Difference between revisions of "DigSenArtifactWeapons"
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From [[DigSenPowerCombatWeapons]], [[DigitalSentience]]'s project to revise Power Combat's wonky weapon stats. No formulas, no guarantee of balance, but, dammit, not all weapons are created equal.<br> | From [[DigSenPowerCombatWeapons]], [[DigitalSentience]]'s project to revise Power Combat's wonky weapon stats. No formulas, no guarantee of balance, but, dammit, not all weapons are created equal.<br> | ||
My philosophy on Artifact weapons is that they are basically (much) larger, (much) heavier, better-made versions of their mundane equivalents. As such, some weapons (like shuriken) don't make sense for translation into Artifact versions, and some weapons (like the various spears, or the various staves) become functionally identical when made into Artifacts.<br> | My philosophy on Artifact weapons is that they are basically (much) larger, (much) heavier, better-made versions of their mundane equivalents. As such, some weapons (like shuriken) don't make sense for translation into Artifact versions, and some weapons (like the various spears, or the various staves) become functionally identical when made into Artifacts.<br> | ||
− | Also, it's worth noting that (to a degree) the weapons are also balanced to one another by their cost in Artifact points, which I have not included here. Feel free to use the | + | Also, it's worth noting that (to a degree) the weapons are also balanced to one another by their cost in Artifact points, which I have not included here. Feel free to use the Corebook/PG values, or re-evaluate them as necessary. |
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− | + | THROWN/HAND-TO-HAND WEAPONS | |
Name Spd Acc Dam Def Rate Range Other | Name Spd Acc Dam Def Rate Range Other | ||
Crescent of Justice (Boomerang) +0 +0 +0B +0 1* 0 returns at end of turn; special target rule, see below | Crescent of Justice (Boomerang) +0 +0 +0B +0 1* 0 returns at end of turn; special target rule, see below | ||
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=== Problems? Concerns? Hate what I've done? === | === Problems? Concerns? Hate what I've done? === | ||
− | Take it to [[ | + | Take it to [[DigSenPowerCombatWeapons/ThisIsAllWrong]] |
Latest revision as of 01:15, 6 April 2010
From DigSenPowerCombatWeapons, DigitalSentience's project to revise Power Combat's wonky weapon stats. No formulas, no guarantee of balance, but, dammit, not all weapons are created equal.
My philosophy on Artifact weapons is that they are basically (much) larger, (much) heavier, better-made versions of their mundane equivalents. As such, some weapons (like shuriken) don't make sense for translation into Artifact versions, and some weapons (like the various spears, or the various staves) become functionally identical when made into Artifacts.
Also, it's worth noting that (to a degree) the weapons are also balanced to one another by their cost in Artifact points, which I have not included here. Feel free to use the Corebook/PG values, or re-evaluate them as necessary.
SWORDS Name Spd Acc Dam Def Rate Other Daiklave +7 +2 +7L +2 4 Grand Daiklave +10 +3 +11L +0 3 Reaper Daiklave +6 +2 +5L +3 4 Reaver Daiklave +8 +3 +9L +1 4 Short Daiklave +5 +2 +4L +2 4 Lightning Daiklave (Rapier) +7 +4 +3L +1 5
Wasn't sure which mundane sword to base the basic daiklave off of. I think I like how it turned out, though, and I've subsequently based the rest of the swords on that starting point.
AXES Name Spd Acc Dam Def Rate Other Grimcleaver +6 +3 +10L -1 3 Grand Grimcleaver +8 +3 +13L -2 2
KNIVES Name Spd Acc Dam Def Rate Other Razoredge (Knife) +3 +2 +4L +2 6 Three-Devil Fork (Sai) +4 +1 +3L +4 5 bonus to Disarm attempts; useable with MA Slashfist (Khatar) +6 +1 +6L +2 4 useable with Brawl Storm Ring (Wind-Fire Wheel) +5 +2 +3L +3 6 useable with MA Butterfly Fan (War Fan) +5 +2 +6B +3 6 useable with MA
Note that, while Short Daiklaves are about 3 feet long, a Razoredge knife is only a foot and a half - two feet at the outside. So, they're probably roughly analagous to an oddly-balanced short-sword for a mortal or unattuned Exalt.
BLUDGEONS Name Spd Acc Dam Def Rate Other Goremaul +7 +2 +7B +0 4 P; special rule, see below Hellsledge (Hammer) +5 +2 +9B -1 3 P; special rule, see below Grand Goremaul +9 +3 +11B -1 2 P; special rule, see below Grand Hellsledge (Large Hammer) +7 +3 +13B -2 2 P; special rule, see below
Okay, when I tried to create these bad-boys based on the pattern I was using for the rest of the weapons, things got wonky. The Grand Hellsledge had 16 dice of Piercing Bashing damage, and at those levels, I felt like you were basically breaking the Health Level system, because it would be too easy to do 7 levels of Bashing with a single hit, and that would immediately knock out just about anybody.
