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Old 08-02-2010, 12:09 AM   #21
Johnny Angel
 
Join Date: Nov 2008
Location: Pennsylvania
Default Re: Mage Blade

"Yes, I was agreeing with that and tossing out ideas for how I think it would work well with advantage enhancements. "

thanks

sorry... sometimes it's hard to pick up on context on a message board

I get so accustomed to people being negative on other fora that sometimes I forget that it's possible to receive honest constructive criticism here.
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Old 08-02-2010, 03:41 AM   #22
Captain-Captain
 
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Default Re: Mage Blade

Quote:
Originally Posted by Mark Skarr View Post
That is a ridiculous amount of damage for a fantasy game. Thatís ST 33/34 swing damage for a Magery 3 character (with an Armor Divisor!), and ST 22 swing damage for a Magery 2 character. You suddenly become the party damage dealer. Who cares t hat it costs you 2 FP per 2.5 minutes . . . thatís longer than the fight is expected to last, and, once they see your weapon, theyíre not likely to want to continue fighting.

Unless the other characters are packing ultra-tech weapons or armor, itís drastically unfair.
It's not that out of whack relative to some other spells. M3 characters can do up to 9 dice ranged, this is like Flame Jet without the long staff range.

The Magery and Mana level interaction makes things too much bother to use.

Standard penalties for mana apply: -5 to skillo in low mana, Any failure is a critical failure in Very High Mana.

Duration should be 1 second, same to maintain, as per Flame Jet. 3 pts per level of magery. a 9d attack has reach 1 To evaluate requires paying the 9 FP (adjusted by skill) for each turn of evaluation (oww) or you evaluate thine cast the spell treating it's creation as a successful fast draw.
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Old 08-02-2010, 04:09 AM   #23
Gold & Appel Inc
 
Join Date: Jul 2007
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Default Re: Mage Blade

Quote:
Originally Posted by Johnny Angel View Post
The idea of having different mage blades be different depending upon the style/school of magic is something I really like.
Here's a few examples of what I'm picturing for this (prerequisites = Magic Talent 1 / Level):

Fire Blade:

Innate Attack: 2d Burning / Level (Destructive Parry +10%, Incendiary +10%, Can Be Stolen w/ ST But Not Used -15%, Costs 1 FP/Minute -5%, Magical -10%, Melee Attack: Reach C,1 -20%)

Cost: [7/Level] or w/ MM [6/Level]

~~~~~

Wind Blade:

Innate Attack: 1d Crushing / Level (Cosmic: No Active Defense +300%, Double Knockback +20%, Jet +0%, Can Be Stolen w/ ST But Not Used -15%, Costs 1 FP/Minute -5%, Magical -10%, No Wounding -50%)

Cost: [17/Level] or w/ MM [4.2/Level]

~~~~~

Meta Blade:

Innate Attack: 1d Burning / Level (Affects Insubstantial +20%, Armor Divisor: 10 +200%, Costs 1 FP/Minute -5%, Magical -10%, Melee Attack w/ No Parry: Reach C,1 -25%)

Cost: [14/Level] or w/ MM [9.6/Level]

Notes: Tight-Beam Burning.

~~~~~

Necromancy Blade:

Innate Attack: 1d Toxic / Level (Cosmic: No DR +300%, Extended Duration: Permanent +150%, Side Effects: Temp Disadvantage: Total Unhealing +80%, Can Be Stolen w/ ST But Not Used -15%, Costs 1 FP/Minute -5%, Magical -10%, Melee Attack w/ No Parry: Reach C,1 -25%)

Cost: [23/Level] or w/ MM [11.34/Level]

Notes: The Side Effects of this attack prevent normal healing indefinitely, but may be cured
with a Remove Curse spell. Magical healing functions normally against the wounds it inflicts.

