Quote:
Originally Posted by acrosome
Warning: Varyon tends to engage in some pretty extreme house ruling. You are warned.
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Heh, that's fair.
Quote:
Originally Posted by acrosome
But isn't there a whole book called Power-Ups: Imbuements for things like "any weapon in your hands gets an armor divisor"?
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Correct; in fact, IIRC, most weapon enchantments like Penetrating Weapon in
Sorcery are actually built using Imbuements (there are guidelines for turning a skill into an Advantage that they make use of).
Quote:
Originally Posted by corwyn
I'm looking at something summonable probably. The character is a female spy in a swashbuckling campaign, so usually she cannot hide a full-sized weapon on her. I was considering just going with dagger and small rapier but then I thought of a summonable full rapier. I also considered taking signature gear which would allow me to "summon" it once per session and just go with a dagger.
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If you want her to be able to summon a weapon, consider finding or creating a spell that will grant her Payload (Cosmic: Hammerspace +50%). Assuming she has ST 10, two levels of Payload will let her carry up to 4 lbs, and would cost [3]. As a Sorcery spell, that would be something like Affliction (Advantage, Cosmic Payload +30%; Extended Duration 30x 60%; Fixed Duration +0%; Sorcery -15%) [17.5], rounded up to [18]. This would give you the ability to grant anyone (including yourself) the ability to stow and retrieve up to BL/5 (in the case of someone with ST 10, 4 lb) worth of stuff in "hammerspace," which basically looks like you stow and retrieve it from nowhere at all (so it looks more like summoning and dismissing than drawing and sheathing), for 90 minutes. What happens to whatever is stowed there when the spell expires is up to the GM - items might just fall down in your hex, show up stowed properly (rapier in a sheathe at your belt), be stuck in hammerspace but become accessible again if the spell is cast on you again (so you can just keep your rapier stowed indefinitely, then when you need it cast the spell to get access to it and draw it; note if the GM rules things this way you could get away with a much shorter duration), or be lost forever (or until someone might find it inconveniently, if you try to use this to dispose of the One Ring or whatever). As a known spell, it would only cost [4], and IIRC you'd only need Sorcery 1 to qualify for it. Note this solution does require you to have a weapon to stow in your Payload - it doesn't give you a weapon!
EDIT: As with any time you design a new power (or, in this case, Sorcery spell), and in particular any time you make use of a Cosmic Enhancement, you'll want to check with the GM to make certain this is OK (also you'll want to find out what happens if the duration runs out and you still have something stored there - it would be decidedly unfun to have an expensive weapon basically wind up destroyed because you failed to retrieve it in time)