Handling novelty gr...
 

Handling novelty grenades. 1/2  

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StefanJ
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01/03/2019 6:04 pm  

I'm working on a character who has a Bag of Tricks (Arsenal) with a variety of non-explosive grenades.

Smoke: Blows up into a cloud of opaque smoke. 1" x 1" immediately, then 2" x 2", then 3" x 3" (or 2" x 4" if there's a wind), then dissipates. Darkness, perhaps?

Stefan


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StefanJ
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01/03/2019 6:13 pm  

Tear gas: Like the smoke cloud, but not opaque. Sickens and distracts characters who breath it. 


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StefanJ
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01/03/2019 6:14 pm  

Tanglefoot: Covers 2"x2" area w/ sticky glop. Grapnel might handle the case where a PC is in the area when the grenade explodes. 


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Jeff Dee
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01/03/2019 6:47 pm  
Posted by: StefanJ

I'm working on a character who has a Bag of Tricks (Arsenal) with a variety of non-explosive grenades.

Smoke: Blows up into a cloud of opaque smoke. 1" x 1" immediately, then 2" x 2", then 3" x 3" (or 2" x 4" if there's a wind), then dissipates. Darkness, perhaps?

Stefan

Darkness definitely, and I strongly recommend the "Vaporous" sub-option on the Area Effect modifier.
You'd have to make up your own Miscellaneous modifier to give it the different area effect sizes over time, but personally, given the 10-second turn length I don't think it's worth it.

-Jeff


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Jeff Dee
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01/03/2019 6:51 pm  
Posted by: StefanJ

Tear gas: Like the smoke cloud, but not opaque. Sickens and distracts characters who breath it. 

Darkness again, yes, but vs. Smell rather than Vision. For the secondary effect (blindness due to tears), I'd recommend Light B) Flash, changing the damage type to Biochemical, and make that a Contact Attack on the Darkness.

-Jeff

This post was modified 8 months ago by Jeff Dee

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Jeff Dee
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01/03/2019 6:55 pm  
Posted by: StefanJ

Tanglefoot: Covers 2"x2" area w/ sticky glop. Grapnel might handle the case where a PC is in the area when the grenade explodes. 

The new Mental Ability D) Intertia was added specifically to cover this kind of effect. You can find the New Abilities PDF on the Downloads tab, but here's a direct link:

http://monkeyhousegames.com/wp-content/uploads/2019/02/New-MP-Abilities-3.pdf

-Jeff

This post was modified 8 months ago by Jeff Dee

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StefanJ
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02/03/2019 12:59 pm  

Test, Test. (Thanks Jeff)


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StefanJ
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03/03/2019 3:31 pm  

Testing this again.


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StefanJ
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08/03/2019 2:44 pm  
  Arsenal (15); split slots (4 x 5 points, 2 x 10 points)
  Smoke Grenade (5 points): Darkness, 1 sense, 1 charge (-10), 3” diameter (10), Duration 3 rounds (5), Vaporous (-)
  Holo-Creature Grenade (5 points): Illusion, vision and sound, 3” diameter (5), Duration 1 minute (7.5), 1 charge (-7.5).
  Flash Grenade (5 point): Light Control/Flash, Save EN+0 (12.5), 1 charge (-7.5).
  Glue Grenade (10 point): Inertia, divisor 24 (22.5), limited to ground movement (-5), 1 charge (-10), Biochemical rather than Psychic (-5), Duration 5 minutes (2.5), Area of Effect 3” (5)
  Tear Gas Grenade (10) points): Darkness (Smell rather than Vision) 1 sense, 1 charge (-10), 1” diameter (5), Duration 3 rounds (5), Vaporous (-), Light Control/Flash, Save EN+7 (-5), Biochemical rather than energy (0), contact Attack (15)

 

The above is what I came up with for DoItDame's arsenal.

(P.S. I signed into the site from a Windows laptop using my house's WiFi. And I can finally post and submit more than a sentence at a time!)

This post was modified 8 months ago by StefanJ

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StefanJ
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10/04/2019 6:49 pm  

I'm bumping this in hopes of getting input on my write-up of this arsenal.

The only thing I'm not sure of is whether the Gear modifier should be added. This might be assumed as part of the Arsenal ability. Another 5 points in each grenade would make them pretty powerful.

DoItDame is the protege of a "Maker" personality who has gone rogue. I was working on a mini-adventure about them last year and picked it up again to practice character generation. I decided they're the mad geniuses behind the CanTANKerRats, which I posted to the old forum several years back.


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Hireling
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11/04/2019 3:14 pm  

Hey Stefan,

A few things. First, if you buy the Vaporous modifier for an Area Effect, it costs zero extra CPs and grants a duration of 6 rounds, so you can skip buying Duration for a few of your grenades that are Vaporous. Secondly, some of these abilities don't have a Range: Illusions, Flash--so you will have to buy Range (page 106 of the rules). Alternatively you can make a house rule that says the grenades have thrown range = to the character's Strength, or something like that. It's really up to you and your GM. If you do buy Range for them it will be based on the characters GBC (Gear Basic Characteristic page 91 of the rules). Lastly, I'm not sure the Gear modifier applies here, but I'd love to hear from Jeff on this one. Please let me know if this helps or if you have more questions.

This post was modified 6 months ago by Hireling

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StefanJ
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15/04/2019 2:23 pm  

Thanks for weighing in!

I hadn't thought about the range issue. I figured tossing something would be a freebie. I'd like to hear what Jeff thinks.


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celestialeditor
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24/04/2019 6:42 pm  

"Throwable" is a (+0) under Special Weapon.

Given that Arsenal is mentioned under Shapeshifting, my default assumption is that Gear is not built-in, so you can take that on every slot, or not, since Arsenal can be used to combine innate powers and gadgets in the same resource pool. (Generally I require the Arsenal to have a theme.)


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celestialeditor
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24/04/2019 6:56 pm  

Some of us were working on a Gear netbook. I got distracted with life, so haven't added much.

https://docs.google.com/spreadsheets/d/1ggHPUOdTFzQO1BwOURmGF6-hOZ6aeytTwfpiRsZJFHk/edit?usp=drivesdk


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