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#1 | |
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Join Date: Aug 2004
Location: Reykjavik, Iceland
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For each Targeted Attack (TA), the gunman must specify a Guns specialty and a target. The target can be a hit location other than the torso (Eye, Face, Arm, etc.), chinks in armor at a specific hit location (Torso Chinks is valid, although the GM may rule that some hard armor isn’t vulnerable), or Weapon. It like TA in MA is ofcourse an optional rule.
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In the Griffin World I play Agriana Trotter, here is the GURPS crunch. Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!" Luke Skywalker "Nooo... eehh What?!" |
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#2 | |
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Join Date: Aug 2007
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As to the "throwing away" part Loyal Weapon at 750 per lb is most affordable for light weapons like the 1 lb Large Knife. Winged Knife and Hide Object are also priced by the lb. Again, you'll say this is expensive but you're going to have to spend $ and/or cp or lower your expectations. Going ninja will tend to be expensive too as you're literally throwing away things. I agree with Kromm about hatchets but the OP said he'd already tried those.
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Fred Brackin |
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#3 |
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Join Date: Feb 2005
Location: Berkeley, CA
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When aiding a buddy, don't discount impairing weapons. Sure, bola damage sucks, but it can be a distraction for long enough that your buddy can cope on his own. Same for a whip. A net ready for use isn't particularly concealable, but it can be folded up just fine and might be ignored anyway. A cloak might not have the range you want, but it's a worthwhile skill in its own right.
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#4 |
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Join Date: Feb 2005
Location: Berkeley, CA
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#5 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#6 | |||
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Join Date: Jul 2005
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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#7 |
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Join Date: Aug 2005
Location: Cowtown, Canada
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I was in a campaign with a guy who used twin shortswords and only had ST 10. He only did 1d with each sword, so he took hit location (neck) and dual weapon attack. If he hit you with that combo you went down unless you had significant armor on the neck (uncommon in fantasy armor since its hard to make comfortable neck armor that allows your head free movement). Long knives give you almost the same bang for the buck as shortswords. I'd say a long knife and some points in targeted attack (chinks in armor) and targeted attack (vitals) or (neck) would be worth it. Also, slashing at veins and arteries (additional -2, I believe) ups the damage factor significantly. With a weak weapon that does impaling or cutting it's important to go for targets that increase the damage multiplier.
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FYI: Laser burns HURT! |
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#8 |
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Join Date: Mar 2006
Location: Iceland*
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Well, I'm biased in that I tend to think that it's unrealistic for a warrior to be very skilled with one weapon and worthless with others. So I tend to encourage players to take many weapon skills, especially if they're playing warrior types (which an action hero certainly is).
As a result, the characters in my campaigns have more than backup weapons, they have tertiary, quartary and quinary weapons as well. A few examples: A ranger who is an exiled knight carries an arming sword as his primary weapon, but wears a small axe, large knife and a hatchet as well. He owns a shield, but rarely uses it and can fight with spear and lance if he has to. He also carries a bow for long distance engagements. His skill with all of the above weapons ranges from DX+2 to DX+5. A self-proclaimed merchant with an unsavoury past wears armour of enchanted spidersilk under his fine velvet doublets and fancy cloaks. He carries a saber as his primary weapon and has three large daggers, a small stiletto and as many as six throwing knives hidden on his person somewhere. He also owns a hunting bow, crossbow and a buckler. In a pinch, he can use cutlasses, cavalry sabers and clubs of all sizes. His skills range from DX+1 to DX+3, but he has a high DX. The rough and tumble clansman from the wild hill folk has recently been anointed knight for his heroism. He uses a claymore as his primary weapon, most often in both hands, but wears a long-bladed rondel and small hammer as backup weapons. He also carries a ballock knife with a 10" blade and a small sgian dubh knife. He collects weapons, so these are just a sampling of what he has. Other weapons he's fought with include a spear, harpoons, shields (both bucklers and strapped ones) and improvised weapons of various sorts. He's deadly with anything he might pick up in a tavern fight. His weapon skills are DX+2 to DX+6. The warrior scholar from an Eastern culture is a horse archer by training and is also learning to use magic. That means he has a recurved bow of dragonbone, an 8' long ash spear with a long blade, two savegely curved shamshirs, a dagger and a magic wand stiff enough to parry and thrust with. His weapon skills range from DX to DX+5, with Knife being his weakest skill, as he hardly ever uses it for battle. If I had to name two compact and useful backup weapons, I'd name the Long Knife and the Hatchet.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#9 |
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Join Date: Jan 2005
Location: Japan
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I'd recommend Long Knife. It's a very useful melee weapon. It can even be thrown if the GM permits Thrown Weapon (Sword) skill (Martial Arts, p. 220). Range 5 at ST 10, -3 to Holdout, Fast-Drawable.
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#10 |
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Join Date: Sep 2008
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What you're looking for is a good, muscle-powered, one-handed, concealable ranged weapon. The hatchet and throwing axe are both good (the hatchet can be thrown farther, and is easier to conceal, but the throwing axe does more damage). You may want to invest in TA: Neck to optimize damage. A pistol crossbow could work with a sufficiently lax/cinematic setting. In a more realistic one, there would be legality concerns, as well as the fact that carrying around a loaded crossbow could be rather problematic. A sling is a bit less problematic (provided you have a believable way of keeping it loaded), and the damage is decent, but all told you'd probably be best off with a hatchet or throwing axe (although the sling has far better range, making it more useful outside of a backup weapon role). If you've enough skill to throw more than one at a time, shuriken can also be a good investment. TA: Neck with star shuriken is good if you expect to be against enemies in armor, TA: Vitals with spike shuriken is good against unarmored foes.
If you are willing to sacrifice damage for more useful options, the bolas and the net are excellent investments. Nothing gives an ally the upper hand like making the enemy unable to use his own! For concealability, the bolas is definately your best option. If you expect to be fairly close to the enemy, a long whip can also be useful - although concealability may not be an option. If you want to keep the points you've invested in Thrown Weapon (Knife) useful, the hungamunga from MA probably has the best damage profile of any thrown knife (sw-1 cut). You'll probably want to target vulnerable areas (the neck and hands) to optimize usefulness. This also goes for many of the weapons I listed above.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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