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My unofficial AToW quirk: allowing civilians to have weapons
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nicewitch
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PostPosted: 23-Feb-2013 16:49    Post subject: My unofficial AToW quirk: allowing civilians to have weapons Reply to topic Reply with quote

I read on AToW p. 363 that weapon possession is a crime except for: 1, Clan Warriors (presumably when they're not imprisoned); and 2, the p. 255 Legality Ratings table that allows for weapons to be possessed by government/military officials and/or licensed to civilians. So I came up with this quirk: due to how a ruler might have a code of honor to protect against government tyranny or in some hyper extremely rare cases, a mental derangedness handicap, he/she can allow civilians to possess military weapons. This Quirk is a negative quirk and is worth a number of points equal to the total number of BD points all weapons allowed by each civilian can do. So for example, if 4, 5, or 6 civilians each have a weapon that could inflict 6BD points (such as each of them having a Grand Mauler or Tsunami Gauss Rifle), then this total of trait points would be worth a negative 24, 30, or 36 points; or if for example, 4, 5, or 6 civilians each have several weapons that can each inflict 8BD points (such as each of those civilians owning a "Bearhunter Autocannon" and a Micro Grenade Launcher), then this total of trait points would be worth a negative 64, 80, or 96 points. Comments? Recommendations?
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Kraken
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PostPosted: 23-Feb-2013 18:38    Post subject: My unofficial AToW quirk: allowing civilians to have weapons Reply to topic Reply with quote

If you go back to 3rd edition, they had a gradated table covering tech level, availability, and legality.

Everyone had access to "A" and "B" items, but a character needed to buy the "Well-Equipped" trait to get anything higher.

Shotguns and muskets were "B" items due to their legitimate use in hunting, and so even civilians without the trait could hypothetically own those. They might not have the needed skill to use them ("Shotguns" and "Rifles", respectively), but the character could potentially own them.

Remember - one of the perks of being a GM in a campaign is that you have a degree of freedom in deciding how to modify rules sets. This potentially includes appealing to older editions of the same game if a rule in a newer edition doesn't seem to make sense.
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Vagabond
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PostPosted: 24-Feb-2013 18:43    Post subject: My unofficial AToW quirk: allowing civilians to have weapons Reply to topic Reply with quote

And to build upon what Kraken has said, you do use Well-Equipped trait to gain access to Military Grade weapons if a character is normally not given access (and note this is their personal gear and not the gear assigned for a mission by a unit).

Next, The table you reference is guidelines and examples and not a hard set rule. It various from house to house and world to world. On Luthien you should expect an arrest, on the Rock your golden to walk around with a rocket launcher.

Also, Civilians are NPCs and you can give them whatever for whatever reasons. No need for a rule, especially one that GIVES them build points.
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Kraken
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PostPosted: 25-Feb-2013 04:20    Post subject: My unofficial AToW quirk: allowing civilians to have weapons Reply to topic Reply with quote

Another thing to consider is that even in this day and age, weapons such as small blades (usually 4 inches or less), hammers, and others can be freely carried around, with the cops asking few questions so long as the person is otherwise following the law.

Furthermore, you have the various martial arts to consider *and* the prospect of a civilian who has enough knowledge and intelligence to contemplate making home-brew weapons.
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