[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
RE: [DL] Gun bunny revisited
Pretty much.
It would be analogous to working on a pre computerized car now. With an assortment of basic tools you can fine tune the workings of the engine, set the timing just where you want, file the manifolds for smooth air flow, and set that carb to the perfect place for that engine (tweeking). You can even put in proformance cams, heads, a larger exhaust system, maybe even a blower (customized with purchased parts). But if you want to make your own engine, well that just takes cubic dollars just for the equipment to do that(manufacture).
As to just rolling into a shop, renting it, and making his weapon. Yeah he could do it, but make him do it right. This should maybe be a long term side line which you could work into his role playing. What I am saying is that firearms and steam engines are the "high tech" sectors of that era's economy. Fire arms are complex, delicate, technical instuments. You can't just "crank one out". To get it to work he will need to make blueprints (why would I take caligraphy?), fabricate the items he needs, test the items, find his errors, correct the errors, repeat the process until there are no errors, assemble the components, test the assembly, correct the unexpected consequences, repeat until everything works just right.
Like I said, make it a B storyline, his quest for his dream fire arm. At some point he needs an Illudium PU-435 to make this work. The only place to get one is point X from some crazy mad scientist. Build some side adventures that the gun bunny will lead the group on so he can complete his dream. Make it difficult but always give him advancement toward the goal. Maybe in the end give him a breakthrough that gives him a little more than what he wanted. The firearm will become a cherished item and the journey will be much more than "I made the roll, can I have it?".
my thoughts anyway.
g'day
frempath
"Jeff Shoffner" <shoffner@esper.com> wrote:
>So what you're saying is my gun bunny with a 3d10 in gunsmithing would
>essentially be able to do any of the "extras" in the Law Dogs section (set
>trigger, cylinder stop, etc.) provided he has a place to purchase the parts,
>but as to custom making a gun, he'd have to have a BIG machine shop to do
>so.... Hmmm, so provided he found this workshop, would you say he could
>make a roll kind of like a MS in order to make a viable gun? Not talking
>gizmos here, just creating say, a Sharps Big .50 variant with a magazine &
>bolt action. Hmmm, wonder how you'd determine the TN for this..... Say a
>base 5 for minor changes (ie: set trigger) & all the way up to, say TN of 13
>for totally new from the drawing board custom gun?
>
>Jeff S
>
>
>
>
>>On the Gunsmithing:
>>A good gunsmith will know how to tweek a firearm to achieve the most from
>it. This can be shaving flash off of parts, shimming the lock, just
>generally blueprinting the firearm and make it sing. Would the be able to
>make a firearm? Yes, given the proper equipment. Trip hammers, lathes,
>forges, molds, anvils, and an assortment of other equipment needed to
>fabricate firearms. If your folks want to make firearms, fine, but they
>need the mulitples of thousands of dollars needed to equip a proper firearms
>manufacturing facility. Off the shelf and customised is going to be easier
>and cheaper to do.
>>
>>g'day
>>kevin jameson
>
>
>
>To unsubscribe, send a message to esquire@gamerz.net with
> unsubscribe deadlands@gamerz.net
>as the BODY of the message. The SUBJECT is ignored.
>
>
__________________________________________________________________
Your favorite stores, helpful shopping tools and great gift ideas. Experience the convenience of buying online with Shop@Netscape! http://shopnow.netscape.com/
Get your own FREE, personal Netscape Mail account today at http://webmail.netscape.com/