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Re: [HOE] New gizmos....



>> I like the idea of the flechette rounds.  Another option to use would
>> be to use the rules for shotguns....[snip]

>They have rules for these rounds in the Collegium sourcebook. Check them
>out (basically they work like shotgun shells).


I believe you're refering to shotshells.  Well, maybe I didn't explain my
concept all that well.  See, I'm toying around with game mechanics for
different effects.  Fer instance, a huckster/hexslinger could use either
Kentucky Windage, Bullseye, Bullet w/ Yer Name On It, and/or Longbarrel
Special to offset penalties to his shootin'.  Now, all of these hexes do
this differently, but the net result is the same; it is easier to shoot
someone.

Now, what I'm trying to do is do a lot of bleedin' & squealin' a different
way. I wanted something that did massive amounts of bleeding damage so that
you bled your opponent to death instead of outright killing him.  Cool thing
is stuff like this doesn't work too good against the walkin' dead.  But, say
you had an army charging down on your position & you're armed with one
gatling gun filled with flechette rounds, all you really have to do is make
sure you hit everyone at least once; let time & bleeding do the rest.

I did have some more ironing out of details.  Make it so that if you hit a
limb, you still have the -3 Wind per round, but the wound could be dressed
to stop bleeding.  However, a guts shot can not be dressed to stop
bleeding--too much internal bleeding to do much good.  So, you'd better have
some arcane healing, or hope you come back harrowed.

Jeff S