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Post by Kaj on Feb 23, 2006 13:40:39 GMT -5
Alright, so I was sleeping, at home, sick, because I assume that I ate something slightly rank for breakfast, ja? Then, as I awoke, I came up with two little ideas that might be nice to implement. It's a bit "Diablo II", but I first thought:
Hey, won't equipment eventually become mildly mediocre because you'll be doing [4-6] (+38) damage? Like, come on. Who the hell cares, at that point, about the extra two points? You can shatter walls, people, and reality, with that kind of damage. So that brings me to my first idea... A maximum bonus level on a gun or weapon. There's only so hard you can stab someone effectively with a knife, right? Of course, fists won't have a damage bonus limit, because that's kind of the monk-fighter sort of thing.
Anyways, So I was thinking of adding in a bonus damage cap, so that you'd have to upgrade your weapons and modify them and stuff.
This, of course, was linked to my thought of items simply having magical and mundane-enhancement prefixes and/or suffixes, placed on the weapon at additional cost, to increase it's ability. They'd look a little something like this:
[Porcelain (Pre.)]: An edged weapon with a porcelain groove set into it's blade will produce a sharp squeal when striking an enemy. Insect Spirits take 20% stun damage when hit with a porcelain weapon. [I have no clue what the limiting factor is yet... Maybe a stat divided by 10 or so will give you a point setting.] [Cost: +900 Nuyen]
...And maybe like this:
[Elkainen]: An elkainen weapon is improved beyond it's normal mundane limits, gifting it with a +1 to damage, and increasing it's maximum damage bonus by 5. [Still don't know, doot de doo] [Cost: Whatever, you get how it works]
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Xander
Shadowrunner
[Gamma GM]
[Type V] [65-120]
Posts: 580
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Post by Xander on Feb 25, 2006 11:42:35 GMT -5
Okay, let me see if I got this straight:
A normal unmodified dagger has a base damage of 4-6. You're going to add a maximum of say, +5 due to stat-bonuses to the gun. If you want to get more than 9-11 damage from that dagger, you have to buy/upgrade it by material. If you get a porcelain dagger, it ups the max damage bonus by 5 or whatever.
So, in order to get the maximum benefits from your stats, etc. you need to continually upgrade your weapons so that your bonuses aren't limited.
If that's what you're suggesting, I really like it. I'm always a fan of having to upgrade things. It gives you several goals besides random levelling up. What good's levelling up if you can't use the benefits?
In short: Nice.
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Post by Kaj on Feb 25, 2006 12:54:49 GMT -5
That's right about what I was talking about. It's like a compound bow in D&D. There are several levels of bonuses, each allowing a different amount of strength to be added to the damage of the arrow shot.
But yeah, you'd add prefixes and stuff to equipment to increase it's max damage bonus, and give it special abilities, and stuff of that nature. Same with armor, of course.
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Xander
Shadowrunner
[Gamma GM]
[Type V] [65-120]
Posts: 580
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Post by Xander on Feb 25, 2006 14:44:07 GMT -5
Ah, okay. Yeah, that sounds like a really good idea. Because, like you said, eventually people are going to get the point where their stat bonuses can just outweigh weapons.
And I'm all for the special abilities. Livens things up a bit.
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Post by Kaj on Feb 27, 2006 17:19:25 GMT -5
Okay, as for the amount of magical equipment that a single being can have equipped at a single time, I've talked to Hawk and I think that I'll add in a Mental-based stat called "Binding Force". You gain 1 point of Binding force for each 10 points in Int, Wis, and Cha. This essentially is like taking an average and then gathering point values, but it's easier just to do it this way. Magical enhancements will each have a certain cost of Binding Force, and if it exceeds your maximum then the Magical Effect won't activate until you have enough Binding Force to control that particular enchantment.
If a weapon or piece of armor has several enchantments, and you have insufficient Binding Force to control all of the enchantments, then those with the lowest Binding Force activate first.
