05-08-2016, 07:25 AM
Rewrote the Shock Pistol move, which is better:
or
Quote:Shock Pistol (Ranged Proficiency, Debuff) (600)
Carmelita's Shock Pistol is a variant of her former Interpol weapon, a red boxy pistol with two electrodes and a firing mechanism.
The weapon fires a small ball of electricity in a straight line at a velocity around 20 m/s. The ball of electricity, around the size of a golf ball, is only mildly painful, leaving minor burns at worst, but being hit with more and more will quickly wear its targets down, electricity disrupting the senses and afflicting minor paralysis. In practice, the effects of the weapon on an everyday low-life will last a good five to ten minutes, plenty of time to put them in handcuffs.
The weapon has a limited battery pack, and recharges one of its three shots every second.
Carmelita can engage a secondary mode on the Shock Pistol. Instead of firing small balls of electricity, she can hold her fire for three seconds and combine three shots into one. If this hits, the target has a chance of being deprived of sensory input for fifteen seconds, giving Carmelita time to engage in espionage properly. Aside from taking a second to charge and from consuming all three charges, the only obvious difference is that the ball of electricity is three times as bright upon firing.
or
Quote:Shock Pistol (Ranged Proficiency, Debuff) (600)
Carmelita’s Shock pistol is a variation on her former Interpol weapon, a red boxy pistol with two electrodes and firing mechanism visible on the front.
All damage done by the Shock Pistol, no matter the attack, is electrical damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour.
The weapon has a battery pack. This battery pack recharges a third of its juice every second.
The Shock Pistol has two types of shot, low-power and high-power.
Consuming one third of the battery, the Shock Pistol can fire low-power shots with no time required to charge. These shots manifest themselves in a golf-ball sized sphere of crackling electricity that travel in a straight line up to 100 m at around 20 m/s. The low-power shots are not particularly powerful, but being hit with two or more in succession will accumulate the negative effects of being zapped with electricity which result in shakes, disrupted nerve signals and other debilitating effects. Those who have been hit with more than five shots in a minute can expect to have their effective movement speed and technique halved by these effects. Unlike the damage, the negative effects fade if you avoid being hit as much.
Consuming the entire battery over three seconds of charge time, the Shock Pistol can fire high-power shots. These shots manifest themselves in the same way as the low-power shots but spark three times as brightly. The high-power shots do not do any damage, since the higher power decreases the time it takes to ground itself upon hitting, but being hit will result in fifteen seconds of sensory deprivation as the targets nervous system or equivalent is overwhelmed.

