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Message no. 1
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Improvised weapons (5 year old houserule) [was: Throwing
Date: Thu, 27 Aug 1998 22:01:14 -0400
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At 03:02 AM 8/27/98 -0500, Tony wrote:
>>This is sort of a tangent, but somewhere around here, I have an
_old_
>>printout from Prodigy's RPG message boards, circa '92, about
>>calculating damage codes for improvised melee weapons. if I remember
>>correctly, it was patterned after the spell design table. If
anyone's
>>interested in a houserule that's older than dirt, I'll see about
>>digging it out.

>FLASHBACK! Brings to mind years ago when we used to go back and
forth
>with Tom D. and Paul H. on GEnie about the game back in 90-92 or so.
I
>still got hard copies of those downstairs.
>
>Sure, send it up, everyone likes nostalgia...

Alrighty then. I dug out the post, and turns out it was actually from
7/93. I'll admit that Prodigy wasn't the best online service to be on
for Shadowrun purposes, but it did have one thing going for it:
$19.95/month, unlimited time (that was downright rare half a decade
ago.)

The following is a post from Jacob Matthews, who's email address at
the time was kmjx87c@*******.com. I don't know if Prodigy is even
still around, and even if they are, if their email addresses are still
the same format, let alone if Jacob Matthews is still a subscriber.
Anyway, this is his stuff, not mine.

>PRODIGY(R) interactive personal service

>
>GAMES BB
>TOPIC: PAPER RPG'S
>TIME: 07/28 5:02 PM
>
>TO: ALL
>FROM: JACOB MATTHEWS (KMJX87C)
>SUBJECT: SHADOWRUN: IDEAS
>
> Here's a chart I came up with to figure the damage codes for
>improvised melee weapons (bowling balls, baseball bats, keyboards,
>chairs, cats- anything that isn't a weapon but can be used that way).
>Use it just like you'd use the spell design charts in the Grimoire
II.
>
> The damage code for an improvised weapon is based on it's weight
>modified by other factors. The base damage is as follows:
>
>.5 kg or less- (Str/2)L (Stun)
> .51 to 1 kg- (Str)L (Stun)
>1.1 to 1.5 kg- (Str/2)M (Stun)
> 1.5 to 3 kg- (Str)M (Stun)
> 3.1 to 5 kg- (Str/2)S (Stun)
> 5.1 to 8 kg- (Str)S (Stun)
> 8.1 to 13 kg- (Str/2)D (Stun)
> 13.1 or more- (Str)D (Stun)
>
>The damages listed above are not the final damage codes but base
>damage codes. These are adjusted by the modifiers below, which are
>defined after the chart.
>
> Condition Adjustment
>Sharp attacking edge Stun to Physical
>Pole +2 Power Rating
>Metallic +1/2 damage code*
>Unsturdy -1 Damage Level
>Unbalanced Weight +2 Power Rating
>Flailing attack +1 Damage Level
>
> * By this I mean one step up on the base damage chart, above.
>
> Sharp attacking edge: Any object that has an edge with a right
angle
>or sharper is considered to have a sharp edge. The modifier only
>applies if the edge is implement of damage.
>
> Pole: If the object is pole-shaped and more than 1 foot long, it
>receives this modifier, which is meant to reflect the extra kinetic
>energy at the end of the pole.
>
> Metallic: If it's made of metal, it gets the modifier, because
metal
>is harder than almost anything else that can be used as a weapon.
>
> Unsturdy: An unsturdy object is defined as anything that the GM
>deems is in danger of breaking when you attack with it.
>
> Unbalanced weight: This is any object that is significantly heavier
>on one end than the other. The modifier only applies if you attack
>with the heavy end.
>
> Flailing attack: Any item attached to a cord gets this modifier.
>When determining base damage, only count the weight on the end of the
>cord.
>
> So, there you go. Give me your comments, questions,
>or tell me I'm a fool on the board rather than by e-mail.
>
>Gravity sucks. ---M Phantom & Co.
>
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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344

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