Post by wayne on Feb 19, 2004 15:42:24 GMT -5
This is an advantage for weapons allowing them to be summoned directly into one's hand. The cost is low in large part because I'm taking a look at Claws as a comparison; you can, for all intents and purposes, 'summon' and 'dismiss' your claws to a nice safe location for a measly +1 to cost level. Of course, Claws still let you use weapons, so this advantage won't have the exact same pricing. Still, hopefully someone else will also find it useful.
CAN BE SUMMONED
Increase = See Below
Description
Your weapon can be 'summoned' instantly into your hand, ready for immediate use the next Panel (or the next Action of the same Panel, if your first Action was summoning it.) Nothing else comes along with the weapon, and the weapon can only appear in your hand. The effective range limit of the 'summons' determines the cost:
*NOTE: No matter what combination of options is purchased, the purchase price is always a minimum of 1 red stone.
Comments
For characters whose main schtick is their weapon, the ability to call it when separated is very useful and often very much in-character. It'll usually take great effort for villains to remove the weapon from the equation, and makes a strong weapon a safe place to invest stones. (No one wants to buy a +7 indestructible sword, only to have it knocked overboard into the depths of the Pacific during their first mission, forever lost. Now it's no longer a concern.)
If desired, the GM should allow a simple, unintrusive, pre-determined flourish whenever the weapon is summoned, such as a brief flash of (non-blinding) light, etc.
CAN BE SUMMONED
Increase = See Below
Description
Your weapon can be 'summoned' instantly into your hand, ready for immediate use the next Panel (or the next Action of the same Panel, if your first Action was summoning it.) Nothing else comes along with the weapon, and the weapon can only appear in your hand. The effective range limit of the 'summons' determines the cost:
- +1 red stone to be able to summon it from a pre-determined 'safe' location (which can be anywhere, even another dimension)
- +1 white stone to be able to summon it from anywhere on the planet
- +2 white stones to be able to summon it from anywhere in the universe
- +3 white stones to be able to summon it from across dimensions if necessary
- +1 red stone if, while in-hand, it can also be 'dismissed' to a pre-determined 'safe' location
- -1 red stone if the summon requires a full Panel to succeed
- -2 red stones if the summon requires a full Panel, and no other Actions can be performed during that Panel
*NOTE: No matter what combination of options is purchased, the purchase price is always a minimum of 1 red stone.
Comments
For characters whose main schtick is their weapon, the ability to call it when separated is very useful and often very much in-character. It'll usually take great effort for villains to remove the weapon from the equation, and makes a strong weapon a safe place to invest stones. (No one wants to buy a +7 indestructible sword, only to have it knocked overboard into the depths of the Pacific during their first mission, forever lost. Now it's no longer a concern.)
If desired, the GM should allow a simple, unintrusive, pre-determined flourish whenever the weapon is summoned, such as a brief flash of (non-blinding) light, etc.