Author Topic: Feat (or item?) Ideas- Facilitates Knife/Gun Synergy  (Read 1232 times)

Ninjaxenomorph

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Feat (or item?) Ideas- Facilitates Knife/Gun Synergy
« on: April 06, 2016, 02:46:10 pm »
Yeah, only one. I was considering how I would make an Underrail character based on another character I usually recreate in postapocalyptic RPGs. Said character, probably my next playthrough, is a bit difficult to play to the extent I want, because you can only equip two weapons at a time; the character I want to make uses assault rifles and is a specialist in close-quarters combat, and he likes his kukri. However, he also carries a pistol and makes use of that (and I want to use a .44 hammerer, I want explosive ammunition!), and switching, even with Quick Pockets, is awkward. So, I came up with a feat idea that would mitigate this:

Close-Quarters Combat
You can equip a knife to a utility slot. When used to attack an adjacent target, any gun, crossbow, or unarmed attacks deal (X%, maybe 15-20) extra damage if used without moving.

I realized halfway through this would probably be hard to implement coding-wise, and I realized a new item would also work: tactical knife. Same scaling as normal knives, but without as much customization, and a cool down. The feat above could even work with them.

Alternatively, an even simpler feat would perhaps give you an activatable ability where it costs little to no AP to draw a knife from your inventory, then maybe increases unarmed/melee/pistol damage for 1 turn.
« Last Edit: April 06, 2016, 03:32:34 pm by Ninjaxenomorph »