Saturday, February 19, 2011

Simplification of Beam-Weapons

The Beam-Weapon rules in Manual of Exalted Power – Alchemicals, page 213 is too complicated and clumsily adopted from 1st Edition rules.

So here is the modified rules Regarding Beam-Weapons

  • They still cost 2 dots more than normal artifacts
  • Cost 3 mote to attune
    • 4 for Warstrider Versions
  • Can reflexively spent 5 motes for it to function for a scene
  • Weapon still gains Magical Material Bonus
  • Sets flammable items on fire upon touch
  • Cannot be parried by non-magical materials
    • Ignore Parry DV
    • Destroy parried item
  • Cannot be soaked by non-magical materials
    • Ignore Soak.
      • This includes natural (e.g. stamina) soak from non-magical beings.
      • Soak gained via magical effects (such as sorcery or charms) are not ignored
    • Localized Damage does not “destroy” the armor upon hitting like parried item, but it leaves holes and slashes upon non-magical armor
      • Alternatively, You can subtract the final health level damage from Soak of the armor as permanent damage.  If soak is reduced to 0 armor is destroyed.  This might be too much book keeping

This makes the weapon incredibly potent on non-magical materials (most castles, walls, structures, and people) thus makes the 2 dot cost increase worthwhile.

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