06-05-2015, 07:13 AM | #11 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Let's do the simple route then: Snatcher with Reduced Time 1/10 lets you take 1 second (touching the tattoo) and pull a small object out of the aether. Apply Aspected, PM, etc. as needed.
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06-05-2015, 08:19 AM | #12 |
Join Date: Oct 2007
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Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Or use Payload if the summoner has to own the item in question before calling upon it.
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06-05-2015, 09:22 AM | #13 | |
Join Date: Dec 2008
Location: Behind You
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Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Powers P.103
Quote:
sw+2 (2) cut weapon with 1 hex reach would be built with. Innate Attack (Cutting, Partial Dice) 2 damage (Melee Attack, -25%; Melee Attack (ST-Based), 100%; Armor Divisor, 50%) [12] Another possibility for building this is Snatcher. Though that is pricey, it is basically the advantage that lets your create an object out of thin air. You take the creation modifier from powers. Personally I like the Natural Weapon advantage better from Pyramid #65 - Alternate GURPS III. |
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06-05-2015, 10:10 AM | #14 |
Join Date: Jun 2006
Location: On the road again...
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Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Okay, for the record, I don't have Pyramid #65. Should I manage to squeeze another PDF into my budget, I'll have it considered, but there are quite a few supplements ahead of it. So, not even in the running.
Consider a small knife (sw-3/thr-1) as the base, or a baton (sw+0/thr+0). I tried to build a sw-3 cut small knife in GCA, and it really wouldn't let me. At most, I could get a sw-2 cut for -6 points; it wouldn't let me add further levels. Doesn't really seem right for an attack to count as a disadvantage. o.O Payload doesn't really fit -- the weapon isn't something that can be stolen -- and Snatcher may just be too expensive to truly consider. (Which, given this setting has 500-600 point dragons as possibly playable, is saying something.) If I was to add extra dice, this probably wouldn't be a problem... but another tattoo is meant to just conjure a regular, unmodified weapon, so I want to be sure I'm not doing it screwball, y'know?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
06-05-2015, 10:55 AM | #15 |
Join Date: Nov 2004
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Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Payload + signature gear, with appropriate modifiers (payload is massless, only usabe with signature gear etc.) Price the magic one like a vibrobkade of equivalent potency.
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06-05-2015, 03:24 PM | #16 |
Join Date: Mar 2013
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Re: Tattoo Magic: Summoning a Magic (AP) Weapon
tbrock1031, I think your problem is that you're wanting to exactly duplicate the weapons normal damage, I'd suggest giving up on that
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06-18-2015, 10:35 PM | #17 |
Join Date: Jun 2006
Location: On the road again...
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Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Okay, I think I have something that fits. How does this look for a tattoo that conjures a regular weapon?
Weapon: Any melee or muscle-powered ranged weapon, from a shuriken to a halberd; cannot be a gun or energy weapon. These weapons are generally Fine-quality weapons. Buy each weapon separately as Signature Gear (Cancellation, +10%; Costs 2 ER/FP per minute, -10%; Summonable, +100%; Magical, -10%) [1.9/level]. Thoughts? (I'm still working on the magic weapons.)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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cancellation |
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