09-11-2014, 12:43 PM | #1 |
Join Date: Oct 2008
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Point cost for ultra tech enchanted claws?
There is a set of Cyber claws in UT page 211 and melee weapon modifiers on page 163-165. They spell out the cost in terms of money for implanted claws that re superfine or similarly enchanted.
The question that is left unanswered what is what would be the point cost. The basic cost is 6 points, so what would be reasonable cost for: Superfine? The extra damage seems easy innate attack 2 points with (2) divider +2 damage is 0.6*7 point base with +50% for the armor divisor. The straightforward thing would seem to be to just add +100% strength based modifier, but that seems to be a low price for converting all your ST to penetrate armor better. Monowire? The same as above but with (10) armor penetration, the cost seems even more wrong. Vibro? as above but +1d damage and Nanothorn? Convert damage to corrosion that has special effects like reducing armor but no extra damage.. so cannot use even innate attack to model it. So no idea really how to model the cost. Am I overly sensitive to the perceived cost as weapons already do those things and you are paying the base 6 points for having a weapon that you carry concealed inside so the +100% is good enough? |
09-11-2014, 12:46 PM | #2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Point cost for ultra tech enchanted claws?
Enhancing ST-based attacks (which this is) canonically requires you to add the enhancement to your ST as well per GURPS Power-Ups 4: Enhancements (p. 20) or GURPS Powers (p. 146). So adding Armor Divisor 2 is going to add a +50% enhancement to your claws, but also to your ST.
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09-11-2014, 01:16 PM | #3 |
Join Date: Oct 2008
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Re: Point cost for ultra tech enchanted claws?
Ah missed that box in powers.
That takes care of all the others except Nanothorn. As normal claws change the damage type to cutting, but nanothorn to corrosion, that is valued higher at least as innate attack than cutting. |
09-11-2014, 01:23 PM | #4 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Point cost for ultra tech enchanted claws?
You'd buy Nanothorn Claws as a Corrosion Attack with ST-Based, I'd think.
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09-11-2014, 01:25 PM | #5 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Point cost for ultra tech enchanted claws?
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09-11-2014, 01:31 PM | #6 |
Join Date: Oct 2008
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Re: Point cost for ultra tech enchanted claws?
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09-11-2014, 01:44 PM | #7 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Point cost for ultra tech enchanted claws?
Is one point of damage really that significant? I guess you could buy it back down with a quirk and make it a metatrait.
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09-11-2014, 01:56 PM | #8 |
Join Date: Jun 2013
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Re: Point cost for ultra tech enchanted claws?
Pyramid #3/65 has Natural Weapons for cases like this, although note if you want to use that you should rebuild the claws from UT 211 under that system while you're at it. That article would let you build nanothorn claws pretty readily (Corrosion damage as a base, Destructive Parry, Hidden, possibly Resilient, and Armor Divisor (10), for between [36] and [40], depending on how resilient it is).
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09-11-2014, 04:16 PM | #9 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Point cost for ultra tech enchanted claws?
Quote:
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09-11-2014, 04:25 PM | #10 |
Join Date: Nov 2009
Location: Oregon
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Re: Point cost for ultra tech enchanted claws?
Meanwhile, I wouldn't charge more than a point or two for them (Accessory: Claws or Weapon Mount). They're free to spend more cash to get better quality claws. After all, they could do the same with a Knife or Bladed Hand with no point cost. They're paying character points to get the same weapon in a concealable, non-disarmable form.
Of course, my mentality has slowly been shifting towards treating all cybernetics (and entire Cybershells, in settings where swapping bodies is commonplace) as gear instead of advantages. So it's probably not pertinent to a discussion about a setting where you're already treating cyber as traits. |
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