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Old 11-09-2014, 02:07 PM   #1
Jpomena
 
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Default Castlevania's Combat Cross

What stats would it have in GURPS terms?
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Old 11-09-2014, 03:20 PM   #2
vierasmarius
 
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Default Re: Castlevania's Combat Cross

The closest match would probably be the Large Hungamunga (MA231 or LT77). It's essentially a peculiar throwing axe. Of course, just like a real hunting boomerang it's not going to return when thrown. For that I'd invoke Throwing Art and rule-of-cool.
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Old 11-09-2014, 03:45 PM   #3
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Default Re: Castlevania's Combat Cross

We're talking about the boomerang, not the smart bomb, right? It has whatever stats you want.

Well, let's see. It's a Crushing Innate Attack with Reduced Range /10 (-30%) and Increased 1/2D x10 (+30%). It uses up hearts, so give it Costs 1 FP (-5%) and buy the user a separate Energy Reserve.

More interestingly, it passes through solid objects both living and dead, which means it can't be blocked or parried. Cosmic (Irresistible Attack +300%) seems to cover that nicely. It also hits everything in its line of fire; you could argue that this is a natural consequence of Cosmic, but if you want to charge more for the ability to hit multiple enemies - I would! - calling it a 0-hex Cone (+50%) might work. It doesn't actually damage walls and other inanimate objects except when they hide meat, hearts, or powerups, and presumably it wouldn't hurt allies, so Selective Area (+20%) is probably in order.

It's also a boomerang; once it reaches its maximum range it flies back to the user's hand/body (along its original path), hitting any enemies a second time. Enemies in the line of fire should get to dodge both times, or move out of the way entirely. So buy a second copy of this attack, stick a fixed 1-second Delay (+0%) on it, and permanently Link them (+10%).

There's two other game effects which I wouldn't bother with. If the user fails to intercept the boomerang when it returns, it continues in the direction it's going (still damaging any enemies in its path) until it flies off the screen and disappears. I guess we could model this, some kind of "if the user moves off the line or makes a Dodge roll, a third attack hits behind the user's original position" thing, but you'd probably pay a lot more points for an option that's not all that great and rarely used. The other effect is that, at least in some games - I haven't played them all - failing to catch three boomerangs in this manner results in losing the subweapon until you find another instance of it, and since I'm not modeling the former, I'm not gonna do the latter either.

Final cost is 48 points per level (since you have to buy it twice). Since Belmonts are fairly heroic, strapping men, and using enchanted weapons to boot, and the boomerang does about as much damage as a primary weapon attack, let's call that 2d - so you'll need two levels for 96 points.

Powering up the Boomerang lets you have up to three in the air at a time, but as I recall, enemies experience a brief moment of invulnerability when hit, so tripling the boomerangs doesn't quite triple the damage output. Rapid Fire might be the best way to model this, but I'll let you do the math.

...well, that took entirely too long to write up.

Last edited by Xplo; 11-09-2014 at 05:54 PM.
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Old 11-10-2014, 01:12 PM   #4
Jpomena
 
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Default Re: Castlevania's Combat Cross

Actually, i was talking about his "whip". I don't think it would fit in the GURPS whip category.
http://castlevania.wikia.com/wiki/Va...s_of_Shadow%29

Btw, thanks guys
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Old 11-10-2014, 01:51 PM   #5
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Default Re: Castlevania's Combat Cross

Ah, I see. That looks to me like a Barbed Chain (Low Tech Companion 2, pg 17), perhaps with a bladed head (deals cut damage when striking with the end). It's essentially a cinematic version of a Kusari (not a Whip, because of the metal construction and weighted end).

If building it as an Innate Attack, you could use either Melee Reach 1-4 or Jet, depending on how far it can strike.
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Old 11-10-2014, 03:22 PM   #6
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Default Re: Castlevania's Combat Cross

hmmm that makes sense. Thanks! :D
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Old 11-10-2014, 06:59 PM   #7
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Default Re: Castlevania's Combat Cross

Quote:
Originally Posted by Xplo View Post
Final cost is 48 points per level (since you have to buy it twice). Since Belmonts are fairly heroic, strapping men, and using enchanted weapons to boot, and the boomerang does about as much damage as a primary weapon attack, let's call that 2d - so you'll need two levels for 96 points.
And what if I want it to be an item instead of an Advantage, found as loot or purchased with money?
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Old 11-10-2014, 07:16 PM   #8
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Default Re: Castlevania's Combat Cross

Quote:
Originally Posted by Kenneth Latrans View Post
And what if I want it to be an item instead of an Advantage, found as loot or purchased with money?
Use Points for Cash (Sig Gear ends up being too costly).
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Old 11-11-2014, 12:05 PM   #9
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Default Re: Castlevania's Combat Cross

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Originally Posted by Kenneth Latrans View Post
And what if I want it to be an item instead of an Advantage, found as loot or purchased with money?
As an item, the Castlevania cross boomerang thing (which is, apparently, NOT a "Combat Cross") is unrealistic to the point where it doesn't even make sense to base it on something real. Give it whatever stats and cost you want.
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Old 11-11-2014, 12:19 PM   #10
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Default Re: Castlevania's Combat Cross

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Originally Posted by Kenneth Latrans View Post
And what if I want it to be an item instead of an Advantage, found as loot or purchased with money?
I assume the metatronic generators article will help though i dont have that issue of pyramid or know the number offhand.
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