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Old 06-05-2015, 02:42 AM   #1
Phantasm
 
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Join Date: Jun 2006
Location: On the road again...
Default 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.
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