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From: Twist0059@***.com Twist0059@***.com
Subject: Missing Ranged Called Shots
Date: Wed, 28 Jul 1999 10:57:16 EDT
In a message dated 7/28/99 10:39:44 AM Eastern Daylight Time,
cuellare@***.telmex.net.mx writes:

> > I must say my GM foud a good way of making called shots worth a lot more,
> > for example if you call your shot to the head, is not the same as to your
> > arm, in the heads case, if you hit he starts the dammage level at Deadly
> and
> > then you go up, or something like that, correct me if wrong Mundo.
>
> I correct you :-)
>
> Headshot with point blank i thing is the translation (with the gun next
> to the head) the damage code is POWER D+ Weapon damage + succes
> In game if you shot a person with an ares next to his head the damage he
> have to resist in order to survive is 9D + 4 succes (the M of the
> weapon)+ succes from the action.


Maybe it's just me, but the skill (successes) of a point-blank shot doesn't
seem very relevant to me. Maybe you could say it accounts for knowledge of
where to aim for the brain, but firearms weilded by incompetent people at
point-blank (read: stuck to the temple) range still kill as well as those by
pros.
For my own game, all Point-Blank headshots are automatically twice the
Power and Deadly Damage Level, and no armor counts. (Helmets are usually
shot through the plastic faceplate, and the bullet just ends up bouncing
around in the guys skull. Shooting a Cyberzombie through the eye point-blank
negates its head armor, but otherwise it counts.) So a Light Pistol becomes
12D, and a holdout 8D firing regular ammo. Even someone who resists down
the damage from deadly gets a point removed from intelligence.
All 1s on the attack test means you've entered the ballad of the flexible
bullet. The bullet goes in, traces around the skull, and goes out the other
side. You take no damage at first, but a box of physical each ten seconds
until first aid is applied to stabilize. Self-stabilization can still occur.




-Twist
"ACTS"

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