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Dareoon Dalandrove said:
Here is something that i thought might be kinda cool.


Quick Arm Spring Loaded Arm Holster(s) (Weapon Accessory)
Size: Small
Weight: 1lb
Purchase DC: 17
Restriction: Lic (+1)

The Spring Loaded arm holster has been made popular in many Hollywood movies. Easily concealable, one is always ready for a fight. Commonly used by undercover agents or criminals who need quick access to a firearm when things get hot. When purchased left or right arm must be specified. Activation arms a character as a free action. A sleight of hand check DC 12 to activate. On a failed check weapon does not eject and character does not have access to weapon this round. It can carry only weapons of small size.


I would add some kind of clause or check for the weapon ejecting, but the PC not being able to catch it, so that it either hangs there or shoots out into the square just in front of them. Just for funsies.
 



ledded said:
I would add some kind of clause or check for the weapon ejecting, but the PC not being able to catch it, so that it either hangs there or shoots out into the square just in front of them. Just for funsies.


I thought about that but discarded it. A dm/gm (whatever) can change things of course, but i feel that the SOH check is enough. If the player doesn't make the check then it fails to eject. No harm but you aren't armed.

Thomas Hobbs- I don't use crit failures. I run a loose and fun game. Sure there are screw ups. In one game my players through a mechinized dog out a 10th? story window. On impact it exploaded causing a chain reaction of explosions. The street was littered with destoyed cars and rubble. Critical, oh yea, failure, well sorta.
 

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