Oddball Gear and Weapons Ideas

By Swordbreaker, in Genesys

I'm trying to figure out how to build caltrops , at the moment. I'm thinking single use gear items, used with a maneuver, that do... something harmful to victims. Opposed check that works like a trap? Or spend h to inflict wounds?

(Saving this thread for future gear discussions.)

Edited by Swordbreaker

For caltrops, I would make use of difficult terrain (Genesys Core Rulebook, p.110) and extend it a bit with the following:

While moving through difficult terrain created by scattering caltrops, you must make a Coordination check as an incidental, taking 1 point of damage per 2 Failures and suffering 1 point of strain per Threat (and a Despair might trigger a critical injury). If the caltrops are sized for use against vehicles, they deal damage at vehicle scale, but not to personal scale targets. If the caltrops are sized for use against mounts (silhouette 2), they deal 1 point of damage to the mount per Failure, but do not deal damage to silhouette 1 creatures (still difficult terrain).

My first thought for caltrops was for them to require a coordination check to move through at regular speed, with setback dice if running with threat being spent to inflict wounds.

Failure means you couldn’t help but slow down

success means you got through at speed

threat causes wounds

despair means tripped and fell onto them

advantage and/or triumph means you were able to knock enough aside as you moved that the next person has a bonus.

Edited by Forgottenlore
14 hours ago, sfRattan said:

For caltrops, I would make use of difficult terrain (Genesys Core Rulebook, p.110) and extend it a bit with the following:

While moving through difficult terrain created by scattering caltrops, you must make a Coordination check as an incidental, taking 1 point of damage per 2 Failures and suffering 1 point of strain per Threat (and a Despair might trigger a critical injury). If the caltrops are sized for use against vehicles, they deal damage at vehicle scale, but not to personal scale targets. If the caltrops are sized for use against mounts (silhouette 2), they deal 1 point of damage to the mount per Failure, but do not deal damage to silhouette 1 creatures (still difficult terrain).

I would only change the damage to 1 per failure with 1 point strain per threat, w/Despair triggering a critical.

18 hours ago, Forgottenlore said:

My first thought for caltrops was for them to require a coordination check to move through at regular speed, with setback dice if running with threat being spent to inflict wounds.

Failure means you couldn’t help but slow down

success means you got through at speed

threat causes wounds

despair means tripped and fell onto them

advantage and/or triumph means you were able to knock enough aside as you moved that the next person has a bonus.

Additional setbacks if the caltrops were scattered unbeknownst to the PC's. At least for the first tenderfoot strolling through.

Hmm. Those are both kind of wordy solutions compared to the relative simplicity of the things.

1 hour ago, Swordbreaker said:

Those are both kind of wordy solutions compared to the relative simplicity of the things.

Was there something simpler you had in mind? I'm a bit confused by the phrase "wordy solutions" as neither solution clocks in at more than 120 words. Most gear paragraphs in the core rulebook for each item also fall in a 50 to 150 word range.

Edited by sfRattan

I suppose it's not that exactly, but, hmm, not really sure.

Thought about this a little more. This makes sense:

"While moving through difficult terrain created by scattering caltrops, you must make a Coordination check as an incidental, taking 1 point of damage per 2 Failures and suffering 1 point of strain per Threat (and a Despair might trigger a critical injury). " - sf rattan

I would stick to one point of damage per failure since you can soak that still.

One other thing, since you've injured your foot or feet, maybe you you have to make a brawn or presence check to continue movement, since you're in considerable pain, and maybe if you make that additional roll you might be at 2/3 movement or some such? Just a thought...:)

Showed up late to this party looks like, but may I suggest that a character affected by caltrops suffers the Hamstrung Critical Injury (The target loses their free maneuver until this Critical Injury is healed.) until the end of the encounter or until the Crit is healed (whichever comes first)?