~~~~~

Body Control Blade:

Innate Attack: 1d Impaling / Level (Side Effects: Temp Disadvantage: Hemophilia +80%, Can Be Stolen w/ ST But Not Used -15%, Costs 1 FP/Minute -5%, Magical -10%, Melee Attack: Reach C,1 -20%)

Cost: [10.4/Level] or w/ MM [7.7/Level]

Notes: This blade is solid enough to parry attacks and penetrate normal objects, but it works much better against living flesh, may target vital organs, and causes the target to bleed uncontrollably if the side effects are successful.

~~~~~

Mind Control Blade:

Innate Attack: 1d Fatigue / Level (Malediction +100%, No Signature +20%, Side Effects: Stunning +50%, Can Be Stolen w/ ST But Not Used -15%, Costs 1 FP/Minute -5%, Magical -10%, Melee Attack w/ No Parry: Reach C,1 -25%)

Cost: [21.5/Level] or w/ MM [12.15/Level]

Notes: This attack bypasses all DR with a contest of Skill vs Will.

Last edited by Gold & Appel Inc; 08-02-2010 at 05:22 AM.
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Old 08-05-2010, 05:58 AM   #24
Dwarf99
 
Join Date: Nov 2006
Location: Fayetteville, Arkansas
Default Re: Mage Blade

Quote:
Originally Posted by Gold & Appel Inc View Post
I'm pretty sure that's what we're all talking about here.
I meant as in the objects and methods of players constructing them.
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Old 08-05-2010, 07:04 AM   #25
Ze'Manel Cunha
 
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Location: Stuttgart, Germany
Default Re: Mage Blade

Quote:
Originally Posted by Captain-Captain View Post
Duration should be 1 second, same to maintain, as per Flame Jet. 3 pts per level of magery. a 9d attack has reach 1 To evaluate requires paying the 9 FP (adjusted by skill) for each turn of evaluation (oww) or you evaluate thine cast the spell treating it's creation as a successful fast draw.
That seems a bit too FP heavy for what the OP is looking for, how about something along the lines of:

Mage Blade
Enchantment
Enchants a weapon hilt which allows a mage to focus his Magery and project a magical blade from the hilt.
Many mages use various Limiting enchantments so that others can’t use their blade – but this is not automatic.
Mage Blades are generally given Power equal to their wielder's magery +1 and are rarely found with less than 3 Power, without that Power a mage must spend 1 FP + magery level per minute of use.

Magery 0 - 1d (.5)
Magery 1 - 1d
Magery 2 - 2d
Magery 3 - 3d
Magery 4 - 3d (2)
Magery 5 - 4d (2)
Magery 6 - 5d (2)
Magery 7 - 5d (5)
Magery 8 - 6d (5)
Magery 9 - 7d (5)
Magery 10 - 8d (5)


Item
Bladeless weapon hilt as an enchanted focus. Usable only by mages.
Energy cost to create: 50.

Last edited by Ze'Manel Cunha; 08-05-2010 at 08:22 AM.
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Old 08-05-2010, 08:09 AM   #26
Jeminai
 
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Default Re: Mage Blade

Quote:
Originally Posted by Mark Skarr View Post
That is a ridiculous amount of damage for a fantasy game. That’s ST 33/34 swing damage for a Magery 3 character (with an Armor Divisor!), and ST 22 swing damage for a Magery 2 character. You suddenly become the party damage dealer. Who cares t hat it costs you 2 FP per 2.5 minutes . . . that’s longer than the fight is expected to last, and, once they see your weapon, they’re not likely to want to continue fighting.

Unless the other characters are packing ultra-tech weapons or armor, it’s drastically unfair.
I disagree. If a mage casts a fireball and has Magery 3 he can make it a 9d fire ball with the advantage of delivering this damage at a distance. If he does it with an explosive fireball he can do it at a distance and over an area. A Mage Blade still only allows you to do this intense amount of damage in melee range.

Mages already can be uber-powerful, this one thing will not be the item to make them over the top.
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Last edited by Jeminai; 08-05-2010 at 08:11 AM. Reason: spelling
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Old 08-07-2010, 07:51 PM   #27
Not another shrubbery
 
Join Date: Aug 2004
Default Re: Mage Blade

Quote:
Originally Posted by Jeminai
I disagree. If a mage casts a fireball and has Magery 3 he can make it a 9d fire ball with the advantage of delivering this damage at a distance. If he does it with an explosive fireball he can do it at a distance and over an area. A Mage Blade still only allows you to do this intense amount of damage in melee range.

Mages already can be uber-powerful, this one thing will not be the item to make them over the top.
The item breaks any niche protection you might want fighter-types to have, plus it is doing a large amount of damage at a miniscule FP cost. Fireball casters have to build up those large bombs over time and with a proportionally large cost in energy.
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