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RE: re: [DL] Deadlands D20 -- Flamethrowers and Mad Science[SHANE]
I have not looked at the flame thrower, but I think there are a couple of better alternatives depending upon if you want it to work,or just be a menace to the user.
If you want it to work, fuel it with a liquid like greek fire or kerosene and then put a presure tank to it which can be presurised by a hand pump.
If you just want it to be dangerous to all use hydrogen as a fuel. Hydrogen is easy to create by electolosis (sp), its more unstable, and its hard to contain for periods of time. So when you pull the trigger it may work, it may go BOOM, or the fuel may have evaporated.
g'day
frempath
kevin jameson
Allan Seyberth <darious@darious.com> wrote:
>I'm not Shane, nor do I blah blah blah. . .
>
>
> >DLD20 p68: The flamethrower has a cone 60' long and up to 15' wide that
> >can be dialed up to 6d10 damage. That's one character killing son of a
> >gun, but how do you recharge it?
>
>Fill it full of methane. The gear to reload probably comes with the
>flamethrower and takes minutes to reload.
>
>I have no idea what the cost of a tank of methane is.
>
> >And do those hit by such a cone get to
> >make Ref DC15 saves for half damage (a la flamethrowers in Weird Wars)?
>
>Sounds reasonable to me.
>
> >Are they automatically assumed to be on fire after getting hit?
>
>No. It's a burst of methane so it flashes and then burns out. I'd
>probably make a DC 5 check to see if easily combustable items like scrolls
>torch up.
>But no 'napalm that sticks to yer ribs' effect.
>
> >DLD20 p48: The Mad Science skill says it's used to make gizmo blueprints
> >and gets a synergy bonus from science based Knowledge skills, but the
> >section on Gizmo construction (p114) doesn't mention Mad Science at all
> >and uses the regular DL method of using a Knowledge skill "most
> >appropriate for the theory behind his invention." Which is correct?
>
>Here's what I theorized not too long ago.
>
>-------------
>
>Yup. There's an error in there. If you notice there is nothing mentioning
>the DC of the items themselves. It just states that there is a flat DC 5
>for the knowledge skill, or 10 if the knowledge skill isn't had (and what
>is rolled to check that DC isn't mentioned).
>
>At some point, a Mad Scientist skill roll has to be made against the DC of
>the item being created.
>
>I would use this as a work around - the Knowledge skill roll is a DC 5 - if
>the appropriate skill is not available, or if the skill roll is failed or a
>1 is rolled, the DC of the Mad Scientist roll is raised by 5.
>
>After the science roll, comes the Mad Scientist roll, and then the
>Tinkerin' roll.
>
>
>Thanks for the help!
>
>
>
>Happy Gaming,
>
>screenmonkey
>
>
>
>
>
>-------------------
>Allan Seyberth
>darious@darious.com
>Deadlands fan site - http://www.darious.com/
>
>"No one can earn a million dollars honestly."
> - William Jennings Bryan (1860-1925)
>
>
>To unsubscribe, send a message to esquire@gamerz.net with
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>
>
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