Plastik Armory: Better Guns, Awesome Abilites

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Thoughts?

All totally awesome, I'll be using these myself
45
57%
Pretty good ideas, some that I think could be better
26
33%
Hit and miss, lots of these don't make sense
4
5%
Mostly lame, some good ideas
1
1%
Horrendous, confusing and unfun
3
4%
 
Total votes: 79

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Whiteagle
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Whiteagle » Tue Jun 12, 2012 9:10 am

IVhorseman wrote:Of course it's boneriffic techno-babble! Did you expect anything different?

A Marie Curie bomb would be awesome and irradiate the shit out of everything.
Wouldn't it then be called a Dirty Marie?

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Keldoclock » Thu Jun 14, 2012 11:19 pm

Obviously, the Marie Curie bomb is the precursor to the inevitable Mary Sue bomb, favored tool of anoraks everywhere :P
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by sjosten » Fri Jun 15, 2012 10:43 am

I though Anoraks' greatest tool was the mouth that wouldn't shut.
Han Solo wrote: Hokey religions and ancient weapons are no match for a good blaster at your side kid.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IX_Legion » Tue Jul 03, 2012 12:37 pm

IVhorseman wrote:Cursed weapons and armor, once donned, can never be removed voluntarily until death. In addition, they deal 1d4 damage immediately upon pickup (subsiding once a 1 is rolled). Units starting with cursed weapons are assumed to have already shrugged this damage off. This 1d4 curse bonus damage is also applied towards every enemy who is successfully hit by the weapon. A cursed flamethrower may or may not be entirely broken.
So, let me see if I've got this straight. My guy picks up a cursed sword, and immediately takes 1d4 damage. Unless he rolls a 1 first go, he takes 1d4 damage every turn until he either dies or gets a 1. I assume this works like other fire-type damages (grinding damage, adds 1d4 damage to every attack received). Does the grinding damage stay with him, or once he rolls a 1, is it gone? And when he hits someone with his cursed sword, it adds 1d4 damage, but is the target now cursed too until he gets a 1? And what about cursed armor? Does it curse people who hit it (or the weapon that hits it)?

I'm asking because I was going to use these rules for the evil knights in those Minifigures sets, and I wanted to make sure I had these things clear (and they could afford to be cleared up a bit).
This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Tue Jul 03, 2012 1:11 pm

Yeah I knew I wasn't getting the point across right but I'll try and explain it better: Imagine the Curse as if it were a fire - a dark flame, if you will.

The minifig takes damage from this curse once it is equipped exactly as if he were on fire, but it does NOT add this damage to attacks made against him, and it does NOT cause him to run around in screaming terror. It also can't be spread like fire. Once the "flame" is out, the cursed fig stops taking damage. Curses also never cause grinding damage - if they did, they wouldn't be worth picking up.

In fact, the ONLY way a curse can be spread is by wearing or weilding the item in question. The bonus d4 of damage simply adds that amount to all the damage rolls.

Cursed weapons sound perfect for Evil Knights - let me know how it works out!

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IX_Legion » Tue Jul 03, 2012 3:34 pm

IVhorseman wrote:In fact, the ONLY way a curse can be spread is by wearing or weilding the item in question. The bonus d4 of damage simply adds that amount to all the damage rolls.
What about cursed armor then? Does it have any benefit, or is it just a required part of the costume?
This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Tue Jul 03, 2012 11:44 pm

I designed it with weapons in mind, so the idea for using it in armor came as a secondary. As of now, it's just shittier armor that hurts you more - I'd stick to just applying it to weapons.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Keldoclock » Wed Jul 04, 2012 6:42 am

How about Cursed Armor negates damage from Cursed Weapons (it lets you wield one without hurting yourself).
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IX_Legion » Wed Jul 04, 2012 8:46 am

IVhorseman wrote:I designed it with weapons in mind, so the idea for using it in armor came as a secondary. As of now, it's just shittier armor that hurts you more - I'd stick to just applying it to weapons.
Keldoclock wrote:How about Cursed Armor negates damage from Cursed Weapons (it lets you wield one without hurting yourself).
I kinda like rebounding curse damage to people who hit it (with melee weapons, of course, not bullets or arrows or the like), but that's just me. I'll playtest it and see how it goes.
This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Wed Jul 04, 2012 11:48 am

Actually, that's the best idea yet - try it out, Legion!

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IX_Legion » Sun Jul 08, 2012 1:00 pm

IVhorseman wrote:Actually, that's the best idea yet - try it out, Legion!
Tried.

Seemed to work fine for me. Then again, it was a small battle, but I didn't really see anything that would drag things down, even in a large-scale engagement.
This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Sun Oct 07, 2012 11:04 pm

Natalya, I don't know if you read this but I kinda wanna throw in the Mk.Whatever armors, but I don't know how the hell yours work.

In the meantime, I'm going to say that for every +1 you want to armor, you should take a corresponding -1" to move. That said, 2005-style armor gets to stay in the game, and "statue" figs with Mk.V stone armor can't move at all. In the long run, actual armor shielding would be better in most circumstances, but I could see Mk. 1-3 being of use.

Or of course, litter the battlefield with cursed Mk.V armors.

EDIT:
I actually also wanted to add a Flak Jacket - it's like Armor but it only works against d10s, and therefore explosions. You'd still take knockback, and all the other types of dice damage, but no movement penalty (or maybe just -1" this is the part I'm unsure of).

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Silverdream » Sun Oct 21, 2012 9:17 pm

I'm going to use quite a few of these this weekend (hopefully) with my gaming group. I'll also borrow some stuff from BrikwaRPG

What we're going to do is each have a hero and wander around a zombie infested map(which I finally have the parts for). How I'll set it up is on a card like these:

Name: Alexandre Aguillarde
Skill: 1d10
Armour: 1d6
Stereotype: French Canadian(chain smoking, smelly, bearded, promiscuous) Jedi(force powers, sword skills)
Skill 1: Ninja Gymnastix
Skill 2: Have-at-you: The minifig may parry and riposte without penalty.

Name: William Haig-Mcleod II
Skill: 1d10
Armour: 1d6
Stereotype: British Canadian(Polite, needlessly cruel, tea drinking, outdoorsy) Wizard(spellcasting, summoning things)
Skill 1: Gunnery
Skill 2: Weapon Specialist(staff)

Skill 1 is supposed to be from the brikwars stat cards made by Mike, and skill 2 is supposed to be from Plastik Armoury or my BrikwaRPG rules..
This sig is too fucking large: show anyway
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Sun Oct 21, 2012 11:57 pm

Do your best to abuse the shit out of the abilities and tell me what was bullshit. Also let me know what was boring and was just shitty to keep track of. Thanks for testing them!

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Unlimited Overkill » Fri Nov 23, 2012 11:21 am

Give the weapon 'Monstrous contagion'. If a weapon can have a heroic ego, why not?

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