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[HOE] Re: hoe-digest.20030512



Let's see. I'll see if I can't give you some ideas on
this subject:
Pool Ball(thrown)=throwin' balanced Str+1d4

Pool Stick:depends on if it is a cheap plywood one
(Str+1d4, breaks if PC goes bust or rolls Aces)or a
good, weighted one (Str+1d6, only breaks on Aces). In
addition, the cheap one is -3 to the Nimbleness-based
"pool-hustlin'" skill, whereas the good one adds +2.
Fightin': club or fightin':Staff Def Val +2

Baseball Bat: Str+1d6 unless the player was a
professional:baseball player in which case it's Str
+1d8 fightin':club DV +2

Baseball(thrown): Str+1d4. Throwin' balanced.

Broken Bottle: Str+1d4 but it shatters on Aces.
Fightin'knife if edge is used, club if heavy base is
used. Dv +1

Tennis Racket: Str+2 unless the edge is used, then its
Str +3 Fightin' club -1 for improvised weapon.

Hammers: Depends on size, a rubber mallet does Str +2,
a ball peen hammer Str+1d4, a claw hammer(claw first)
does Str+1d6, a small sledge(8 lb) does Str +1d8, a
large sledge does str+1d10 but requires both hands to
swing it. Fightin' club but subtract an additional -1
penalty for improvising (however, i'd let them buy
fightin' hammer after successful use a few times) Dv
+1 for small hammers, Dv +2 for large hammers. 

Dart: does Str-1 unless an eye shot is called in which
it does Str+1d4. throwin': balanced

Broomstick: Str+1d4 Fightin' staff

Hoes, Rakes, etc etc: DV 2 for long handle, Str+1d6
for blades, rakes, etc. Fightin' Staff

Garden Shears: Str+1d8. If it does a maiming wound to
a limb or appendage it has clipped it off. Fightin'
knife with the -1 additional penalty.(This -1 is in
addition to the -2 for defaulting concentrations, so
the roll is fightin'knife -3 or whatever)However,
again, allow them to buy fightin' shears after a
while. Scissors are a smaller version and do Str +1d4.

Discus, Javelin, Shotput: Use spear ranges for
throwin'. Throwin' balanced. Discus Str+1d4, Shotput
Str+1d6. Javelin does spear damage. 

Frying Pan: I like Jeff's idea but would state that it
requires a Str check to hold on to if it's shot. 

Bowling pin: Str+1d6, bowling ball str +1d8, half the
range increment for the bowling ball cuz it's heavy
Throwin' unbalanced. 

Crutch: Str+2 Fightin' staff. Allows Pc to move with a
broken leg (3 wounds or more.)
Walker: Str +1 Fightin' club. See above

Skateboard: Check out Matt Steflik's Gimme Shelter
site

Athletic Armor: See The righteous, the vile and the
mutated site. 

I hope this helps.                 Shawn. 


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