Deckers, being classes suited to non-magical enhancement, will suffer a penalty to the amount of Binding Force they gather, essentially making any enchantment they wish to activate be treated as though it's binding force was twice as high as normal.
Similarly, I'm gonna change around Witches a bit, and they'll likely gain an ability or something which allows them extra Binding Force. My beta for the tables of magical prefixes and suffixes will look like this:
[Enchantment Name]: (Prefix or Suffix): (Weapon, Armor, Specific). Effects granted by the magical enchantment, as well as drawbacks if applicable. [Modifications]: Changes to the physical appearance and nature of the Magical Equipment, which may or may not be drawbacks and advantages in themselves. [Binding Force]: How many Points of Binding Force the Object Requires to Activate. [Cost]: Cost in Nuyen to add to an object.
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Post by Kaj on Feb 27, 2006 17:59:53 GMT -5
Some samples I did during Family Studies, sans nuyen costs, since I intend to do them when they're all done so they're balanced:
[Gunge]: Prefix: Gun. A piece of Gunge weaponry has improved accuracy, it’s bullets being linked to life force, and actively seeking it. When firing at human opponents, A Gunge weapon reduces it’s miss chance by 10% and deals +2 damage. [Modifications]: A Gunge weapon is 50% longer than a normal gun to make room for magical etchings on the inside of the lengthened barrel, and it’s rounds glow a bright electric blue when fired. [Binding Force]: 5 [Cost]:
[Thaumaturgic]: Prefix: Gun. A Thaumaturgic gun is capable of condensing magical energy as part of it’s firing mechanism, and as such never needs to reload, since it does not consume ammunition. [Modifications]: A Thaumaturgical weapon weighs an additional 50%, because of alterations to the gun’s mechanisms and alloy makeup. When fired, a thaumaturgical gun’s surface becomes covered in red, glowing runes. [Binding Force]: 7 [Cost]:
[Hollow]: Prefix: Gun. A Hollow gun’s rounds are more adept at piercing armor, and are also more adept at wounding the undead and quasidead. Rounds fired from a piece of Hollow weaponry treat the enemy as having one less Armor, and deal Undead or Quasidead +2 damage. [Modifications]: A Hollow weapon is slightly lighter than a normal gun, but it smells constantly of peppermint and sage. When fired, a Hollow weapon sounds reminiscient of a screeching hawk, and it cannot be silenced. [Binding Force]: 4 [Cost]:
[Sacrosanct]: Prefix: Gun. A Sacrosanct gun has the ability to charge for a turn to deal out a disrupting shot which, when attacking undead or quasidead, has a 40% chance to destroy them completely. A Sacrosanct weapon has it’s maximum damage reduced by two against living opponents. [Modifications]: A Sacrosanct weapon is always of a pure-white colour, and has a stylized crucifix etched into the barrel. Functionally, it performs like a normal gun would. [Binding Force]: 3 [Cost]:
[Wicked]: Prefix: Gun. A Wicked gun transmits the user’s malice into it’s shots, causing them to cause increased agony in an enemy. The shots of a Wicked weapon deal +1 damage, and an additional +1 if the user of the gun is malicious or evil. This additional damage cannot be prevented. [Modifications]: A Wicked gun’s body is black and covered in silver runes. When fired, the runes give off an ultraviolet light, and the body of the gun becomes uncomfortably cold. The shots of a Wicked weapon also emit an ultraviolet light. [Binding Force]: 3 [Cost]:
[Calamitous]: Prefix: Gun. A Calamitous gun is generally unlucky, and bestows upon it’s user a -2 to their dodge armor, and a -10% on their diplomacy checks, even when the weapon is not weilded. However, the shots of a Calamitous weapon have a 30% chance to make an enemy temporarily unlucky, and during their next action, the enemy suffers a -4 to attack, and moves at half speed. A Calamitous weapon’s negative attributes are always active, regardless of Binding Force. [Modifications]: A Calamitous weapon does not have any defining attributes aside the fact that it never needs any maintenance. [Binding Force]: 3 [Cost]:
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Post by Kaj on Mar 7, 2006 16:43:24 GMT -5
[Glacial]: Prefix, Weapon. A Glacial Weapon has the workings of extreme cold born into it’s body, allowing it to gather elemental energy into it’s attack. A Glacial weapon instills a frigid cold into anything it strikes, making them suffer a -1 to dodge armor for two rounds. [Modifications]: A Glacial weapon continually freezes the air that touches any metal or wood on it’s surface, making an icy vapor fall from it. It becomes uncomfortable to hold after a few minutes.
