Author Topic: Weapons and Aspects  (Read 5578 times)

Offline Malckuss

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Re: Weapons and Aspects
« Reply #15 on: February 25, 2011, 09:18:40 PM »
I have used the gadget rules from Spirit of he Century to model such mods. The SotC SRD has more details, in short you can pay for mods/gadgets by spending stunts,  buying them with Resources or building them yourself with Craftmanship. SotC defines the cost and other limits for such tricks. You need to adjust the rules a bit to match the level of weird science you want...

Would the rules in the SotC book or SRD need any tweaking for Dresden Files? I know the rules for stress are wildly different, is there anything here that could cause issue or could it just be "dragged and dropped" right in?

Offline MAK

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Re: Weapons and Aspects
« Reply #16 on: February 25, 2011, 09:32:28 PM »
The tweaking I needed was very minor: SotC uses a different skill for building stuff and the details of the gadgets are based on a pulp / weird science environment. Fix those and you are pretty much good to go - no need to scale things or anything. I can easily see some tricks Kincaid pulled in the books being modeled using those rules.

Offline Malckuss

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Re: Weapons and Aspects
« Reply #17 on: February 25, 2011, 09:53:08 PM »
Is there any sort of Crafting stunt or something similar needed to allow a player to build items using these rules, or can anyone with the right skill at the right level use them?

Offline Ren

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Re: Weapons and Aspects
« Reply #18 on: February 25, 2011, 10:33:35 PM »
Not every weapon add-on needs to be (or perhaps even should be) an aspect.  Take scopes for example, all they really do is extend the rifle's accurate range.  Someone who can't hit a target at 50' without a scope isn't going to be any better at 50' with a scope.  Probably be worse.  

Some things do make sense as aspects - Polymer Construction for example.  It's only going to matter in a limited number of circumstances...and only hiding from detection systems seems immediately applicable to the game.  I suppose lack of rust / corrosion might become a factor but can't see it being common.  

One method of representing crafting unique weapons (weapons with aspects) is re-skinning the maneuver mechanics and using thaumaturgy's duration.  For a gunsmith adding laser sights to a pistol:  roll relevant craft / repair / gun skill, need at least three shifts per use per scene, add shifts for duration (next time it needs calibration, using thaumaturgy duration).  You might or might not require the weapon smith to have a stunt depending on much you want this in the game.

I too like this idea but I will have to examine it in detail a bit more and talk to the GM of the game as well as the players in the game I run then test it out and see how it works.

A lot of the mod/aspects I'm looking at are based on the design of the individual weapon.
Some Examples;
EAA Witness 10mm Semi-Auto; Polymer Construction, Laser Sight, Reliable
Dan Wesson PPC .357 Revolver; Reliable (Revolvers rarely jam), Intimidatin' Manner (It's a big and ugly gun), Limited Ammo (revolver)
AA-12 Auto Shotgun; Full Auto-Fire. Scary as hell (Yep)
Kriss Vector Sub Machine Gun; Full Auto-Fire, Laser Sight, Silencer, High Tech (more vulnerable to hexing?)
Sniper Rifle; Long-Range, Scope, Silencer
Barrett XM-109 25mmm; Anti-Material (Bonus to hit vehicles), Long Range, Scope

Note: I don't actually expect the character to use any of these but wanted to cover a spectrum of possible examples.
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Offline UmbraLux

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Re: Weapons and Aspects
« Reply #19 on: February 25, 2011, 10:36:52 PM »
Some of those (Scary as Hell, Intimidatin' Manner, etc) look like they should be combat declarations rather than crafted weapon modifications.
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Offline LokiTM

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Re: Weapons and Aspects
« Reply #20 on: February 25, 2011, 11:34:05 PM »
Could you not flat out make the scope a mortal stunt?

Custom Scope on old Betsy (my M16)
+1 to all gun skill rolls when shooting in a sniper or other scope approriate situation.
Only applies when using Betsy.

Seems about right when compared to "Target-rich environment".

