Tuesday, May 14, 2024

Proposal: 2 Armed 2 Dangerous

Fewer than a quorum not voting AGAINST. Failed 1 vote to 3 by Kevan.

Adminned at 16 May 2024 15:22:11 UTC

Add a Possession called “Knife” with value of 5 and with an effect of “This is a Weapon. Add 1 to the Party’s might when totaling it during the Haul”

Add a Possession called “Pistol” with value of 5 and with an effect of “This is a Weapon. If it is Loaded, add 3 to the Party’s might when totaling it during the Haul”

Add a Possession called “Shotgun” with value of 10 an effect of “This is a Weapon. If it is Loaded, DICE10 to the Party’s might when totaling it during the Haul”

Add a Possession called “Ammo” with value of 1

Add a subrule to Possessions called “Weapons”

Some Possessions are Weapons, as identified in their effects. Each Thief may have one Weapon in their inventory marked as Equipped, which is publicly tracked. Thieves that possess a Hand injury in which may not have a Weapon marked as Equipped. (If a Thief picks up a Hand Injury while having a Weapon marked as Equipped, that Weapon ceases to be Equipped).

A Thief may Equip, Unequip, or change which weapon of theirs is Equipped as a Street Action

Weapons may Loaded or Unloaded and is by default Unloaded (whether it is Loaded or Unloaded is publically tracked). A Thief may, any time as an atomic action, remove Ammo from their Inventory in order to set one Weapon in their Inventory to Loaded.

In the Burglary after the step “If the Party Might is less than the Defense of the Current Target, apply the Trap of the Current Target” add the step “Set all Equipped Weapons to be Unloaded” 

Add a target called “Gun Shop” with a Defense of 7, loot of “Add two randomly selected weapons and 3 Ammo to the Haul”, and Trap of “Each Thief whose plan was not Rest or Lay Low gains a random Injury, then rolls a DICE3 and if the result is 1 sustains a second random injury”

Comments

Kevan: he/him

14-05-2024 16:13:45 UTC

Seems a bit duplicative to have both Arms (things that thieves can buy freely and can choose to use up during a burglary to increase the team’s Might) and Weapons (things that thieves can buy freely, or find in Hauls, which they can choose to use up the ammo of during a burglary to increase the team’s Might).

I was already assuming that Arms were small weapons that were discarded as traceable after being used on a job.

Clucky: he/him

14-05-2024 16:17:27 UTC

idea at least how I was thinking of it was more expensive one time costs vs cheaper one shot options, but open suggestions on how to adjust it

Kevan: he/him

14-05-2024 16:26:47 UTC

The tradeoff is a good decision to add, but I think just a couple of simpler Possessions (a sword that’s always +3 Might, a pistol that always doubles the effect of your Arms spend) would get the job done, with the concept of “Arms” broadly doubling up as shivs or ammunition as needed.

JonathanDark: he/him

15-05-2024 00:28:10 UTC

Good idea, but I really don’t want to spend time fiddling with loading, unloading, and equipping weapons. I think Kevan’s suggestion to make it more abstract is on the mark.

against

4st:

15-05-2024 06:08:49 UTC

against Sorta what JD said. I have a hard time setting my plans, sorting pouches, attitudes, etc. Not sure what the right solution is, but this aligns with the other things I have trouble with.

Kevan: he/him

15-05-2024 07:39:51 UTC

against Mild against for the complexity.