Post by archetype on Oct 21, 2010 17:31:54 GMT -5
Every weapon is different in real life, this is true. However, if you pick up a rock and throw it, throwing a baseball won't feel as alien as using a crossbow, now will it? This is reflected in the RP as Weapons Categories.
Weapons Categories are set, and practically every weapon of practical use will fall into one of these twenty categories. Every character, when being created, must have a set amount of "proficiency" in each category. Each weapons class will have a maximum of 100 proficiency, and a minimum of 20. Each new character will be given 50 additional points of Proficiency when they start. So, a new character may end up with 20s all across the board aside from one 70, or they may have all 20s aside from five 30s, and so on. More proficiency is earned through Role Play, and will be given out by users with sufficient rank to do so. The more you use a particular weapons type, the more proficient you will become.
The higher your proficiency in a weapons category, the better you are with all weapons that are governed by it. If you only have 20 skill with Classic Rifles, for example, your skill with that weapon will be high enough to handle it without shooting yourself, but hitting a moving person will be very difficult. On the other hand, if you have 100 points in Classic Rifles, you can likely take aim and put a bullet in the eye socket of a sprinting beast with a bad limp due to your familiarity with weapons in that category.
If you hit 90 skill in any weapons category, you are allowed to take one SPECIFIC weapon from that category as a Mastery, allowing you to use this weapon not only with skill, but with intimate knowledge of how it works and how to use it. Mastery of a weapon may increase your reaction speed with it, further increase your accuracy with it, and for melee weapons increase the damage done with them. This is because your character is so familiar with your mastered weapon that wielding it is just as natural as breathing.
For example, if you've got mastery of the M16, you'd use that as your weapon of choice if you're smart rather than trade up to that sweet looking Gatling Gun, due to the fact that you would be able to hit faster targets more accurately and waist less ammunition than with the more-destructive Gattling Gun. In short: mastery of a weapon makes the difference between "very skilled" with a weapon and "downright frightening" with a weapon.
Thrown objects are determined by the category that the thrown object belongs to. If the object is too large to be logically thrown as an effective weapon, then it is “dropped” instead, though a high drop from a building can still kill someone. Of course, it still needs to be capable of damaging the target to damage the target, and the damage done is determined by the proficiency in the weapon's category (except for any explosion that follows in the case of a hand grenade or such, that is set in power) and the thrower's Strength stat, but any object of light enough weight can still be thrown.
Using ranged weapons as melee weapons will have less power than actual melee weapons, such as a Club against a Winchester, the Club would win, though it may still be more effective at point blank ranges than using it to shoot depending on your strength stat.
Now that that's out of the way, here are all 20 weapons categories.
Shotguns
Classic Rifles
Sniper rifles
Assault rifles
Ancient Ranged
Knives
Swords
Pistols
Blunt Objects
Axes
Flexible Weapons
Long Melee
Improvised small melee
Improvised large melee
Improvised short range
Improvised long range
Short range explosives
Long Range Explosives
Hand to Hand Combat
Incendiaries
For specific examples, please see the Weapons Table.
Weapons Categories are set, and practically every weapon of practical use will fall into one of these twenty categories. Every character, when being created, must have a set amount of "proficiency" in each category. Each weapons class will have a maximum of 100 proficiency, and a minimum of 20. Each new character will be given 50 additional points of Proficiency when they start. So, a new character may end up with 20s all across the board aside from one 70, or they may have all 20s aside from five 30s, and so on. More proficiency is earned through Role Play, and will be given out by users with sufficient rank to do so. The more you use a particular weapons type, the more proficient you will become.
The higher your proficiency in a weapons category, the better you are with all weapons that are governed by it. If you only have 20 skill with Classic Rifles, for example, your skill with that weapon will be high enough to handle it without shooting yourself, but hitting a moving person will be very difficult. On the other hand, if you have 100 points in Classic Rifles, you can likely take aim and put a bullet in the eye socket of a sprinting beast with a bad limp due to your familiarity with weapons in that category.
If you hit 90 skill in any weapons category, you are allowed to take one SPECIFIC weapon from that category as a Mastery, allowing you to use this weapon not only with skill, but with intimate knowledge of how it works and how to use it. Mastery of a weapon may increase your reaction speed with it, further increase your accuracy with it, and for melee weapons increase the damage done with them. This is because your character is so familiar with your mastered weapon that wielding it is just as natural as breathing.
For example, if you've got mastery of the M16, you'd use that as your weapon of choice if you're smart rather than trade up to that sweet looking Gatling Gun, due to the fact that you would be able to hit faster targets more accurately and waist less ammunition than with the more-destructive Gattling Gun. In short: mastery of a weapon makes the difference between "very skilled" with a weapon and "downright frightening" with a weapon.
Thrown objects are determined by the category that the thrown object belongs to. If the object is too large to be logically thrown as an effective weapon, then it is “dropped” instead, though a high drop from a building can still kill someone. Of course, it still needs to be capable of damaging the target to damage the target, and the damage done is determined by the proficiency in the weapon's category (except for any explosion that follows in the case of a hand grenade or such, that is set in power) and the thrower's Strength stat, but any object of light enough weight can still be thrown.
Using ranged weapons as melee weapons will have less power than actual melee weapons, such as a Club against a Winchester, the Club would win, though it may still be more effective at point blank ranges than using it to shoot depending on your strength stat.
Now that that's out of the way, here are all 20 weapons categories.
Shotguns
Classic Rifles
Sniper rifles
Assault rifles
Ancient Ranged
Knives
Swords
Pistols
Blunt Objects
Axes
Flexible Weapons
Long Melee
Improvised small melee
Improvised large melee
Improvised short range
Improvised long range
Short range explosives
Long Range Explosives
Hand to Hand Combat
Incendiaries
For specific examples, please see the Weapons Table.