Offline fantazero

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Re: Weapons and Aspects
« Reply #21 on: February 26, 2011, 02:12:42 AM »
I too like this idea but I will have to examine it in detail a bit more and talk to the GM of the game as well as the players in the game I run then test it out and see how it works.

A lot of the mod/aspects I'm looking at are based on the design of the individual weapon.
Some Examples;
EAA Witness 10mm Semi-Auto; Polymer Construction, Laser Sight, Reliable
Dan Wesson PPC .357 Revolver; Reliable (Revolvers rarely jam), Intimidatin' Manner (It's a big and ugly gun), Limited Ammo (revolver)
AA-12 Auto Shotgun; Full Auto-Fire. Scary as hell (Yep)
Kriss Vector Sub Machine Gun; Full Auto-Fire, Laser Sight, Silencer, High Tech (more vulnerable to hexing?)
Sniper Rifle; Long-Range, Scope, Silencer
Barrett XM-109 25mmm; Anti-Material (Bonus to hit vehicles), Long Range, Scope

Note: I don't actually expect the character to use any of these but wanted to cover a spectrum of possible examples.
a EAA Witness? tsk tsk.
Why not a The Colt Delta Elite10mm 1911. Thats just fancy

For example, you forgot things you could do.
Sniper Rifle (I suggest something simple like a Remington 700 bolt action)  for example, you could throw Night Vision on there or Thermal Scope (see in the dark/see things that can bend light)
The Shotguns/Pistols/Sub machine guns you forgot something simple yet useful, a flashlight.


Offline Ren

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Re: Weapons and Aspects
« Reply #22 on: February 26, 2011, 02:56:50 AM »
Well I couldn't bloody well cover everything now could I? sheesh!
Yes some of the aspects are not weapon mods but the question about applying aspects is still relevant.
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Offline Sanctaphrax

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Re: Weapons and Aspects
« Reply #23 on: February 26, 2011, 03:30:28 AM »
A Craftsmanship or Guns version of the Martial Artist stunt could work here, I think.

Offline Malckuss

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Re: Weapons and Aspects
« Reply #24 on: February 26, 2011, 04:12:59 AM »
That's not a bad idea; maybe call it Gun Enthusiast.

Offline AlexFallad

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Re: Weapons and Aspects
« Reply #25 on: February 26, 2011, 04:16:16 AM »
where the hostage-taker would instead make a Declaration that your "shotgun is no use in a hostage situation" or some such.

Now, I just can't let this goes as such a blatant statement of fact.  I mean...let's look at that hostage.  Life insurance paid up? Would-be rescuer had a bad day?  Foul mood perhaps?

I mean, it's established canon that shooting a hostage is perfectly acceptable and leads to promotions and Sandra Bullock goin steady...

Offline MAK

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Re: Weapons and Aspects
« Reply #26 on: February 26, 2011, 06:37:11 AM »
Craftmanship or Resources stunt "Personal Gadget" is how I do it. Using a stunt allows the character to replace the gadget for free if it is destroyed or leave a "gadget slot" open much like with the potion rules. Gadget crafting ended up resembling magic item crafting quite a lot - fate fractal at work.

Offline noclue

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Re: Weapons and Aspects
« Reply #27 on: February 26, 2011, 08:18:15 AM »
Well I couldn't bloody well cover everything now could I? sheesh!
Yes some of the aspects are not weapon mods but the question about applying aspects is still relevant.

I'd just take an aspect like "Lots of high tech stuff" and invoke it when something high tech was relevant and interesting. Fate rewards making interesting scenes. Scopes are going to interesting in that one tense sniper scene and then it's old hat.

Offline bibliophile20

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Re: Weapons and Aspects
« Reply #28 on: February 26, 2011, 09:03:07 AM »
Craftmanship or Resources stunt "Personal Gadget" is how I do it.
Stunt names are supposed to be a little more evocative.  Personally, I'd go with "I Call It Vera."
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Offline MAK

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Re: Weapons and Aspects
« Reply #29 on: February 26, 2011, 11:16:27 AM »
Sure. Personal Gadget is what SotC calls it, but it's of course better to customize the stunt name based on what sort of gadget the character actually has....