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#21 |
Join Date: Nov 2008
Location: Pennsylvania
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"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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#22 | |
Join Date: Aug 2004
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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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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#23 | |
Join Date: Jul 2007
Location: One Mile Up
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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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#24 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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#25 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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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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#26 | |
Join Date: Dec 2009
Location: Jacksonville FL
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Mages already can be uber-powerful, this one thing will not be the item to make them over the top.
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Two things that I learned from Dungeons & Dragons is that I LOVE GURPS and it isn't really a compliment when a gnome tells you your hair smells nice. Last edited by Jeminai; 08-05-2010 at 08:11 AM. Reason: spelling |
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#27 | |
Join Date: Aug 2004
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#28 |
Join Date: Nov 2008
Location: Pennsylvania
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Sorry for the thread necro. This is an old idea which has again been in my thoughts.
(It is also interesting to see how my style of writing has changed drastically since this original post.) When building a lightsaber, a Jedi needs to built the saber and attune to it. That is the general idea I had before. Now, as I consider it again, I think it could be used to explain needing to sacrifice some of the user's life energy (FP) to power the blade. A question which arose before was what happens if the blade is broken. Some manner of mental stun seems appropriate because the blade is part of the user's mind and body channeled into an item. The damage still needs to be lower in a non-DF game. Though, I am still unsure what style of setting I am attempting to write. I have a few ideas. My most recent idea is a somewhat blatant Star Wars knockoff, but refluffed to be "fantasy." Blasters and similar things would exist but explained through a fantasy aesthetic, instead of futuristic sci-fi. (i.e. space travel is reduced to being on one planet; space ships become airships, zeppelins, or flying fantasy creatures; aliens become fantasy races). I am leaning toward a mix of fantasy and After the End, loosely influenced by things such as Thundarr the Barbarian, some of Fallout's weird-fantasy touches, Star Wars, and the Jetsons. Off the top of my head, the starting point is a city built atop a gargantuan mushroom. Some time ago, the mushroom was grown by druids to escape a cataclysmic event which polluted (and still pollutes) the ground level of the surrounding area. Mushroom cities (or other ways people escaped/survived the catastrophe) exist elsewhere. Mage Blades would exist as part of the setting, along with Jedi/Sith* analogues. *Though, I do not see it being as binary as good versus evil. I see it more as different schools of magic (as discussed earlier in this thread) and like different martial arts schools. |
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#29 |
Join Date: Sep 2005
Location: Canada
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Pyramid #3/76 Psychic Slayer might be worth taking a look at. It uses an advantage-based forcesword thats damage is limited by Will.
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Secret: Not a Gnome. (Actually a Dwarf with Dwarfism). |
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#30 |
Join Date: Feb 2016
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I have to agree. If it is purchased separately as a magical ability, perhaps with the maximum level being (Magery+2), then it would be fine. If you want to spend 75 CP on your magical force sword, I doubt that anyone would mind.
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Tags |
fantasy, ideas to share, weapons |
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