Musical weaponry

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Musical weaponry

Postby loafofcheese » Sat Feb 01, 2014 3:19 am

So I was working on a set of Daft Punk Figs, and I thought that the best way to arm them was using dubstep guns, and then I thought, let's expand this idea to all kinds of music, and add different abilities based on the genre, the base stats would be similar to a flamethrower, and starts at a bastard or heavy size
20cp, 1d6 damage, 1d10 range, 2 firing arcs, use rating of 4

genres:
Metal: increased damage [+1], additional firing arc, causes headbanging
Electronica: Overwatch (elite); sets a trap (pun intended) that causes an minifig that enters within 1d6 inches of the wielder to rave uncontrollably.
Reggae: causes all minifigs within 1d6 to blaze it up, reducing the use cost of all weapons by 2, to a minimum of 2.
Rap: Causes spontaneous gang violence in a 1d10 area
Ska: additional attack per turn for all units within 1d4 area
Classical: +3 firing arcs, chance of summoning colette to the field
Epic War Music: 1d10 damage, chance of spawning viking raider party.
it takes 2 turns to change the type of music played, and for those 2 turns the wielder cannot move, and cannot attack.

Any criticism or comments?
Last edited by loafofcheese on Sat Mar 01, 2014 11:16 pm, edited 2 times in total.
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Re: Musical weaponry

Postby Maverick » Sat Feb 01, 2014 3:34 am

What about a Bes'bev ?
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Re: Musical weaponry

Postby loafofcheese » Sat Feb 01, 2014 4:16 am

Maverick wrote:What about a Bes'bev ?

No, the idea is that the music is the weapon, not the instrument.
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Re: Musical weaponry

Postby Maverick » Sat Feb 01, 2014 4:35 am

But what about epic War music. 1d10 damage. Chance of spawning a norse raid.
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Re: Musical weaponry

Postby loafofcheese » Sat Feb 01, 2014 5:58 am

Maverick wrote:But what about epic War music. 1d10 damage. Chance of spawning a norse raid.

I'll put it in.
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Re: Musical weaponry

Postby Gungnir » Sat Feb 01, 2014 6:29 am

I played in a game with some friends a while ago. One of them mounted a giant sub-woofer onto the back of a truck. We stated it as a blast gun.
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Re: Musical weaponry

Postby Nimja » Sat Feb 01, 2014 11:41 am

how about:
Game/TV show/film theme music- chance of summoning character from aforesaid Game/TV Show/Film?
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Re: Musical weaponry

Postby Colette » Sat Feb 01, 2014 12:59 pm

Classical should give a skill bonus, as it improves concentration.
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Re: Musical weaponry

Postby IVhorseman » Sat Feb 01, 2014 3:26 pm

Maybe for you. I strictly blast metal when I'm at work, and it shoots my productivity through the window.
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Re: Musical weaponry

Postby Tzan » Sat Feb 01, 2014 3:46 pm

Shooting through the roof is generally considered good.
I would think that shooting out the window is bad.
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Re: Musical weaponry

Postby IVhorseman » Sat Feb 01, 2014 3:57 pm

But windows provide cover!
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Re: Musical weaponry

Postby Silverdream » Sat Feb 01, 2014 4:47 pm

IVhorseman wrote:Maybe for you. I strictly blast metal when I'm at work, and it shoots my productivity through the window.


I remember reading an article that said Metal, Classical and Techno music helped students focus.
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Re: Musical weaponry

Postby DeltaV » Sun Feb 02, 2014 2:31 pm

Bagpipes:
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Die in cacophony.
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Re: Musical weaponry

Postby loafofcheese » Sun Feb 02, 2014 4:01 pm

DeltaV wrote:snip

Exactly on the money, my friend.
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Re: Musical weaponry

Postby Nimja » Wed Feb 05, 2014 11:21 am

DeltaV wrote:Bagpipes:
[spoiler]
Die in cacophony.

Why does eveyone say bagpipe music is horrible?
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