[Searing]: Prefix, Weapon. A Searing Weapon has the ability to gather elemental heat into it’s body, making it waver and sear the air around it. A Searing weapon unleashes a torrent of heat into anything it strikes, making them suffer a -1 to their attacks for two rounds. [Modifications]: A Searing weapon continually gives off heatwaves that make the air warp and waver from any metal or wood on it’s surface. It becomes uncomfortable to hold after a few minutes.
[Masterful]: Prefix, Weapon: A Masterful weapon is very well made, and although it may not actually be magical itself, it can serve to focus the user’s power to make the weapon more effective. A Masterful weapon has an additional +1 to it’s max bonus. [Modifications]: A Masterful weapon appears well-kept at all times, metal gleaming as though polished, and wood smooth and stained.
[Heroic]: Prefix, Weapon. A Heroic weapon has been magically enhanced to increase the capabilities of the weapon itself as well as assisting the user’s own abilities. A Heroic weapon has +1 to it’s max damage, and +2 to it’s max bonus. [Modifications]: A Heroic weapon gleams unnaturally in the light, and has a very faint glow in the dark, as well as having the traits of a Masterful weapon.
[Elkainen]: Prefix, Weapon. An Elkainen weapon has been enchanted, as well as having strands of the mystical metal Orihalcum woven into it’s core, to increase it’s potential and damage. An Elkainen weapon’s damage is increased by +1, max damage by +1, and max bonus by +3. [Modifications]: An Elkainen weapon discharges a quick flash of light when being used, such as striking an opponent, or being fired.
[Angelic]: Prefix, Weapon. An Angelic weapon is that worthy of an otherworldly title, it’s powers being increased vastly beyond their normal limits, with a large amount of Orihalcum having been added to the body of the weapon. An Angelic weapon has +2 to it’s damage, +3 to it’s maximum damage, and it’s max bonus is increased by +4. [Modifications]: An Angelic weapon creates a soft resonation of sound which sounds like ghostsong within ten feet, as well as having all the traits of an Elkainen weapon.
[Godly]: Prefix, Weapon. A godly weapon bears strong enchantments and enhancements, it’s body almost completely replaced with Orihalcum, making it costly. A Godly weapon has +3 to it’s damage, +3 to it’s max damage, and it’s max bonus is increased by +5. Also, a Godly weapon becomes nigh-indestructible by mundane means, any attack dealing Moderate, Light, or Aesthetic damage to it being completely nullified, while heavy damage is reduced to light damage. [Modifications]: A Godly weapon’s surface is coated in runes of Orihalcum, which is orange-gold in colour, and it has a three-inch thick aura of light which surrounds it. While weilded, a one-inch aura of light surrounds the user. A Godly weapon also has all the traits of an Angelic weapon.
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Xander
Shadowrunner
[Gamma GM]
[Type V] [65-120]
Posts: 580
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Post by Xander on Mar 8, 2006 12:41:38 GMT -5
Those look really good. I like some of the traits that you have down for them.
Did you mean to not have any Lightning-, Air-, or Sound-based metals? It would be cool to have special effects for those like the Glacial and Searing have.
For example, Sonic weapons could reduce a player's armor value by sending vibrations through it. Aero weapons could deal stun damage by disorienting them. Electro weapons might...hm. They could increase damage by the amount of metal on the target's body. Like, if the target was holding a gun or a knife, the damage would increase by +1. If they wore metallic armor, that'd be another +2 damage (I mean, metal all over your body? Yowch.).
