11-08-2011, 02:25 PM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Awesome weapon quality
Spillover from another thread. We have 'Fine', 'Very Fine', etc. as weapon qualities, but why are there no awesome weapons? And what abilities should an Awesome weapon give. I'm thinking a bonus to Intimidation, myself.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
11-08-2011, 02:27 PM | #2 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
|
Re: Awesome weapon quality
Isn't this what the various ethnic cool weapon rules are for, though?
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
11-08-2011, 02:33 PM | #3 |
Ceci n'est pas un hyperlien
Join Date: Oct 2005
Location: Iceland
|
Re: Awesome weapon quality
I would say that Awesome weapons get whatever weapon quality they have, ethnic cool and +1 reputation bonus for whoever his holding it. He must be a cool dude to have such an awesome weapon.
|
11-08-2011, 02:38 PM | #4 |
Join Date: Oct 2007
Location: Vermont
|
Re: Awesome weapon quality
I think a weapon with Very Fine and Balanced is plenty awesome enough.
With Signature Gear and Weapon Bond a Very Fine+ Fine (Balanced) weapon can be the basis for an entire character. There's also Ultra-Fine, Oriculum, Dwarven, Hyper-Dense, Vibrating, Monowire, Nanothorn, etc... That's without getting into Magic Weapons, Named Weapons, and Innate Attacks with the Gadget Limitation.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
11-08-2011, 02:54 PM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Awesome weapon quality
I don't see having a rules category for it.
GURPS Fantasy defines "monster" as referring not to a member of a race, but to a unique and unnatural entity with unpredictable traits. In the same way, if a weapon is really awesome, shouldn't that be represented not by buying "awesome" for it, but by defining it as having several impressive traits, with not two weapons being alike? Bill Stoddard |
11-08-2011, 03:30 PM | #6 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Re: Awesome weapon quality
Quote:
|
|
11-08-2011, 06:59 PM | #7 |
Join Date: Sep 2004
Location: Canada
|
Re: Awesome weapon quality
I think the posers that are thinking of "Awesome" as an upgrade that makes a weapon more useful as a weapon (ie, more dangerous) may be missing the point. :)
Most of the weapons that make ones inner 14 year old go "AWESOME" are actually pretty bad weapons. Or at best are merely interestingly decorated weapons. "Awesome" sounds like a kind of Styling to me. The necromancer's wands and staves and rods from Pyramid #3.1 are Awesome, weapons in World of Warcraft are designed entirely around Awesome first, functionality a distant second, etc. So. It's Styling. Base Styling gives a bonus to Reaction rolls and to Merchant skill to sell the item. I'm thinking we can subdivide Styling - giving reaction bonuses to smaller groups of people or only in potential combat situations etc. A Styling bonus that only gives a bonus in potential combat situations is one that is Menacing. Menacing weapons trade the non-combat Reaction bonus for an Intimidation bonus, and only get a bonus to Merchant skill for "some kinds" of buyers - not to refined half-elven bards perhaps, but probably to 14-18 year old male humans. To people it doesn't give a bonus to sell to, it probably is a Merchant penalty ("I really don't want that gaudy looking thing.")
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
11-09-2011, 06:34 PM | #8 |
Join Date: Oct 2007
Location: Vermont
|
Re: Awesome weapon quality
Actually, come to think of it, I think this calls for a Low Tech version of the Tacticool perk from Gun Fu.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
11-09-2011, 06:46 PM | #9 |
Join Date: May 2007
Location: Right Here
|
Re: Awesome weapon quality
Something I have done is too allow for the once in a life time creation of a weapon so great, that it does far exceed what any one else can do. Thus I use the Ultra-Tech rules for Super Fine weapons. It gives the +2 damage, and the half armor protection, making it better than the very fine. This represents a weapon that is able to acheive superior performance with out being magical or enchanted. And in any setting, it is extremely rare. In fact, in my fantasy area, there is only three such weapons. One was made 3000 years ago as a joint effort between between an elf and dwarf smith who wanted to show what they could achieve when working together. Another was made 500 years ago, and was a symbol of royal heritage for the king. The third was made about a hundred years ago as the final effort of an old smith who was about to die and wanted to do one last great work.
I don't know if this helps any, but it is what I do when I want a super weapon that is not magical, but is very good in what it does.
__________________
I am not most people. If I were, there would be a lot more of me. |
11-10-2011, 01:39 PM | #10 |
Join Date: Dec 2006
|
Re: Awesome weapon quality
So how about levelled awesomeness based on the builds that generally make a weapon 'awesome'.
Here are three, but by no means definitive, examples Scary Awesome (covered in spikes, etc) [bonuses are per level, max level 4] -1 to skill (it's unwieldy) -1 to damage (despite looking really horrific a sword covered in spikes or a hammer that is a nest of thorns will not do more damage then the simple wedge) +1 to intimidation checks, acting, etc; when the end result is to cow the opponent in fear of you/your weapon Special: Anyone injured by the weapon suffers an extra point of stun because it looks like it hurts a lot more then it does; high pain threshold or immunity to metabolic hazards can avoid this with a will roll, those who have both are immune. Special2: All injuries are -1 to treat via traditional medicine due to large irregular cuts Big Awesome (overtly large) ST requirement +4 Weight +50% Skill -1 (unbalancing) damage +1 +1 to intimidation checks, fast-talk rolls, etc; where the ability of your weapon to endure, or your own physical might is being referenced. Stylized awesome (strange design that looks neat) ST Requirement +1 Weight +5% (all that extra material) Skill -1 (unbalancing) +1 to any social check involving the weapon -1 to enemy skill in attempts to disarm (they aren't sure where they can try to disarm from) I am sure others can come up with dozen's more, also possibly some CF costs for it. Each of the awesome I did have some utility, though perhaps not exactly direct combat utility. Notably a balanced fine Scary Awesome sword provides only bonuses, and likewise for the others- if it's a well constructed weapon then the trade-offs for it to be a well constructed 'awesome' weapon may be worthwhile, but junk that is 'awesome' will be worse junk then just a hunk of metal. |
Tags |
weapons |
|
|