06-11-2010, 04:25 PM | #1 |
Join Date: Jun 2010
Location: Dreamland
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Enhancing weapons with natural abilities
A race I've made in another system, called the D'Voir, has the ability to cover their weapon in fire, ice, or lightning. It's a small bonus, but enough to make a difference. For simplicity, lets go with fire, and i can figure out the others from that.
Any weapon that has reach (aka more than c) will do +2 burning damage when used by a D'Voir. At first I'd thought it'd be simple, but nothing quite works right. I don't know if this should be applicable to ranged weapons... Innate attack with link plainly causes just 2 more damage, but armor counts against it also, when it should only apply once to the whole damage. With follow-up it would do the same if the weapon didn't get through armor, which would most likely stop the fire also. Follow-Up and Contact Agent would give it a quasi-magical feel, but would it work to light a dead log on fire? Also, can link and follow-up even be applied in this manner? How, and what else can, if so? |
06-11-2010, 04:29 PM | #2 |
Join Date: Aug 2005
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Re: Enhancing weapons with natural abilities
You need Power Ups: Imbuments. It is this.
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06-11-2010, 04:41 PM | #3 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Enhancing weapons with natural abilities
Yep, it's EXACTLY this. It's a hole in the system, and very hard to fill without the Imbuements subsystem. Also, if you like the framework, I wholeheartly recommend Pyramid #3/4: Magic on the battlefield for the Perfect Defense article, that expands it to Defensive (Armor and Shield) Imbuements, and to a lesser extent Pyramid #3/12: Tech and Toys for Psi-Powered Imbuements (Classifying the Imbuement Skills along the lines of the Psionic Powers) and Pyramid #3/13: Thaumatology for The Mystic Knight (3 new Imbuement Skills, though one of them is in the odds and ends section, as well as an Imbuement focused template for use in DF, and a small set of perks)
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06-12-2010, 08:54 AM | #4 | |||
Join Date: Dec 2009
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Re: Enhancing weapons with natural abilities
Quote:
"Some attacks have a linked effect. This is a second type of damage or other effect that occurs simultaneous- ly with the primary effect. Make one roll to hit, but resolve all damage and resistance rolls separately for the pri- mary effect and the linked effect. An example of a linked effect is a grenade that inflicts both a crushing explosion and a blinding flash of light on deto- nation. A person in armor might be blinded but unhurt, while an unar- mored person with eye protection might be wounded but not blinded." So, someone might have flame-retardant armor that helps protect them from the burning damage, but offers little protection from your sword. If you want to model your successful melee attacks creating an opening for burning damage, though... Quote:
So, instead of, say, Burning Attack 4 (Melee Only, Link [Melee Weapon] +10%, Whatever else you want), you could take: Burning Attack 2 (Melee Only, Link [Melee Weapon] +10%) AND Burning Attack 2 (Follow-Up [Melee Attack]) You might just house-rule an enhancement for the follow-up attack that allows it to deal damage even if DR is not overwhelmed by the melee attack. (That is, if the melee attack deals damage, the burning gets through, but if the melee attack doesn't deal damage, you can still roll your burning damage, but you must roll it against all of the target's DR. This way, if a target has good protection vs. melee attacks but poor protection vs. fire, you can still deal your fire damage even if you cannot penetrate its armor.) I'd say about +20% for this. ... This is complicated, though: You could also just make the special enhancement for one SINGLE Burning attack... "+10% Half of damage ignores DR if linked melee attack successfully penetrates DR." Increase to +20% if all of the damage gets through. Quote:
Last edited by bea_bumble; 06-12-2010 at 09:00 AM. |
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06-12-2010, 09:51 AM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: Enhancing weapons with natural abilities
A dead, dry log is made of wood, is combustable, and has ablative DR. You can set it's DR layer on fire with enough fire, at which point it will end up burning into the regular HP. It's one of the hazards of being combustable. Note that matches don't set logs on fire under normal circumstances - you set fire to tinder, which sets fire to twigs and small branches, which then sets fire to your log.
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06-14-2010, 04:14 PM | #6 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Enhancing weapons with natural abilities
Quote:
Can anyone give a quick synopsis on imbuements, just so i can know if i would absolutely need it? (I do plan on getting most GURPS books, but im not stinking rich :P) Also, i didn't know that's how ablative DR works with Combustible. I'll have to reread the Basic Set again. Thank you for all your help, everyone. |
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06-14-2010, 04:23 PM | #7 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Enhancing weapons with natural abilities
Quote:
It costs $5 and has exactly what you're looking for. But to be more specific, it has an advantage that lets you "imbue" a weapon with extra power(s). It lets you pick and choose ways to power up a weapon. So if you want to shoot a homing bullet from an ordinary gun, you can make that character now. If you want to be able to cover your weapon in fire, ice, or lightning, you can make that character now. You could probably house rule something instead. But for $5, you may as well have something with all the bugs already worked out. |
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06-14-2010, 06:38 PM | #8 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Enhancing weapons with natural abilities
Actually, if the only thing you want to do is add extra damage to weapon attacks, then imbuements don't do anything you couldn't do with a regular Follow-up ability. The imbuements that add damage specifically state that they are adding follow-up damage, so if follow-up damage isn't working for you, neither will imbuements. I'd just go with a Follow-up ability -- it's what it's for:
Elemental Weapon: Burning Attack 2 points (Follow-up, Any weapon, +50%; Incendiary, +10%) [1]* + Fatigue Attack 2 points (Follow-up, Any weapon, +50%; Freezing, +20%) [9] + Burning Attack 2 points (Follow-up, Any weapon, +50%; Surge, +20%) [1]*. 11 points. An imbuement however can, for example, add the Surge enhancement to a weapon's entire damage, and then add additional lightning damage on top of that. * Alternative Attacks (×1/5 cost) to Fatigue Attack. EDIT: A real munchkin would replace the two Burning Attacks with Burning Attack 2 points (Follow-up, Any weapon, +50%; Incendiary, +10%; Selectivity, +10%; Surge, +20%) [1]*, saving 1 point. Last edited by munin; 06-14-2010 at 06:44 PM. |
06-14-2010, 07:50 PM | #9 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Enhancing weapons with natural abilities
Quote:
To be clear, this is not the same as innate attack. A guy with innate attack can, for example, make a flaming sword and hit people with it. A guy with imbuements takes a sword and turns it into a flaming sword.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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06-15-2010, 08:03 AM | #10 | |
Join Date: Aug 2005
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Re: Enhancing weapons with natural abilities
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Now if you really wanted a follow up freeze attack, I would say probably use a toxic attack. If you really want to you could try corrosive. |
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Tags |
follow-up, link, weapon |
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