Randomly, I had an idea for a weapon that grows transparent with body heat. In other words, if it's within a few inches of skin for at least seven seconds, it slowly fades to transparent in that time. It'd make a good stealth weapon if it was kept close to the body. But knock it away (or somehow cool it off) and it's perfectly visible.
*shrug* Just some more ideas.
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Post by Kaj on Mar 8, 2006 23:27:25 GMT -5
Mmm... Thermal camo.
And do feel free to write up some adjectives yourself; this is the improvements section for a reason.
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Xander
Shadowrunner
[Gamma GM]
[Type V] [65-120]
Posts: 580
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Post by Xander on Mar 9, 2006 0:41:01 GMT -5
Hmkay. Here are some things I was thinkin' then...
[Sonic]: Prefix, Weapon. A sonic weapon has specially carved grooves in its components, crafted to emit a sonic pulse as they travel through the air. This pulse appears in the bullets and blades of the weapon. Sonic emissions from these weapons release in a short-range dispersal when they strike an enemy, dealing 10% stun damage on noncritical areas and 20% stun damage near vital organs. [Modifications]: Customized grooves appear in the blades of weapons or in the barrel and bullets of guns. When the blade moves through the air with any degree of speed or when the gun fires, the weapon itself releases a sonic pulse that will jar any unprepared hand wielding it. When stationary, however, the weapon emits no sonic energy.
[Aerolic]: Prefix, Weapon. An aerolic weapon has the elemental power of air imbued into its essence. Through a magnetic pull on the charged electrons in the air, the weapon gathers air to it and releases it only when it strikes. The gathered air acts as a catalyst for the kinetic energy of the weapon to be transferred to the target, inflicting a -2 armor bonus to either Impact or Ballistic depending on the weapon's damage type. [Modifications]: Aerolic blades have no differences in appearance, and they can only be observed through the effects they have on their environment. If placed nearby an extremely lightweight object, the object will slowly drift towards the weapon with a speed inversely proportional to its weight. If placed near water, the water will begin to ripple towards and away from the weapon, causing a minor whirlpool effect.
[Shocker]: Prefix, Weapon. A shocker weapon gathers magnetic and electrical charges in its bullets or blades to inflict dispersed and internal damage to its target. Shocker weapons inflict lightning damage to a target, spreading throughout his body. Any low-level electronic device (like a communication device) on the target is fried, mid-level devices (like a datapad or personal computer) are simply shut off, and high-level devices (like Cyberdecks) are momentarily frozen. The effects of the weapon make it a favorite for targeting Deckers. [Modifications]: Any kinetic energy around the blade or bullet is absorbed, meaning merely touching the charged part of the weapon with static on your hand will result in a shock. If placed on a conductor, the weapon will discharge any stored energy into it. If the weapon is highly charged with energy, sparks can be seen racing up and down its conductive parts.
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Post by Ancient on Mar 16, 2006 14:39:03 GMT -5
I'd just like to place in my simple imput that I highly disagree with a damage cap on normal weapons... There is only so hard you can stab someone with a knife indeed, though there is an endless number of possibilities in ways to carve him up. And besides, does it make any sense for a Street Samurai without a good weapon to 'take the gloves off' in a duel by throwing away his sword?
Guns I can see and agree with, once you have perfected the art of pulling a triggar and aiming a barrel there isn't alot of places to go... Though with melee, there are endless posibilities of skill that can be added in, as well as carving ability.
Just a thought... And opinion...
I like the whole magical items thingy though.
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Brand
Streetwise
Posts: 289
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Post by Brand on Jun 23, 2006 10:54:09 GMT -5
[Casts: Über Thread Necromancy]
As Xander and I were looking into ways to create magical weapons, he mentioned a previous Magic Equipment idea. For some reason, this thread slipped through my fingers, as I've never noticed it before. In short, I think this is exactly what is needed. It would also be easy for magic users to lend themselves toward magic weapons by simply giving them more Binding Force. If need be, certain enhancements could be limited to only Magic users and Psykers, as well. But all in all, I think this is definitely the system to use.
