From: | Sebastian Wiers <seb@***.RIPCO.COM> |
---|---|
Subject: | Tasers/ stun overdamage |
Date: | Sun, 4 Jun 1995 23:45:44 -0500 |
> > Or to let players kill someone they only want to knock out... a 10S Stun
> > taser can now kill if you get 10 successes :)
>
> Now there's something I've wanted to aslk for a time, when you hit someone
> with a stun weapon, and you stage up to the point where they start taking
> physical damage, do you guys treat it in the same way as over-damage?
>
> ie. One box per two extra successes, and only for Power >= 2x Body (a)
> or One physical wound level per two extra successes. (b)
>
> This is one blow we're talking here, and for the moment I've been using (b)
We've always used (b) as well- and I believe you should be able to stage up
tazers, although the ease that they hit with is odd, considering todays dart
tazers wont penetrate a good biker jacket. For electric effects, (a) might
be more apropriate, but really, those things are very unpredictable. For a
fist or blunt weapon, (b) is much more the way to go, since your stunning
with trauma, not physiology. I've heard it is all to easy to crack a skull
with a blackjack.
Stun clubs, I think, are just that- electrified clubs. Reach is as a club
because it is big, if you want a hand stungun, shockgloves work well.
Concealability matches a club, and some folks in the art seem to carry those
:-). I'm working on using them in a 2 handed style (wasn't there something
about one stun glove on either side of the head ? ;> ).
What I wonder, is if your strength is higher than the power of the weapon,
is there any further effect? Can they be used just as clubs (if, say, the
batteries go dead, or your fealing kind)?