ghostwolf Posted August 6, 2009 Report Share Posted August 6, 2009 One of my players wants to build a mono-filament sword that has a variable blade length, starting at survival knife size and growing out to long sword size. I figure yeah, it's a HKA, no problem, but how do I model the variable size? Handwave it as SFX? Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted August 6, 2009 Report Share Posted August 6, 2009 Re: Variable length hand weapon Either handwave SFX, or a Variable Special Effect: Limited Group Advantage. Depending on how much effect you think it'll have on the game. Quote Link to comment Share on other sites More sharing options...
Peregrine Posted August 6, 2009 Report Share Posted August 6, 2009 Re: Variable length hand weapon There is a fairly obscure rule in UMA (Weapon Lengths, p. 164) that covers the issue. If you are not using those rules, handwave it as SFX rather than creating your own. Quote Link to comment Share on other sites More sharing options...
ghostwolf Posted August 6, 2009 Author Report Share Posted August 6, 2009 Re: Variable length hand weapon Wow, double-quick responses! Thanks guys! Quote Link to comment Share on other sites More sharing options...
ajackson Posted August 6, 2009 Report Share Posted August 6, 2009 Re: Variable length hand weapon The only real mechanical effect is that the weapon is more easily concealed than a full length weapon, and as far as I know there are no rules about how easy it is to conceal an inactive OAF anyway. Quote Link to comment Share on other sites More sharing options...
azato Posted August 7, 2009 Report Share Posted August 7, 2009 Re: Variable length hand weapon NOT NECESSARILY.... There are optional rules about combat between people who have different weapon lengths. The only real mechanical effect is that the weapon is more easily concealed than a full length weapon' date=' and as far as I know there are no rules about how easy it is to conceal an inactive OAF anyway.[/quote'] Quote Link to comment Share on other sites More sharing options...
Peregrine Posted August 7, 2009 Report Share Posted August 7, 2009 Re: Variable length hand weapon The only real mechanical effect is that the weapon is more easily concealed than a full length weapon' date=' and as far as I know there are no rules about how easy it is to conceal an inactive OAF anyway.[/quote'] NOT NECESSARILY.... There are optional rules about combat between people who have different weapon lengths. Yep. There is a fairly obscure rule in UMA (Weapon Lengths' date=' p. 164) that covers the issue. If you are not using those rules, handwave it as SFX rather than creating your own.[/quote'] [/toot] Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted August 7, 2009 Report Share Posted August 7, 2009 Re: Variable length hand weapon The only real mechanical effect is that the weapon is more easily concealed than a full length weapon' date=' and as far as I know there are no rules about how easy it is to conceal an inactive OAF anyway.[/quote'] 5ER p450 - Concealment Covers all the rules on hiding stuff. Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted August 17, 2009 Report Share Posted August 17, 2009 Re: Variable length hand weapon One of my players wants to build a mono-filament sword that has a variable blade length' date=' starting at survival knife size and growing out to long sword size. I figure yeah, it's a HKA, no problem, but how do I model the variable size? Handwave it as SFX?[/quote'] I'd base the length on whatever damage level he was using it on, with the crossover between short and medium somewhere around 1 1/2 d6 HKA. Quote Link to comment Share on other sites More sharing options...
Beast Posted August 18, 2009 Report Share Posted August 18, 2009 Re: Variable length hand weapon depends on how the weapon holds the mono-filament for me I'd say the person has a large handle with a visible ball on it it is a multipower with say 3 slots hunting knife 1d6k short sword 1 1/2d6k long sword 2dk you might want to make each slot continous cumulative with no str bonus and not vs force fields Quote Link to comment Share on other sites More sharing options...
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