IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Arson as an active skill?, I can't beleive this isn't in the books.
Lok1 :)
post Feb 26 2010, 10:27 PM
Post #1


Moving Target
**

Group: Members
Posts: 278
Joined: 26-June 09
Member No.: 17,321



Has anyone else noticed obviouse lack of Arson as an active skill? I think the abilty to set a fire in a way that would appear to be an accident/be the most effective is just as relevent to the shadows as many of the skills already available to players. The fact that many items exist to aid in the act of arson, but their is no skill that covers it has always seemed a little off to me.
I am toying with the idea of implimenting this into my games as a homebrew rule, what are your takes on it?
Go to the top of the page
 
+Quote Post
Tanegar
post Feb 26 2010, 10:36 PM
Post #2


Runner
******

Group: Members
Posts: 2,654
Joined: 29-October 06
Member No.: 9,731



I think I would rule it a specialization of Demolitions, since the main purpose of arson is to destroy a structure.
Go to the top of the page
 
+Quote Post
Darquewing
post Feb 26 2010, 10:52 PM
Post #3


Moving Target
**

Group: Members
Posts: 116
Joined: 19-February 10
From: San Antonio, TX
Member No.: 18,180



I do agree that Demolitions rather fits the bill, and would make a good specialization for Demolitions.

Also, I would think that two seperate skill tests would need to be made. One to see how the structure is destroyed, and another to see well the arsonist did in making it look like an accident. (i.e. 4 net hits on the destruction roll means that the structure went up in a roaring blaze. But, a failure on the deception roll means the accelerants didn't burn up completely or the ignition device was planted near a gas line that hasn't been used in years.)
Go to the top of the page
 
+Quote Post
Caadium
post Feb 26 2010, 11:44 PM
Post #4


Moving Target
**

Group: Members
Posts: 604
Joined: 1-December 08
From: Sacramento, California
Member No.: 16,646



QUOTE (Darquewing @ Feb 26 2010, 02:52 PM) *
Also, I would think that two seperate skill tests would need to be made. One to see how the structure is destroyed, and another to see well the arsonist did in making it look like an accident. (i.e. 4 net hits on the destruction roll means that the structure went up in a roaring blaze. But, a failure on the deception roll means the accelerants didn't burn up completely or the ignition device was planted near a gas line that hasn't been used in years.)


I disagree. I'd use 1 skill roll and have the player split their hits between the two things (a mechanic used in other parts of the game). Being able to make a good fire, yet keep it hidden is much harder than either hiding a small fire, or making a good but obvious one. Similarly, this is where background skills could come into play and lend a hand. Academic: Fire Science with Arson Investigation as a specialization (Fire Science is an actual college degree, if you doubt me ask any firefighter) is a good example.
Go to the top of the page
 
+Quote Post
FriendoftheDork
post Feb 27 2010, 01:10 AM
Post #5


Running Target
***

Group: Members
Posts: 1,288
Joined: 4-September 06
From: The Scandinavian Federation
Member No.: 9,300



Hmm let me see.

Intuition+Agility or maybe Int+Log start a fire

Surival skill: Start good fires with few aids or to maximize air and fuel input

Otherwise, knowledge skills for those special kinds of situation.

Another active skill is a waste and would be taken less than Artisan.

Chemistry could aid in choosing the right kinds of fuel, Physics in the measurements of air input, preassure etc. , Medicine or Biology to know the effect on smoke and heat on the human body...

Go to the top of the page
 
+Quote Post
Orcus Blackweath...
post Feb 27 2010, 01:14 AM
Post #6


Moving Target
**

Group: Members
Posts: 256
Joined: 27-July 09
From: Aurora Barrens, Denver
Member No.: 17,433



Hmmm I disagree here myself. Demolitions has nothing to do with concealing evidence. I would think that you would use demolitions and arson specialty to determine the overall success, and voluntarily decrease dice to hide evidence (up to -4 as in most skills). Additionally I would suggest a knowledge forensics to be used to assist in concealment, and to offset the negative dice.
Go to the top of the page
 
+Quote Post
Aerospider
post Feb 28 2010, 02:37 PM
Post #7


Running Target
***

Group: Members
Posts: 1,150
Joined: 15-December 09
Member No.: 17,968



Surely you'd use the Forgery skill to determine how well the act has been misrepresented...?
Go to the top of the page
 
+Quote Post
Karoline
post Feb 28 2010, 03:46 PM
Post #8


Great Dragon
*********

Group: Members
Posts: 5,679
Joined: 19-September 09
Member No.: 17,652



QUOTE (Aerospider @ Feb 28 2010, 09:37 AM) *
Surely you'd use the Forgery skill to determine how well the act has been misrepresented...?

I doubt it, unless possibly you're trying to make it look like the fire that 'the mad fire bomber' sets. Even then it would be much more about your knowledge of how to set up the fire than forgery.

My reading of forgery seems to be more 'you know how to look a 'document' look real even when it isn't' This includes electronics, and so forging money, passports, SINs, written documents and so on would all fall under the skill. Copying art does as well. I don't know, I could see some argument for it, but I still think other skills would figure in more prominently.
Go to the top of the page
 
+Quote Post
Aerospider
post Feb 28 2010, 04:10 PM
Post #9


Running Target
***

Group: Members
Posts: 1,150
Joined: 15-December 09
Member No.: 17,968



QUOTE (Karoline @ Feb 28 2010, 03:46 PM) *
I doubt it, unless possibly you're trying to make it look like the fire that 'the mad fire bomber' sets. Even then it would be much more about your knowledge of how to set up the fire than forgery.

My reading of forgery seems to be more 'you know how to look a 'document' look real even when it isn't' This includes electronics, and so forging money, passports, SINs, written documents and so on would all fall under the skill. Copying art does as well. I don't know, I could see some argument for it, but I still think other skills would figure in more prominently.

I'd be happy with Forensics as a specialisation of Forgery. You are, after all, trying to deceive subsequent authentication tests, whether you're framing someone or making a deliberate fire look accidental. Either way you're trying to create something with a false provinence.
Go to the top of the page
 
+Quote Post
Rotbart van Dain...
post Feb 28 2010, 04:24 PM
Post #10


Hoppelhäschen 5000
*********

Group: Members
Posts: 5,807
Joined: 3-January 04
Member No.: 5,951



QUOTE (FriendoftheDork @ Feb 27 2010, 03:10 AM) *
Another active skill is a waste and would be taken less than Artisan.

Artisan (Arson) however has a certain ring to it...
QUOTE (Aerospider @ Feb 28 2010, 06:10 PM) *
I'd be happy with Forensics as a specialisation of Forgery.

That would be Disguise.
Go to the top of the page
 
+Quote Post
Acidsaliva
post Feb 28 2010, 08:08 PM
Post #11


Target
*

Group: Members
Posts: 64
Joined: 15-January 10
Member No.: 18,041




Definitely a skill required for Mafia affiliated robots

QUOTE
Don-Bot: Alright, let's mafia things up a bit. Joey, burn down the ship. Clamps, burn down the crew.


How to become a Made Man-Bot
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 27th April 2024 - 02:38 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.