mayapuppies
Apr 9th, '10, 10:23 AM
I thought I would post these here for the heck of it. Whenever I build a weapon for Kamarathin, I utilize these builds as my starting off point. You'll notice that damage and STR Min's are at the generic lowest setting and that is simply because I raise them or leave them as I need for the weapon I am designing.
When I want to get specifics, I utilize 'The Palladium Book of Weapons & Armor' as my resource and the numbers they assign as part of a "formula" to build the final weapon.
Prices are determined using Killer Shrikes MetaCyber Weapon Pricing (http://www.killershrike.com/MetaCyber/MetaCyber_Gear_Guns.aspx). It's not entirely an accurate way to price out weapons "realistically" but I like it and it makes me happy.
Base - Chopping Weapon: (Total: 10 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) <b>plus</b> Treat 1's rolled for damage as 2's (3 Active Points) (Real Cost: 3)
Base - Crossbow: (Total: 10 Active Cost, 2 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Extra Time (Full Phase, Delayed Phase, -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), Conditional Power (Cannot Use While Mounted; -1/4), 20 Recoverable Charges (-0) (Real Cost: 1) <b>plus</b> Penalty Skill Levels: +1 vs. Range Modifier with Crossbow (3 Active Points); OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 1)
Base - Impact Weapon: (Total: 13 Active Cost, 5 Real Cost) Killing Attack - Hand-To-Hand 1 point, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 4) <b>plus</b> Penetrating (+1/2) for up to 7 Active Points of Impact Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only Vs. Chainmail, Banded Mail and Plate; -1 1/2), OAF (-1) (Real Cost: 1)
Base - Long Bow: (Total: 10 Active Cost, 3 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), Conditional Power (Cannot Use While Mounted; -1/4), 20 Recoverable Charges (-0) (Real Cost: 2) <b>plus</b> Penalty Skill Levels: +1 vs. Range Modifier with Long Bow (3 Active Points); OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 1)
Base - Piercing Weapon: (Total: 11 Active Cost, 4 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) <b>plus</b> Penetrating (+1/2) for up to 7 Active Points of Piercing Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only Vs. Chainmail; -2), OAF (-1) (Real Cost: 1)
Base - Short Bow: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), 20 Recoverable Charges (-0)
Base - Slashing Weapon: (Total: 16 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) <b>plus</b> +1 Damage Class (5 Active Points); OAF (-1), Limited Power (Only vs. Unarmored Hit Locations Locations; -1/4), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 2) <b>plus</b> Armor Piercing (+1/2) for up to 7 Active Points of Slashing Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only vs. Heavy Leather, Soft Leather, Hide and Cloth Armors; -1), OAF (-1) (Real Cost: 1)
I do a similar thing with Armor, though it is a tad more complex.
When I want to get specifics, I utilize 'The Palladium Book of Weapons & Armor' as my resource and the numbers they assign as part of a "formula" to build the final weapon.
Prices are determined using Killer Shrikes MetaCyber Weapon Pricing (http://www.killershrike.com/MetaCyber/MetaCyber_Gear_Guns.aspx). It's not entirely an accurate way to price out weapons "realistically" but I like it and it makes me happy.
Base - Chopping Weapon: (Total: 10 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) <b>plus</b> Treat 1's rolled for damage as 2's (3 Active Points) (Real Cost: 3)
Base - Crossbow: (Total: 10 Active Cost, 2 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Extra Time (Full Phase, Delayed Phase, -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), Conditional Power (Cannot Use While Mounted; -1/4), 20 Recoverable Charges (-0) (Real Cost: 1) <b>plus</b> Penalty Skill Levels: +1 vs. Range Modifier with Crossbow (3 Active Points); OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 1)
Base - Impact Weapon: (Total: 13 Active Cost, 5 Real Cost) Killing Attack - Hand-To-Hand 1 point, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 4) <b>plus</b> Penetrating (+1/2) for up to 7 Active Points of Impact Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only Vs. Chainmail, Banded Mail and Plate; -1 1/2), OAF (-1) (Real Cost: 1)
Base - Long Bow: (Total: 10 Active Cost, 3 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), Conditional Power (Cannot Use While Mounted; -1/4), 20 Recoverable Charges (-0) (Real Cost: 2) <b>plus</b> Penalty Skill Levels: +1 vs. Range Modifier with Long Bow (3 Active Points); OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 1)
Base - Piercing Weapon: (Total: 11 Active Cost, 4 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) <b>plus</b> Penetrating (+1/2) for up to 7 Active Points of Piercing Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only Vs. Chainmail; -2), OAF (-1) (Real Cost: 1)
Base - Short Bow: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), 20 Recoverable Charges (-0)
Base - Slashing Weapon: (Total: 16 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) <b>plus</b> +1 Damage Class (5 Active Points); OAF (-1), Limited Power (Only vs. Unarmored Hit Locations Locations; -1/4), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 2) <b>plus</b> Armor Piercing (+1/2) for up to 7 Active Points of Slashing Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only vs. Heavy Leather, Soft Leather, Hide and Cloth Armors; -1), OAF (-1) (Real Cost: 1)
I do a similar thing with Armor, though it is a tad more complex.