Post by wayne on Mar 4, 2004 0:34:51 GMT -5
Alright, this one I've had on my mind a while, but just now worked out. This is the weapon that can become any weapon you want it to be, at will.
The cost came about from the item's Weapon Metamorphosis power, which I costed at AN+3 (as it cannot generate extra Modifiers, any Actions, or any Ability changes.) The Indestructibility of the weapon and the summoning abilities cost a bit extra, but I felt the few disadvantages made up for it.
As usual, comments always welcome.
<<EDIT: Gave the morph-type weapon the same speed as the summon-type one; it only takes one Action to morph a new weapon, and the summon-type must get the old weapon into it's hand before summoning a new one.>>
THE INFINITE WEAPON
Cost = 30 white stones
Description
This is the proverbial "ultimate weapon". Available in two different forms, each does essentially the same thing, although they each have different quirks and styles.
Morph-Type: The weapon, in its "rest" state, is an indestructible, baseball-sized orb of unknown material. It responds to your thoughts, and can configure (shape/fashion) itself into the weapon of your choosing at will. Also...
Summon-Type: The "weapon" is actually a ring/gauntlet/device that summons other weapons at will from a pre-determined location (a pocket dimension, your HQ, etc.) into your hand (if desired, it can actually construct them on-the-fly instead.) Also...
In addition to the type-specific qualities, both forms of the weapon share the normal properties of the infinite weapon:
Note that the exact look and style of your "infinite weapon" (or whatever you choose to name it) is up to you. Instead of a metallic orb, you may want a glowing ball of energy; instead of a ring, you may want a small, crystal music box. You may even predefine a free minor flourish when summoning/dismissing weapons or configuring a new one. These can include things like strange sounds, brief light flashes, etc., but in no way should they damage or hinder anyone.
Options
Comments
An alternative to having a 30-stone power, having a 30-stone item that can grant you any weapon you want offers an almost limitless variety. Just be sure to pair it with an appropriate combat Action (Close Combat, Ranged Combat, Telekinesis w/ a Weapon Modifier, etc.) at a high enough level to make it worth your while.
Example(s)
Deathblow the assasin has been having trouble taking down his three incredibly agile targets. The first guy he took out with a simple +10 sword, but after that surprise attack, the other two have been successfully defending themselves. He decides to change tactics. He takes one Action to visualize, and as his armpiece glows, his sword disappears and is replaced by a long +8 chain whip with double damage (+2). This helps him dispatch of target number 2, but the third is just too agile... he's dodging everything almost effortlessly! Finally fed up, Deathblow summons a +5 flamethrower with an Area Attack (+3, and +1 for the fire element), and a range of 2 (+1). The third target's reflexive dodging is nullified by the wide swath of the flamethrower, and after faltering due to the heat, the target is soon burnt to a crisp.
The cost came about from the item's Weapon Metamorphosis power, which I costed at AN+3 (as it cannot generate extra Modifiers, any Actions, or any Ability changes.) The Indestructibility of the weapon and the summoning abilities cost a bit extra, but I felt the few disadvantages made up for it.
As usual, comments always welcome.
<<EDIT: Gave the morph-type weapon the same speed as the summon-type one; it only takes one Action to morph a new weapon, and the summon-type must get the old weapon into it's hand before summoning a new one.>>
THE INFINITE WEAPON
Cost = 30 white stones
Description
This is the proverbial "ultimate weapon". Available in two different forms, each does essentially the same thing, although they each have different quirks and styles.
Morph-Type: The weapon, in its "rest" state, is an indestructible, baseball-sized orb of unknown material. It responds to your thoughts, and can configure (shape/fashion) itself into the weapon of your choosing at will. Also...
