I have a few questions, and some things to discuss.
Do you need to have a gun to have the 20 Ammo. I’m sure there are characters out there with no ranged, possibly Wanderers with no gun. I can see how a Wanderer with no gun might not get the ammo, but for others with no gun can they still have ammo. Mostly because it is a currency of sorts, something that can be bartered. And those with no gun could still trade ammo for protection or whatever. Just wondering.
Demolitions & Explosives
I’m not really sure what you are thinking of with this skill and what it applies to. I get the feeling that setting and potentially disarming bombs (though Tech and/or repair and/or demo expert might be needed for that). So I figured things like plastic explosives, dynamite, mines are all about right. What about grenades? If we have grenades will they have use in combat (don’t care if they don’t just asking). If so do grenades have a limit too, and is that just part of the ammo limit.
Larp grenades tend to be sacks you throw at people. If you hit they get an effect. It feels too complicated for this game. Or at least it feels overly complicated for sessions that aren’t designed around a combat scenario.
That said I have a pretty cool prop for grenades, not one that you would throw at people though. I was imagining more arming it and rolling it on the ground. Might work better as a gas or something. But I wanted to discuss it before I got carried away with explosive props.
So I was thinking about trying to get some smallish flat cans or something, maybe 8 cm diameter or something and putting a red cross on them. But I was kind of wondering what we really needed in a medpack. They heal 3 without the need of someone with First Aid. It’s like slapping omnigel on a lock and it opening. I actually have no problem with this, it so computer game it’s awesome. Doctors make them, soldiers use them. I was mostly just thinking about the representation of them. Anyone else have any ideas on this.
I guess the important thing is that you can only really have gear on you that you can carry, so the size of a medpack matters. If it’s small then you can have a lot, and if it is big then you might only be able to carry 1 or 2. Given that unlike ammo medpacks aren’t limited by the GM, their limitation is the number you can carry. Thoughts.