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Thread: Complex Weapon

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    Complex Weapon

    I'm building the a mage slayer weapon. It is essentually a long sword with a couple of magical ability. It also has some powers that are always active that are invoked any time a person who can use magic comes in contact with the sword.

    This is my thoughts on the power:

    Sword Energy Reserve

    Sword Ability Multipower
    1) Standard Long Sword HKA
    2) Mage Slash EB Beam (uses Sword Energy Reserve)
    3) Detect Magic User (uses Sword Energy Reserve)

    Mage Slayer Elemental Control
    1) Transfer END to Sword Energy Reserve, Continious, Always On
    2) 1d6 Drain BODY Continious, Always On
    3) 1d6 Drain STR Continious, Always On
    4) 3d6 Drain STUN Continious, Always On

    Is there a better way to build this, or is this correct?

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    No way dude, that thing is just wrong...

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    There is no way that weapon is "wrong". Magic is very rare. The END Reserve will have a 0 REC, thus getting energy only from encountered mages. The only good that weapon is against a non-mage is the standard long sword and the occasional EB from what little END it has stored up. The weapon is intended to be lethal to mages.

    It comes with a high cost too. The possesor of the weapon has an essentual hunted and/or reputation.

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    Interesting weapon...

    My thoughts now:

    Okay keep the basic MP, the Detect is a 0 end power BTW

    On the powers in the EC, I would drop them all into one Transfer (From Str/End/Stun/Body to End Reserve) then (Ready for some Magic time?), I have a serious problem with the Always on & COntinous (I do not think it appropriate for this F/X), so what you need here IMHO is a linked limitation so that when ever the character uses the HKA it sets this ability off (as these power will be 0 End I beleive)
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    Originally posted by JmOz
    Interesting weapon...

    My thoughts now:

    Okay keep the basic MP, the Detect is a 0 end power BTW

    On the powers in the EC, I would drop them all into one Transfer (From Str/End/Stun/Body to End Reserve) then (Ready for some Magic time?), I have a serious problem with the Always on & COntinous (I do not think it appropriate for this F/X), so what you need here IMHO is a linked limitation so that when ever the character uses the HKA it sets this ability off (as these power will be 0 End I beleive)
    I plan on having the Detect have Costs END to Use.

    As for the power itself, it isn't just when you use the HKA. A mage can't even pick up the sword. The reason why it is called a Mage Slayer weapon because the version that is a spear, not a sword, killed a powerful fae mage by simply charging it through him in a battle. Unable to pull the spear out of his own shoulder, he was drained to death.

    Your suggestion to place them all in a Transfer to END Reserve is well noted and will be used.

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    Originally posted by Super Squirrel
    There is no way that weapon is "wrong". Magic is very rare. The END Reserve will have a 0 REC, thus getting energy only from encountered mages. The only good that weapon is against a non-mage is the standard long sword and the occasional EB from what little END it has stored up. The weapon is intended to be lethal to mages.

    It comes with a high cost too. The possesor of the weapon has an essentual hunted and/or reputation.
    Anything that kills Mages is fine by me... *puts on fighter hat*
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    Of course the campaign it is in features three mage characters out of six total players.

  8. #8
    cubist Guest
    Nifty idea Squirrel, I did something a while back in another game ssytem that was like this, only the character generated the weapon themself. Don't forget to put only affects Mages on this for the -1/4 or -1/2 disadvantage on it(depending on how common mages are in your game world. If you want to do it continuous, shouldn't it be a damage shiled that goes off on contact with mages?

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    What's wrong with a simple nnd killing attack that does body? The defense is to not be a mage or a magical creature. That's how I built Illyana Rasputin's Soulsword...

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    Originally posted by cubist
    Nifty idea Squirrel, I did something a while back in another game ssytem that was like this, only the character generated the weapon themself. Don't forget to put only affects Mages on this for the -1/4 or -1/2 disadvantage on it(depending on how common mages are in your game world. If you want to do it continuous, shouldn't it be a damage shiled that goes off on contact with mages?
    Of course! It is a damage shield that has the added limitation (Only for contact with weapon) Thanks.

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    Here we go...

    <font size=+1><b>Mage Slaying BroadSword</b></font>
    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td><b><i>Stored Mage Energy: </i></b>Endurance Reserve (30 END, 0 REC) Reserve: (3 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">17&#160;&#160;</td><td><b><i>Mage Slaying: </i></b>Transfer 1d6 (max. Transfered Points: 16): STR, BODY, and END Reserve to Stored Mage Energy, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (70 Active Points); OAF (-1), Limited Power (Only Works on Mages; -1), Only Restores To Starting Values (-1/2), Limited Power (Damage Shield Only Covers Sword; -1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Mage Sword Powers: </i></b>Multipower, 20-point reserve, all slots: (20 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>1) <b><i>Broad Sword: </i></b>Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD) (20 Active Points) (uses Personal END)&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>2) <b><i>Mage Slash: </i></b>Energy Blast 2d6 (vs. ED), Line Of Sight (+1/2), Armor Piercing (+1/2) (20 Active Points); Beam (-1/4) (uses END Reserve)&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>3) <b><i>Locate Mage: </i></b>Detect A Class Of Things 11- (Discriminatory, Increased Arc of Perception: 360-Degree, Range) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve)&#160;</td><td valign="top" align="right">2</td></tr></table><b>Powers Cost:</b> 31

  12. #12
    cubist Guest
    Hey, not just annoying, sometimes I'm almost helpful too

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    Re: Here we go...

    Originally posted by Super Squirrel
    <font size=+1><b>Mage Slaying BroadSword</b></font>
    Okay, I really like that... We have one 'Mage' in our Champions campaign... and it may get very nasty for her...
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    Re: Complex Weapon

    Originally posted by Super Squirrel
    I'm building the a mage slayer weapon. It is essentually a long sword with a couple of magical ability. It also has some powers that are always active that are invoked any time a person who can use magic comes in contact with the sword.

    This is my thoughts on the power:

    Sword Energy Reserve

    Sword Ability Multipower
    1) Standard Long Sword HKA
    2) Mage Slash EB Beam (uses Sword Energy Reserve)
    3) Detect Magic User (uses Sword Energy Reserve)

    Mage Slayer Elemental Control
    1) Transfer END to Sword Energy Reserve, Continious, Always On
    2) 1d6 Drain BODY Continious, Always On
    3) 1d6 Drain STR Continious, Always On
    4) 3d6 Drain STUN Continious, Always On

    Is there a better way to build this, or is this correct?
    Would this thing be obsidian black, covered in glowing, blood-red runes by any chance?

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    Re: Complex Weapon

    Originally posted by Syberdwarf2
    Originally posted by Super Squirrel
    I'm building the a mage slayer weapon. It is essentually a long sword with a couple of magical ability. It also has some powers that are always active that are invoked any time a person who can use magic comes in contact with the sword.

    This is my thoughts on the power:

    Sword Energy Reserve

    Sword Ability Multipower
    1) Standard Long Sword HKA
    2) Mage Slash EB Beam (uses Sword Energy Reserve)
    3) Detect Magic User (uses Sword Energy Reserve)

    Mage Slayer Elemental Control
    1) Transfer END to Sword Energy Reserve, Continious, Always On
    2) 1d6 Drain BODY Continious, Always On
    3) 1d6 Drain STR Continious, Always On
    4) 3d6 Drain STUN Continious, Always On

    Is there a better way to build this, or is this correct?
    Would this thing be obsidian black, covered in glowing, blood-red runes by any chance?[/B]
    And be six-and-a-half feet long, but belted at the waist of a frail elven-looking chap?

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