- Each configuration the weapon takes is also indestructible, although the color and general aesthetic should remain somewhat similar no matter what configuration is chosen
- The weapon is bonded to you, and can be summoned to your hand from anywhere on the planet. The summoning takes one Action, but doesn't require any effort/stones
- The weapon won't bond with anyone else until the owner's death
- It takes one Action for the weapon to morph into a new configuration, but requires no effort/stones
- You can "spend" up to 9 cost levels when detailing each configuration
- Your weapons cannot explode, although they may have an Area Effect of some sort for a cost of 3 levels
Summon-Type: The "weapon" is actually a ring/gauntlet/device that summons other weapons at will from a pre-determined location (a pocket dimension, your HQ, etc.) into your hand (if desired, it can actually construct them on-the-fly instead.) Also...
- The summoning device responds to your thoughts and is indestructible, but can be stolen and used by others who can visualize the proper weapons
- When summoning a new weapon, the previously summoned one (unless destroyed) must first be summoned back into your hand. Summoning a new weapon then takes only 1 Action, and doesn't require any effort/stones
- You can summon the current weapon into your hand from anywhere on the planet, again with one Action and no effort/stones
- You can dismiss your current weapon away into "storage", and go about weaponless. This also takes one Action and requires no effort/stones
- You can "spend" up to 10 cost levels when detailing each summoned weapon, although 1 must be spent on Indestructibility if that's desired
- You can summon explosive weapons (Area Attack) at a cost of 3 levels
In addition to the type-specific qualities, both forms of the weapon share the normal properties of the infinite weapon:
- You must "spend" levels when detailing the weapon to configure/summon. Each MN for the weapon costs 1 level, and specific Advantages cost 1 level per level they add. (For example, to make a +3 sword that attacks vs. Durability (a +6 Advantage) costs 9 levels)
- Indestructibility costs 1 level
- Elemental traits are available for 1 level each
- The ability to stun or damage at will with the weapon costs 1 level
- Ranged weapons such as guns have a default range of 1, but can be specified as having greater ranges (up to 4) at a cost of 1 level per extra range
- Thrown weapons automatically have a max range of 4, but "boomeranging" costs 1 level (and may still be thwarted by a skilled enemy)
- The mass of each weapon is 1 stone, and each can be up to range 2 in length (so that you can fashion whips) without spending extra levels; however, any weapon range 2 in length loses -1 from its Modifier Number when used at Close Combat
- No weapon you summon/configure can grant you extra powers, Actions, Modifiers, or Ability alterations. They just function as Weapon Modifiers, possibly with Advantages attached
Note that the exact look and style of your "infinite weapon" (or whatever you choose to name it) is up to you. Instead of a metallic orb, you may want a glowing ball of energy; instead of a ring, you may want a small, crystal music box. You may even predefine a free minor flourish when summoning/dismissing weapons or configuring a new one. These can include things like strange sounds, brief light flashes, etc., but in no way should they damage or hinder anyone.
Options
- -5 white stones to cost if you have a limited number of weapons/configurations to choose from. You may define up to 10 when purchasing this weapon, and may acquire extras for 1 Line of Experience each. If this option is chosen and you have a Summon-Type weapon, bear in mind that destructible weapons cannot be replaced except by spending LOEs.
Comments
An alternative to having a 30-stone power, having a 30-stone item that can grant you any weapon you want offers an almost limitless variety. Just be sure to pair it with an appropriate combat Action (Close Combat, Ranged Combat, Telekinesis w/ a Weapon Modifier, etc.) at a high enough level to make it worth your while.
Example(s)
Deathblow the assasin has been having trouble taking down his three incredibly agile targets. The first guy he took out with a simple +10 sword, but after that surprise attack, the other two have been successfully defending themselves. He decides to change tactics. He takes one Action to visualize, and as his armpiece glows, his sword disappears and is replaced by a long +8 chain whip with double damage (+2). This helps him dispatch of target number 2, but the third is just too agile... he's dodging everything almost effortlessly! Finally fed up, Deathblow summons a +5 flamethrower with an Area Attack (+3, and +1 for the fire element), and a range of 2 (+1). The third target's reflexive dodging is nullified by the wide swath of the flamethrower, and after faltering due to the heat, the target is soon burnt to a crisp.