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#1 |
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Join Date: Sep 2009
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Hello all !
I am about to try my first space opera-ish campaign and i want to create a special class of warriors for an alien race called the "Faraani" whose technology has so far surpassed our own it often looks and feels like magic. I want them to have a signature weapon that is only (legally) available to the highest ranking members of this special order of warriors. (similar to the jedi and the lightsabers) This weapon is supposed to be an extremely expensive iridium-lined quarterstaff that can be used as a relay and amplifier for the wielder's Telekinetik powers. In other words, if someone with 10 ST an also 10 levels of telekinesis were to hit you with this staff you would feel the impact of the attacker's regular strenght + 2 or 3 times his telekinetic power. I would also like for the more experienced or talented wielders of the Faranian staff to be able to use them in interesting and unexpected ways, such as by hitting the ground bellow them and holding onto the staff as it lifts them up for a super jump, for example. how would you build this weapon? what other cool abilities and effects can you imagine it being able to do? any thoughts and tips about this weapon and also other gadgets you may have crafted for your own space-dudes campaign is highly appreciated, thanks in advance ! |
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#2 | |
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Join Date: Aug 2007
Location: Rochester, MN
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#3 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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This weapon increases the effective ST of a telekinetic wielder. Multiply his TK level by [(Talent+3)/3], round up, and add this to his effective ST for all purposes.It's a teeny bit complex, but you'd do the calculation ahead of time. So a person with PK Talent 1 would add (TK level * 1.33) to his ST, while someone with PK Talent 6 would add (TK level * 3) to his ST. That makes both aspects important. Just a thought. Quote:
The staff makes it easier for a telekinetic to improvise with his abilities, as long as he is using the staff as an active part of the stunt; see Using Abilities at Default for full rules. The wielder may use his Will-based weapon skill instead of a Will roll, which allows an experienced user to soak huge penalties; Talent still applies. In addition, reduce the FP cost by 1 for every full 8 character points invested in the skill; at 24 points (e.g., a skill of DX+6) these attempts cost no FP.Of course, I'm assuming you'll use Staff skill. It might make more sense to create some new, weird skill for this. I believe the OP is trying to build this as a normal weapon for his campaign, not as a "super gadget" that costs character points.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#4 | |
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Join Date: Jan 2005
Location: Stuttgart, Germany
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BL addition works fine, but adding TK levels directly to ST levels will make things really screwy. |
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#5 | ||||
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Join Date: Sep 2009
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Seems to me this weapon could be used as a regular staff, but you might need a new skill to use its TK enhancing powers. [/quote] Quote:
I'm used to running low to medium powered supers game where everyone preety much pays in character points for everything they have and also get new points for everything they effectivelly gain in-game.kind of makes it easier to keep track of character balance and overall influence/power in the game world. Now you got me thinking, should this cost money or points? This is a powerfull weapon issued only to a specific class of paladin-like warriors considered by many to be nothing more than a myth. It is sort of similar to the lightsaber or the green lantern's ring in that way. would they also cost money or character points? Would a fantasy paladin's Holy Avenger cost money or CP? I think we should at least charge for "signature gear", but say we do decide for money cost, how much would it be? It is a very rare weapon made from expensive materials that holds extreme sentimental value to its owner and is passed down to the next generation. Only way to get one would be to either pry it off a dead Faranian justicar (very hard to do) or through substantial ammounts of money and contacts in the black market. Last edited by Lex_BR; 07-26-2011 at 09:04 AM. |
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#6 |
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Join Date: Sep 2009
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Really? could you please give me a specific example on how adding TK to ST for determining striking ST power would make things screwy? I can't see anyhing wrong with it.
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#7 |
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Join Date: Sep 2004
Location: Canada
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Adding to TK level means that it goes up nonlinearly - the more powerful the base TK, the more benefit (lifting power) they get out of it.
This may or may not be what you wanted :)
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#8 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Trying to make this a function of BL seems unnecessarily complex and somewhat confusing -- how do you turn +X lbs. of BL into +Y damage?
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#9 | |
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Join Date: Nov 2009
Location: GMT-5
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#10 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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If you can buy it from someone or have it made for you, and more than a handful of them exist, I'd say money. It sounds like this is just part of the setting -- much like psychotronics are assumed to be part of any modern or future game involving psi.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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