PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 29, 2018 18:00:26 GMT
Name: Taser Range: 6m Casting Time: 1 Round MP Cost: 2 Duration: Instantaneous
You point a 9V battery or other device with a similar or higher amount of stored power (you gain no benefit from using more) at someone within 6m of you. On a successful cast, the battery is completely drained and the target takes 1d6 Stun damage, ignoring conventional armour. Armour which insulates or otherwise protects you from electrical damage works as normal. On a fail, the battery is still drained. If you use a very large battery, such as one from a car, you may be able to cast the spell several times before the battery is drained, down to the GM's discretion.
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Post by logan9a on Oct 29, 2018 18:12:05 GMT
Name: Taser Range: 6m Casting Time: 1 Round MP Cost: 2 Duration: Instantaneous
You can suck the power out of something that holds or generates electricity and direct it at a target causing stun only damage. It is a one shot thing that completely drains whatever you are sucking the power from. 9v battery: d4. Car battery: d8. Some other size of battery, GM discretion. Electric plant (which will be down for maintenance afterward) 2d10.
[Got rid of armor stuff as all armor protects against everything (simple system) and wanted to make it a horribly inefficient way of doing combat.]
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 29, 2018 18:33:58 GMT
Okay, looks good to me! I did actually think back after I posted that the armour thing was a bit stupid, so glad you got rid of it.
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Scott
DORA
(Scott)
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Post by Scott on Oct 31, 2018 17:04:56 GMT
Doesn't getting hit with a TASER pistol involve a CON roll to take your action?
That plus lowish flat damage would be cooler than a battery chart.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 31, 2018 17:16:34 GMT
Yeah, I have no idea how tasers normally work so I just made this up. The basic idea behind the spell is for it to do some kind of nonlethal damage whilst draining an energy source.
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Post by logan9a on Nov 1, 2018 12:28:31 GMT
Doesn't getting hit with a TASER pistol involve a CON roll to take your action? That plus lowish flat damage would be cooler than a battery chart. The could but I decided just to go with 'they do stun damage' (which can still kill someone but you have to work at it) which standardizes the weapon. As to a battery chart, not more so than our current 'pistol chart'.
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Scott
DORA
(Scott)
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Posts: 1,919
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Post by Scott on Nov 1, 2018 18:35:26 GMT
Electricity isn't normally stun damage, is it?
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Post by logan9a on Nov 1, 2018 18:49:19 GMT
Can be. Half and half.
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Scott
DORA
(Scott)
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Posts: 1,919
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Post by Scott on Nov 1, 2018 19:07:59 GMT
How much damage would a 6v battery be: Link
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Post by logan9a on Nov 1, 2018 19:12:10 GMT
Small battery (anything under a car battery): d4.
Around the size of a car battery: d8.
Some battery too big for four guys to carry around: d12
Electric plant (which will be down for maintenance afterward) or larger: 2d10.
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Scott
DORA
(Scott)
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Post by Scott on Nov 1, 2018 19:28:44 GMT
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Post by logan9a on Nov 1, 2018 19:40:48 GMT
No - that would be 'some battery too big for 4 guys to carry around'. When I say electric plant I was thinking of something like tinyurl.com/y9qrmmtk
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Nov 1, 2018 20:51:32 GMT
I hope you realise that letting them draw power from the electrical plant like that could also make the spell have other uses, such as shutting the power off in a city/town. I think if you were ever to do that, you should also be subject to some kind of damage as it would be quite difficult to control so much power coursing through your body.
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Post by logan9a on Nov 1, 2018 21:36:22 GMT
Yes - I figure most of the power shoots around randomly (Highlander style) and a small jolt comes out. To me, that's the main purpose of this spell with the jolt being almost a side thing.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Nov 1, 2018 21:43:09 GMT
Perhaps make the different sized batteries separate spells in the branch? Or just put the Powerplant-sized one as another branch? Otherwise 2 MP to shut down a powerplant is quite strong.
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