Tattoo Magic: Summoning a Magic (AP) Weapon
So, I'm working on a conversion of a kitchen sink setting which I won't name, due to various reasons. This setting has magic, vibroblade, and laser weapons side by side.
One of the original system's key points is what I will call "super-damage", which I have translated into meaning it's armor-piercing by GURPS rules. This makes a laser pistol which does 1d6 super-damage in the original setting translate into 2d (2) damage in GURPS; vibro-blades have +1d (3) cut damage and (3) imp damage, as per Ultra-Tech. So far, so easy, right? Now we get into one of the types of magic, which are various powers in the form of tattoo that you activate by touching and pumping mana into. One of the things that you can do is summon a normal weapon, which can range from a knife to a greatsword, or a mace, axe, greataxe, club, bow, or anything else you can think of, or a magic weapon which does a super-damage amount. So.... for cutting and impaling weapons, should I do AD (2) or AD (3)? Also, how would you handle similar crushing weapons? Hardest part in the descriptions will be figuring out how to write the price for Modified ST-based Damage since it'll obviously vary based on how strong the tattooed guy is. I should also note that armor and shields are also available to be summoned this way. Thoughts on how to handle this are also helpful. Thanks in advance. |
Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Spells that conjure weapons with improved weapon qualities are as simple as "this spell gives you a sw+2(3) sword." Armor is just a DR boosting spell that can be found in Magic, and shields get more DR, but, require a Block roll to use.
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So if I have ST 12, and an axe with an Armour Divisor, without the cost of putting Armour Divisor on basic thrust damage this look like: Attributes [20] ST 12 [20] Secondary Characteristics [0] Damage 1d-1/1d+2 Advantages [10] Cutting Attack 0d+2 (Armour Divisor (2), +50%; Melee, Reach 1, -25%; ST-Based, +100%) [10] But there's an additional cost equal to Crushing Attack 1d-1 (Armour Divisor (2), +50%; Basic Damage is Free, -100%) [2] In order to list it, I'd assume each +/-2 ST gives +/-1 to damage, which has a cost of +/-0.3*5=+/-1.5, so I'd list the basic cost of the ability at ST 10, then add +/-1.5*(Cost of modifier) per +/-2 ST. |
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I'm not sure that your assumption works, though I haven't yet run the numbers. I'll have to deal with folks with ST scores of 6 and ST scores of 30 in this setting, after all. Also, my other question remains unanswered: should these magic weapons have AD (2) or AD (3)? Not sure they'd do extra dice damage, to be honest. |
Re: Tattoo Magic: Summoning a Magic (AP) Weapon
This is page 113, you use Alternate Abilities, but you AREN'T restricted to the normal damage values for those weapons
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I suppose the other logically consistent alternative is to price the Innate Attack for the absolute maximum anybody could do with the weapon (i.e. for whatever damage it does when wielded by somebody with 3 x MinST). That considerably overvalues it for most casters, but does guarantee the price is never unfairly low. |
Re: Tattoo Magic: Summoning a Magic (AP) Weapon
Oh, forgot to mention before, there is another option to going down the Innate Attack route. Build the summoned weapons with the Natural Weapons article in Pyramid #3/65 - Alternate GURPS III. It should allow you more than enough flexibility, while solving most of your problems.
It's only semi-canonical, but it's a damn good system. |
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