Is it just me, or did the effect strength requirements of a lot of weapons go up?
The Sibilus and cutting laser in particular stood out; before, they had the same requirement (Str 5) as the rocket rifle. Now, the latter requires simply non-negative strength while the first two require exoskeletons.
True. The sibilus is high strength because....it's super powerful.
But yeah, strength is less about numbers now and more about the body you're in. it goes
Human>Robot>Exoskeleton>Synthflesh>Battlesuit>Avatar
In terms of general things that we have.
Hmm. Maybe it would be possible to give a non-augmented human a strength roll every time they try to use an overweight weapon? An exoskeleton or synthflesh would completely remove the roll. That way humans could still use big guns, but it would be a lot riskier. It would make the strength stat more relevant, give semi-noobs more options, and give Piecewise more chances to injure us.
That sounds fine. Just be aware that fucking it up could mean losing your arms.
Also, does that +2 Str requirement for Heavy Gauss Cannon and Piezoelectric Shard Launcher go away with synth-flesh strength or better?
And yeah, it seems that the implied strength requirements have gone up a bit. But maybe it conveys the GM's idea more correctly this way, rather than the initial stat requirements did.
Yeah, for stronger then Exoskeleton and it won't need the +2.
Writing up the things:
Hand Electrolaser "Red Hand"
Token Cost: 4
Stat Restriction: None
Ammo: Generator. 5 second output before overheat.
Description: The standard issue laser glove, rebuilt into a large armored gauntlet and given a more powerful generator. While the laser itself is still just as pathetic, the presence of any gas - such as air - between you and your target will let you fling small, precisely targeted bolts of lightning with it. Perfect for crowd control and magic shows. Using it underwater may be unwise.
Electrolaser Rifle "Gungnir"
Token Cost: 10 (-2 with own Laser Rifle, -5 with own Tesla Saber)
Stat Restriction: None
Ammo: Generator, Tesla Saber battery.
Description: In principle just a standard Laser Rifle and a Tesla Saber fitted together with a DIY kit, this weapon combines the two into something that can electrocute your enemies to death at the comfortable range of a hundred meters. Air or some other gas is required between the gun and the target for this to work - otherwise all you have is a laser rifle with a fancy bayonet. (Providing your own Laser Rifle or Tesla Saber when purchasing this will reduce the cost)
Variable Laser Rifle "Spektr"
Token Cost: 5
Stat Restriction: At least 0 in Strength
Ammo: Generator.
Description: Developed as a successor to the Laser Rifle, this hand-held free-electron laser gives a considerable increase in firepower and versatility. Although the wavelength adjustments may be confusing to those unable to tell the difference between X-Rays and microwaves, the weapon functions just as well as a standard laser. Even better with the overcharge function, although forgetting to let it cool between shots may have undesirable consequences.
Variable Heavy Laser "Raduga"
Token Cost: 11
Stat Restriction: Exoskeleton or higher level strength
Ammo: Generator.
Description: An industrial free-electron cutting laser, fitted with some extra features and wrapped into a man-portable package. Although the wavelength adjustments may be confusing to those unable to tell the difference between X-Rays and microwaves, the weapon functions just as well as a standard, if more powerful cutting laser. Even better with the overcharge function, although forgetting to let it cool between shots may have undesirable consequences.
I.. think I got most of it right.
I'll Add them.