In response to Ancient: that's simply not true. You can romanticize melee combat as much as you want, but there's still a limit to how much damage a person can do with a dagger. Furthermore, there's only so much damage that can be done per turn. As this is a game, that's a good thing to keep in mind. You may be able to systematically remove organs with a knife, but not in a single turn. Moreover, as a dagger can hit vital points, so can a gun. A trained sniper can hit individual organs, send bullets to graze and cut the opponent, blow out knee caps to immobilize the target, etc. Playing logic to only one side of the coin doesn't always work like that, sorry.
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Post by Ancient on Jun 23, 2006 11:00:35 GMT -5
When you get into epic characters who can turn and manuver a blade inside a person's torso with ease to completely erradicate their internal organs in a motion that seems identical to a normal attack... Though a gun is still only a gun, hense why alot of the gunslinger's techniques are based around making special improvements upon their gun, and making other kinds of shots that are more majestic, rather then simply blowing off an arm with the same gun just more... Accurate then the gun allows? *Shakes head*
A sword can be used in nigh infinite ways, I practice and enjoy Kendo and know this for a fact that a blade can do alot more damage then a gun with ease. A gun CAN hit multiple organs if your opponent allows it, though even then, when you think about it, when the bullet leaves the chamber it falls out of your control, epic or no. A blade is always in your complete control no matter what. *Nod nod*
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Brand
Streetwise
Posts: 289
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Post by Brand on Jun 23, 2006 12:19:32 GMT -5
I'm not going to argue the fact that a sword is more elegant in its execution. Guns are simply more effective at ending a person's life instantly. This all boils down to one thing: range. You may study Kendo, but I can hit a torso-sized target with a bullet at a fair distance with ease. And I guarantee you that a .45 caliber Kimber will drop you in a single round. Also, the blade has maneuverability issues. A blade needs a bit of room to used efficiently, while a gun can be fired in almost any condition. Granted, I'd probably break my wrist doing such in certain situations, but I digress. If I see you coming and have approximately two seconds of preparation, I will win every time. That's not even to mention the intimidation factor. You can't tell me you wouldn't flinch when a piece of metal almost half an inch in diameter goes whizzing past your face so quickly you can't even see it. It's sort of the reason that military doesn't use the things anymore.
In short, a sword's functionality comes to your skill when compared to the individual you're attacking. Or whether or not they are holding a metal plate in front of them. Swords bring possible mutilation and pain. A gun is more effective in bringing death. I'm not saying that swords can't kill, I'm simply saying that guns usually do it faster. And as a side note, I don't know what you mean by "A gun CAN hit multiple organs if your opponent allows it". I don't think that opponents dictate such things when firing a weapon that has a muzzle velocity of over 1041 ft/s (and that's a slow bullet).
And, err...yay for the Magical Equipment System. XP
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Post by Ancient on Jun 24, 2006 13:18:45 GMT -5
The topic has changed now fool!
Anyways, A gun has a higher base damage factor, its no better at stopping a human life and if anything it is less effective at doing so. As when a bullet hits, it damages a very small and confined area, when a sword hits, it cleaves every bit of flesh it comes across and then some. For example; A gun hits a man in the shoulder and he can not only live, but he can get up and possibly get away, when a sword is brought down on a mans shoulder with a fair deal of force, it comes down and can take the person's arm clean off, leading to the other person bleeding to death. A gun is a more efficient killing machine as when you have a guy doing a bayonette charge against a man with a machine gun, chances are the man with the machine gun is just going to chew him down. In this world the gun is supposed to have the advantage of being a ranged weapon, though we are trying to not only make our world realistic, but also balanced, and if guns not only have more range but also cause more damage (Which isn't the case in real life to be certain) then what the heck is the point of even using a sword? Or a melee weapon?
Also; I'd take a chain sword as having far more ability to do damage in a single swing over a sub machine gun.
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