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RE: re: [DL] Deadlands D20 -- Flamethrowers and Mad Science[SHANE]
when I took welding, I was told that hydrogen burns with an almost colorless
flame, so you might have a leak and even be on fire and not know it.
also H2 being one of the smallest molecules around, tends to seep out of
tanks, so a tank left pressurized will slowly disapate.
>From: Frempath2@netscape.net
>Reply-To: deadlands@gamerz.net
>To: deadlands@gamerz.net
>Subject: RE: re: [DL] Deadlands D20 -- Flamethrowers and Mad
>Science[SHANE]
>Date: Tue, 04 Dec 2001 10:26:02 -0500
>
>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
> > unsubscribe deadlands
> >as the BODY of the message. The SUBJECT is ignored.
> >
> >
>--
>
>
>
>
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