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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