So, in a stroke of brilliance, I decided to bump back the damage totals, with the special ruling that health levels dealt by these weapons are treated as Lethal damage. The damage is still soaked with Bashing soak (halved, as normal, by Piercing), but once it actually penetrates Soak, it crunches bone and spatters blood just as well as a Grimcleaver. I left the damage type marked as Bashing above, because I figured that was the more immediately relevant aspect, but if you were wondering why the damage seemed a little low (yeah, right...), it's because it's not actually Bashing damage, it's better.
POLEARMS Name Spd Acc Dam Def Rate Other Dire Lance +10 +0 +5L -2 3 Dire Lance (charging) +15 +3 +13L -2 1 Crashblade (Poleaxe) +11 +2 +9L -1 2 P Spirit-Slaying Skewer (Spear) +11 +3 +7L +2 4 Waverider Spear (Trident) +11 +1 +8L +2 3 bonus to Disarm attempts
STAVES AND VARIATIONS Name Spd Acc Dam Def Rate Other Eternal Pillar (Staff) +11 +2 +9B +3 4 usable with MA Thunder Sticks (Fighting Sticks) +6 +2 +6B +4 5 usable with MA Dragon-Tail Flail (Nunchaku) +6 +2 +7B +2 6 usable with MA Serpent-Sting Staff +9 +2 +11B +1 4 usable with MA
FIST & CLINCH WEAPONS Name Spd Acc Dam Def Rate Other Smashfist +0 +0 +0B +0 0 useable with Brawl Crushfist +0 +0 +0B +0 0 useable with Brawl; P; clinch enhancer God-Kicking Boots +0 +0 +0B +0 0 useable with Brawl Divine Raptor Boots (Falcon Talons) +0 +0 +0L +0 0 useable with Brawl Razor Claw +0 +0 +0L +0 0 useable with Brawl and MA
While tiger claws are short - barely more reach than a fist - razor claws are more like Wolverine's claws. So, if you want claws that extend a full foot or more past your hands, you've gotta go Artifact.
God-Kicking Boots are based on iron boots. Divine Raptor Boots are based on falcon talon boots: boots specifically designed for fighting, and big, nasty wounds.
THROWN/HAND-TO-HAND WEAPONS Name Spd Acc Dam Def Rate Range Other Crescent of Justice (Boomerang) +0 +0 +0B +0 1* 0 returns at end of turn; special target rule, see below Crescent of Justice (hand-to-hand) +0 +0 +0B +0 0 0 Glorious Razordisk (Chakram) +0 +0 +0L +0 1* 0 returns at end of turn: special target rule, see below Glorious Razordisk (hand-to-hand) +0 +0 +0L +0 0 0 Deathbolt (Javelin) +0 +0 +0L +0 0 0 Deathbolt (hand-to-hand) +0 +0 +0L +0 0 0 Loyal Hackblade (Hatchet) +0 +0 +0L +0 3 0 returns at end of turn Loyal Hackblade (hand-to-hand) +0 +0 +0L +0 0 0
The Glorious Razordisk can be used to represent any non-boomerang giant throwing weapon, including Artifact versions of heavy throwing knives. Notice that both Razordisk and Crescent are decent in hand-to-hand - far better than their mundane counterparts. I figure, at the sizes these things reach, they make passable weapons no matter how they're being used.
Special Rule: the Crescent and the Razordisk can both target multiple enemies in a single attack, as part of their magical nature (and the tendency for 50-pound giant boomerangs to continue through targets). Use normal multiple-action rules; i.e., each attack is still resolved independently, the only difference being that all the attacks are made in the space of 1 Rate 'action.' I, personally, would allow them to attack up to (Thrown) enemies per toss: no more than one attack per enemy, and if any of the enemies successfully parry the attack, all subsequent attacks are lost.
Note that the "returns at end of turn" ability is not canonical, nor (probably) physically possible. However, an Artifact Thrown weapon is fairly useless if you can only get one toss out of it before it falls to the ground impotently. That's just not cool enough for my tastes. It's up to Storyteller discretion whether this also includes the 'reflexive recall for one mote, from any distance' of the Lightning Torment Hatchets in the Corebook; I'd advise against it, as that makes them far more versatile.
PURE THROWN WEAPONS Name Spd Acc Dam Def Rate Range Other ??? (Bola) +0 +0 +0L +0 0 0 special rule - entanglement
No Artifact versions of light throwing daggers: it wouldn't make sense to make a shuriken as big across as your entire hand, and more importantly, the image just doesn't seem all that cool.
ARCHERY WEAPONS Name Spd Acc Dam Def Rate Range Other Short Powerbow +0 +0 +0L +0 0 0 Long Powerbow +0 +0 +0L +0 0 0 Dragonbreath Wands (Firewand) +0 +0 +0L +0 1/2 20 holds two shots
Dragonbreath Wands can hold two shots. Each shot still takes a turn to reload, as usual.
MISC. WEAPONS Name Spd Acc Dam Def Rate Other Disc of (planet/element) (Fighting Shield) +3 +1 +6B +4 3 useable with Brawl Thrashing Dragon Chain (Fighting Chain) +0 +0 +0L +0 0 clinch enhancer; useable with Brawl or MA
Problems? Concerns? Hate what I've done?
Take it to DigSenPowerCombatWeapons/ThisIsAllWrong