The Dresden Files > DFRPG
Stats for a taser?
void:
I think there might be some confusion between two applications of a Taser. In 'Drive Stun' mode, it's a pain-oriented deterrent/disruption. In standard distance use, the electrodes disrupt the nervous system directly, without a corresponding (but still some) degree of pain. If you're within the mass tolerance of the charge and the electrodes land securely, it isn't 'difficult' to act. It's simply impossible.
I think a block is just... insufficient, unless you set its difficulty so high it's effectively impossible to break.
iago:
Honestly this is just a conversational exercise for me. Tasers wouldn't last 5 seconds around the kind of hexing effects I'd expect in most games. :)
void:
I already said that they wouldn't be much use against or near spellcasters. :D
Mal_Luck:
--- Quote from: iago on April 23, 2010, 03:37:56 PM ---Let's review:
- A taser makes it difficult to take action.
- A taser wears off quickly.
- A taser has trouble making it through armor.
How about treating its as a *block* (prevents action, wears off quickly)? You zap someone with it, guns vs. athletics. If you hit, the shifts that result can be reduced by armor. The shifts that remain indicate how many exchanges the block will last for (though if the block is overcome, it breaks, like any block). The weapon itself gets rated with a block strength effect that it simply creates: call it Good or Great depending on the quality of the weapon.
--- End quote ---
I like this :)
When I first thought about it I was think it'd be a cool weapon for my cop character, gun in one hand taser in the other. Zap some baddie (ghoul, vamp, etc) with it then cap them with the gun.
And if you caught the spellcaster off guard, they might not be able to hex it :P
iago:
--- Quote from: Mal_Luck on April 23, 2010, 07:01:42 PM ---And if you caught the spellcaster off guard, they might not be able to hex it :P
--- End quote ---
Sometimes hexing just happens due to proximity. Don't forget. :)
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