So there's a few very old threads about this but they don't really answer what I want to know, so:
I want to do a tazer as a gun that does the maneuver "tazed". I chose the maneuver because it seems to most fit the style of the weapon. A block seems weird and doing stress seems clunky.
So I'm not asking How it should be done - it's a maneuver - the question is: How should I set it up?
I was thinking of giving it a maneuver rating(or weapon Power), let's say 4.
So you 'd do a Guns vs Athletics, if target gets hit he makes an Endurance against Power 4.
If he fails by 0, fragile; if he fails by +1 or more, sticky. and he is now "tazed"
Tazed could be compelled. If so, they cannot act until they successfully remove the aspect by doing an Endurance vs 4, as a suplemental action.
Here's some of my concerns:
1. It requires 2 rolls to successfully taze someone. Does this make it a bit useless? Being compelled not to act seems pretty powerful, so maybe two rolls is justified.
To make it one roll(no weapon power), you might just do Guns vs Endurance. This would also make concern #2 a non-issue. The only reason I don't like this is that someones skill shouldn't determine how effective the tazer is.
2. What kind of "power" would you put on it? Is 4 too strong or is it too weak?
3. Would you make the Endurance roll to shake the maneuver easier each exchange? Give the target a +1 to their roll everytime they try to resist?
Lastly, am I missing anything?