Difference between revisions of "ErykTheRed/SuperPowerWeapons"

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Looks a-little somethin' like this:
 
Looks a-little somethin' like this:
  
*Reach - Formerly Speed. Kind of. Affects [[AccuracyErykTheRed/SuperPowerWeapons/Defense]] while in Holds. Is added to Initiative when comparing Initiative when reacting to an action. (Makes no sense to anyone but me, because I haven't yet written those rules on the other page.) I want to work out a basic scale, where we can say that a certain Reach rating represents a certain distance of functional reach on the weapon.
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*Reach - Formerly Speed. Kind of. Affects [[AccuracyErykTheRed/Defense]] while in Holds. Is added to Initiative when comparing Initiative when reacting to an action. (Makes no sense to anyone but me, because I haven't yet written those rules on the other page.) I want to work out a basic scale, where we can say that a certain Reach rating represents a certain distance of functional reach on the weapon.
  
 
*Accuracy - Unchanged.
 
*Accuracy - Unchanged.

Latest revision as of 18:24, 8 June 2010

Super Power Weapons

This is another page that'll just be compiled notes until I work it all out.

The Weapon Statline

Melee

Looks a-little somethin' like this:

  • Reach - Formerly Speed. Kind of. Affects AccuracyErykTheRed/Defense while in Holds. Is added to Initiative when comparing Initiative when reacting to an action. (Makes no sense to anyone but me, because I haven't yet written those rules on the other page.) I want to work out a basic scale, where we can say that a certain Reach rating represents a certain distance of functional reach on the weapon.
  • Accuracy - Unchanged.
  • Defense - Unchanged.
  • Glance Damage - Base raw damage caused by any hit. Represents raw power in the weapon, the kind that is really unaffected by skill or even strength. Big nasty brute force kinds of weapons favor Glance Damage.
  • Precision Damage - Raw damage that each success beyond the target's Wits adds. This represents the potential a weapon has that requires true skill to unlock. Small weapons that are well capable of striking a man dead with an accurate shot favor Precision Damage.
  • Rate - Still debating this, but it will likely remain the same, though I may allow one to exceed the Rate at a significant penalty.
  • Minimum Traits - I don't intend to skimp on these. Most weapons will at least have a Strength minimum. I don't much care for Martial Arts requirements, though.

Corresponding Abilities

  • Martial Arts - There are no Martial Arts weapons. No weapon is inherently usable with Martial Arts. However, once you begin study in a Martial Arts Style (buy a Charm) you may use that style's signature weapons with Martial Arts.
  • Brawl - Brawling aids and improvised weapons may be used with Brawl, as normal.
  • Melee - As normal, except that Brawling Aids and improvised weapons may not be used with Melee. They do not fit the nature of melee, which is a study of armed combat in a martial art sense. One cannot use a cestus without knowing how to punch. Likewise, improvised weapons are not truly weapons. They are for Brawl, the martial art of improvisation. And smashing stuff.

These distinctions, I feel, will make the abilities a little more distinct, as well as give Brawl a couple of unique characteristics.