As you may know, I’m only some instruments of targeted destruction away from giving my game it’s first actual test. If you want to help out with this, then everything you need so far is in this Google doc. All you’ll need is a couple of characters and preferably a friend so you can try and kill each other. What I have spent today thinking about is how to write up the weapons for the game.

I already know that it will more than likely include a handful of specialist weapons that require specific training to use, but I wasn’t sure about the rest of it. For the play test I was happy to get down some fairly bog-standard stats for your generic store bought weapons. A shotgun, revolver and rifle, along with a sword, axe, and knife, just to see how it all pans out. This made me think the entire character creation system runs off the idea that a basic chassis is built upon to make it cooler, and offer customisation options to how players want their Automaton to look.

So why not do the same with weapons? You walk into an outfitters and have a choice of weapon type, but they are just as plain as the basic chassis model was before it started getting personalised. These would come with a low cost, and then you can rock some after market modifications. These would either to the price of bought at the same time as the weapon, or have their own price if added on later. Most of this makes sense for ranged weapons which have slightly more obvious upgrades, so I’ll need to spend a bit longer looking at what can be done with edged weapons, but I think I could make it work.

This also adds an extra level of fun, if we think that the weapons the players will be able to get their hands on will either be old ones used during the war, or new ones built to the same pattern. The higher echelons of Automaton society will have access to newer designs with higher capabilities that will be desired by all. The New Builds won’t be happy with everyone having access to these fine works of craft though, so they will be almost impossible to get hold off without doing specific favours for the New Builds. What is possible though is to make older, less advanced weapons look like something new and shiny. This will obviously have a lower “cost” so be easier to have done, but will have next to no actual effect. This can apply to a whole bunch of bells and whistles that be added to a weapon that do very little other than make it look good.

As with all things at present, this is at the moment a an idea I want to try at best, but if you have any opinions, I’d love to hear what you have to say.