From: | Koakurei Bushyduck@**********.com |
---|---|
Subject: | New person with a question |
Date: | Sat, 8 Jul 2000 20:21:14 -0400 |
First off I think I should warn everyone that I watch WAY to much anime and
it shows in the games I run. That out of the way my first question is, has
anyone came up with a way to do Mecha in Shadowrun? If so where could I
find it?
Secondly I have a physical adept ability I'm trying to get some feedback
on. Mostly I need to know if it's fairly balanced and within the rules.
Any comments would be appreciated.
Spirit Weapon
This ability allows the adept to focus his spiritual energy, or Ki, or
whatever else you want to call it, into a physical weapon. This weapon will
in all respects behave as if it were a real physical weapon. A sword will
still cut, a whip can still entangle, etc...
Calling on the weapon takes a moment of concentration on the part of the
adept, (A standard Willpower test, target 4 modified by circumstance. It
counts as a simple action), and that's all.
There is no penalty for sustaining the power, because it is assumed that the
adept has been trained so that it no longer takes any conscious effort on
their part to maintain the weapon.
Since it is a manifestation of the Adept's mental discipline Willpower
governs its damage more than Strength, although exceptions are known. By
the same token there are adepts that have manifested elemental effects with
the weapon as well, or the ability to change the weapons shape Etc...
NOTE: When purchasing the power, build the weapon's most powerful form and
pay that cost.
Reach
Cost Description
1.00 Allows the power to have reach. (Attribute/3)-1=Reach
+1.00 For each +1 to reach up to 3
Range Distance
Cost Description *
2.00 Range up to Attribute in meters
+1.00 Range up to Attribute 2x in meters
+2.00 Range up to Attribute 4x in meters
+4.00 Range up to Attribute 8x in meters
*Still subject to ranged target numbers and modifiers.
Damage
Cost Description
0.50 Light
1.00 Moderate
2.00 Serious
4.00 Deadly
+0.50 For each +1 to damage up to the weapons normal damage
+1.00 For each +1 to damage up to the 2x weapons normal damage
+2.00 For each +1 to damage over 2x the weapons normal damage
+1.00 Armor Piercing
+0.25 Stun Damage as well as killing
Other Factors
Cost Description
+0.25 Each additional form
+1.00 No roll needed to activate
+1.00 Uses Strength instead of Willpower.
+2.00 Elemental Effect: Acid, Blast, Cold, Fire, Ice, Light, Lightning
+0.50 Variable Effect: Allows the wielder to switch between effects
without re summoning the weapon.
*0.75 Geas: Exclusive, Gesture, Incantation, Limited Uses, Talisman, Time
Thank You,
Bushyduck, The Divine Messenger of Kawaii Weirdness