A simple idea for a steampunk boomerang (can’t think of a good name yet).

A simple idea for a steampunk boomerang (can’t think of a good name yet).

A simple idea for a steampunk boomerang (can’t think of a good name yet). The idea was that it can be a good cooperative tool, while allowing for some shenanigans. At the same time, I don’t like the possibility of automatic damage on a PC. Ideas?

A mechanical boomerang with dials and razor sharp blades (I would have the PCs give more details). A quick calibration and power up sets the boomerang up for a guided trajectory. 

Roll+INT. On a 10+ it deals damage to a target and returns safely to a secondary target. On 7-9, choose 1.

* The calibration wasn’t right. It hits its target and deals damage, but then lands somewhere else. 

* The power setting wasn’t right. It accelerates and spins aggressively, dealing double damage to its target AND to the secondary target.

7 thoughts on “A simple idea for a steampunk boomerang (can’t think of a good name yet).”

  1. You would have to have them name both targets before the roll is made, also the options really seem like a non-choice.I doubt many people would ever take the second option. How about these:

    -it hits the target and stays there

    -it hits the target and misses the second

    -it hits the target but inteferes with the second. -2 to  anything they might attempt in the immediate future.

  2. Eric Lochstampfor

    I know exactly what you mean. I wanted to find the right wording, instead of dealing damage, like -it “threatens” the second target.

    And I like your first option!

  3. When you set the dials and levers to calibrate your clockarang, roll+INT. On a 10+, hold 3. On a 7-9, hold 1. After throwing the clockarang at a target, you may spend hold one for one for the following effects:

    – hit an additional target;

    – deal double damage to all targets hit;

    – land where you want it to

    – be caught safely by you or an ally.

  4. Christopher Stone-Bush I find the third option kind of useless in comparison to the forth. Why would the PCs want the clockrang to land anywhere else than in their hand?

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