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[DL] The Wind Cannon
I've come up with a Mad Scientist device (a non-lethal version of the
flamethrower), and need two pieces of feedback. First, is it balanced for
play? Second, what hand do you think is required to make the device? Let
me know what you think.
Wind Cannon
Reliability: 18
Hand: Four of a Kind
The wind cannon is very similar in appearance to a flamethrower. It
has a large bore rifle-like gizmo with a tube leading back to what appears
to be a large fuel tank worn on the back. However, when the trigger is
pulled, a huge blast of compressed air shoots out. The tank is actually a
turbine, powered by ghost rock. It takes one full round to build up
pressure. It has 5 shots, and can be "reloaded" by not firing for a full
round (allowing it to build up pressure again). Roll Reliability on each
shot, and after every full minute that the turbine is active. A 1 lb ghost
rock fuel core allows one hour of turbine use.
The blast of air has a maximum range of 20 yards (and takes no range
penalties). It requires Shootin': Wind Cannon to use properly. Due to the
wide area of the blast, all Shootin' rolls are +2 to hit. The blast does
6d4 of non-lethal damage. In addition, the total of the roll is compared to
the size of the target. For every full multiple of the target's Size, the
target is knocked back 2 yards. To remain standing, the target must make a
Nimbleness check of 5, +1 per yard of knockback.
Minor Malfunction: Partial loss of air pressure reduces the damage to 4d4
until the cannon is reloaded.
Major Malfuntion: Turbine stops spinning, and must be restarted as normal.
Catastrophic Malfunction: Turbine ruptures. The user takes damage as if
hit by the cannon, and is thrown forward by the blast (compare damage vs
Size for distance). The wind cannon is useless until repaired.
-Casey
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