01-05-2022, 11:00 AM | #41 |
Join Date: Dec 2007
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Re: should there actually be "indestructible" weapons?
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01-05-2022, 11:29 AM | #42 |
Join Date: Aug 2007
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Re: should there actually be "indestructible" weapons?
If he has super powers with some sort of Limitation of "Only while holding sword" then the sword doesn't have to be anything special. If it's that sword that rematerilizes in his hand after 1 second when stolen or destroyed then that's not even a Nusissance Effect on his Powers and his character sheet is where this "sword" shows up.
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Fred Brackin |
01-05-2022, 02:10 PM | #43 | ||
Join Date: Sep 2004
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Re: should there actually be "indestructible" weapons?
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01-05-2022, 03:02 PM | #44 | |
Join Date: Dec 2007
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Re: should there actually be "indestructible" weapons?
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01-06-2022, 06:19 AM | #45 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: should there actually be "indestructible" weapons?
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At most, you might call it a Nuisance Effect for -5%.
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Bill Stoddard I don't think we're in Oz any more. |
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01-06-2022, 09:17 AM | #46 | |
Join Date: Sep 2004
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Re: should there actually be "indestructible" weapons?
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Limited Use only restricts uses per duration. If you also have limitations that you have to carry a fair amount of weight as ammo (nuisance), that must be replenished from specific stashes (nuisance), and can either be taken away or otherwise kept from you (stolen), then your ability is considerably more limited than just waiting until the duration refreshes. Consider the situations: 1) Cleric gets to use healing 1/day. His power refreshes each morning. Limited Use 1/day 2) Cleric gets to use healing, but then must pray (reload) his charge. Limited Use 1/slow reload. 3) Cleric gets to use healing, but must have water to wash the wounds with. Acc - Requires 1 pint water / HP. 4) Cleric has the ability to make rods that can cast healing. They tend to get damaged or taken so he makes a few at a time when doing the necessary rituals so he can have a spare handy. Gadget with limitations. #1 and #2 can use the ability even if taken captive and deprived of all equipment. There are no external dependencies. Nothing extra needs be carried. No places needed to be visited to regain the ability, since it can't be taken away by any means. #3 and #4 both need something, but water is fairly easy to come by. It's more serious to rely on a super powered item that can be taken or destroyed, even if you have access to a replacement. #4 qualifies as a gadget in any world where you can't buy or normally make healing rods. It's equipment that can be taken from the character and needs to be replaced. The rules on spares are somewhat lacking, but otherwise it's just normal gadget rules. |
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01-06-2022, 10:14 AM | #47 | ||||
Join Date: Jun 2013
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Re: should there actually be "indestructible" weapons?
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Under the above proposition, backups that you keep at your base may be available at a further reduced cost - perhaps half, so those are at net 1/10th price. I'd let you mix and match freely - a character could pay 2/5ths again the price of the Gadget, and then can carry two backups with him, keep four backups back at base, or carry one backup with him and keep two more back at base... and can switch freely when at base (if this requires you to lose a backup, you can have it suffer an unfortunate accident, have the character discover it's actually faulty and won't work, or whatever).
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GURPS Overhaul |
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01-06-2022, 10:40 AM | #48 | |||
Join Date: Sep 2004
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Re: should there actually be "indestructible" weapons?
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01-06-2022, 10:55 AM | #49 | ||
Join Date: Jun 2013
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Re: should there actually be "indestructible" weapons?
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GURPS Overhaul |
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01-06-2022, 11:14 AM | #50 | ||
Join Date: Sep 2004
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cannot be broken, cannot break, force sword, rapid fire, ultra-tech |
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