VVoltronSV 0 Posted December 20, 2009 Hello, all around new to the boards, came across Anima a while back and it is honestly one of the very few purely fantasy games to hold my interest for very long. Anyway, I'm looking to start running my own PBP campaign setting in the near future. I've actually got a lot of the details worked out for the customizaed setting (or rather enough of them that I feel comfortable running a game) but the biggest problem I have right now is the fact that the game is set for a modern setting. Which means that the ranged weapons and armor tables at the very least need an update. While I do plan on using the suggestions on pages on 313 and 314, every time I sit down and look at a spreadsheet or piece of paper to do up a new list of weapons, my brain freezes and I can't think of anything. So does anyboady know of a list I could use or have some trick to make this table seem somehow less daunting? Quote Share this post Link to post Share on other sites
zelbone 2 Posted December 21, 2009 Maybe a lil inappropriate given that this is a FFG forum, but I've always found GURPS from sjgames to have some very good resource material. For your specific question I would refer you to the Hi-Tech resource book. If you have a FLGS nearby with a good stock of books maybe you can flip through it to get some ideas. Otherwise you could always go to the military section of your local Barns&Nobel or Borders to get some ideas. Quote Share this post Link to post Share on other sites
TheTenth2 0 Posted December 28, 2009 don't forget there are already firearms (although medieval ones) so the AT shouldn't be changed as it'll only be transferring old ratings to new ones, something you can do is give armor penetration to bullet weapons, and use laser weapons targeting energy armor rating of course you'll need to do new armor and weapon tables, but there won't be that much different armors : bulletproof vest, kevlar and that's about it ; for ease you can only create : light pistol, medium pistol, heavy pistol, SMG, shotgun ... rather than 100s of individual weapons, and maybe for some particular ones, add a special effect (-1 AT on light armor) a setting you could get ideas from is Immortal, though I don't remember how they managed firearms, found a post about it, I'll try to find it Quote Share this post Link to post Share on other sites
VVoltronSV 0 Posted January 1, 2010 Thanks for the suggestions, I'm currently working on my own tables. When I'm done I'll let you know and offer to share. Quote Share this post Link to post Share on other sites
Pneumonica 1 Posted January 2, 2010 Personally, my opinion is that while you can get away with having firearms do Thrust damage in a setting where firearms make few appearances, in a modern setting there should be a seperate Ballistic AT. Simply put, most ballistic armors do little against knives or clubs (kevlar can be cut rather easily with scissors), and most Middle Ages and Renaissance armors do little against bullets (indeed, the firearm rendered plate armor obsolete, and while metal armors were used as late as WWII they were only useful against shrapnel and glancing shots). In some ways, this might make it easier for you. The armors listed in Anima wouldn't have a Ballistic AT of more than 3 (if that), and most modern armors that aren't rather heavy (like ceramic plate) won't have other ATs very high at all. However, in other ways, this will make more work for you. While it doesn't add much to the rules (one damage type works very much like another), depending on how you work it might be more difficult for you. Quote Share this post Link to post Share on other sites