a longer barrel stabilizes the round and insures the greater distance and accuracy.
Use Accurate

Machine gun gives up accuracy for putting a whole lot of rounds down range.
Use Effective to represent this behavior

Sniper rifle (Military grade) use 50 cal rounds and have a range that can be measures in kilometers or even miles.

Other then that it is a matter of taste.

Well what do you think?


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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 6:03 pm 
Exalted Amphibian

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Wed Aug 23, 2017 4:58 am 
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I think that I have a potential solution to the whole END issue, at least when it comes to the Effective Perk: Cap DX at 5.

Here are some links to express that in detail:



For the Revolver "Fanning", instead of Effective x5 it'll be more efficient as Overwhelming with Inaccurate x2 at the very least compared to a regular Revolver Attack. You're putting alot of lead downrange, but it's not going to be as accurate as single round shooting. Come to think of it, Ammunition would be just as appropriate since it dries up your pistol round reserves real quick. Not only that, but considering the nature of revolver fanning, there needs to be a Unique flaw or at least an Elaborate Gestures with a notation to show that both hands are occupied when in use.

Machine gun would be just the same, especially since nowadays LMGs are largely a suppressing fire weapon then anything else. Probably add in an Area Effect or two to show that it covers an area with lead rain VERY well.

For Rifles such as Sniper Rifles, well it will depend upon the application. For example the Sniper Rifle would have numerous levels in Accuracy, but will require flaws such as Concentration and/or Open to Attack to show that this is not a direct engagement weapon but rather another support weapon that isn't really suited for the kind of engagements that require Assault Rifles and/or pistols for snap-action defense. Assault Rifles are like more manageable machineguns with their burstfire abilities at the cost of range due to the nature of the intermediate round. So with their usual semi-automatic fire variation, there should also be a burst/auto attack variation that would have at least an Area Effect perk to show that it can indeed send alot of lead down range over a wide arc, but would have to balance it out with either/both inaccurate and/or ammunition to showcase how much of a bullet hog the burst/auto attack variation is. Battle/Designated Marksman Rifles are basically vanilla rifles with one or two levels of Accurate and little else if anything in terms of perks.

Yeah, this is what you get when you spend your free time watching documentaries online and on the History Channel...

And in case it wasn't clear by now that the blue fonts of my recent posts are to indicate hyperlinks, for my UCE Vimana-type Urban Rapid Translation Maneuver Unit entry, how accurate were my Ability and Weakness choices for replicating the 3D Maneuver gear?


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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Wed Aug 23, 2017 11:26 am 
Exalted Amphibian

Joined: Sun Aug 21, 2016 11:40 pm
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Nice job with the UCE Vimana-type Urban Rapid Translation Maneuver Unit by the way. I had been trying to think of a way to make something like ODM gear and that gave me a good place to start :)

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 24, 2017 4:07 am 
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Mon Sep 04, 2017 6:31 am 
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Tue Sep 26, 2017 3:03 am 
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Oct 19, 2017 7:59 am 
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Oct 19, 2017 11:54 am 
Exalted Amphibian

Joined: Sun Aug 21, 2016 11:40 pm
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You have a lot of cool stuff here. Have you ever had a chance to use any of it in a game?

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Oct 19, 2017 3:02 pm 
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Mon Oct 23, 2017 1:06 am 
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Last edited by Sabersonic on Sun Nov 05, 2017 1:41 am, edited 1 time in total.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sun Oct 29, 2017 6:31 am 
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Nov 03, 2017 2:57 am 
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Nov 03, 2017 6:33 am 
Exalted Amphibian

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You often do a great job at converting things into OVA. How long have you been playing?

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Nov 03, 2017 6:39 am 
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Honestly? About two sessions worth and it's all online.

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