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Post by Kashew on Jun 12, 2009 1:04:50 GMT -5
I've read the Weapons and Blacksmith guide, but I still have a question about it.
Now suppose you have a weapon that needs a word or something to turn into the actual weapon. If the quality of the weapon is say Excellent or Supreme, could the weapon have a second form that could happen at random, like Final form in KH2. If so could be possible that second form is like a Weapon+ version but has only one special ability on it.
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Post by nascent on Jun 12, 2009 10:14:00 GMT -5
Hmm... can you post the weapon description itself (in the format used in character profiles) so we can give you a more informed verdict? Offhand, my best guess is this: Weapons being able to turn into other weapons ought to be listed as an Ability or Weapon Ability. Case in point: my character Kassom can morph his throwing knives into just about any metal weapon, but doing that was listed as an Ability. I don't think it's possible to make your weapon's second form truly random (unless you're rolling twenty-sided dice before writing your post...) thus it would be more like an at-will transformation of the weapon and thus an Ability.
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Post by Kashew on Jun 12, 2009 12:43:39 GMT -5
This was the idea for weapon, I was thinking doing at a much later time. And I really wouldn't mind doing that 20 side die if it could make it as random as possible. Primary Weapon(s)
ID: Pact Card/Ravage Wind Quality: Fine
A card created after the pact is made, it holds within it a weapon of great power.
Ravage Wind is a weapon that is summoned from the Pact Card, it's a pair of charkam about 1' in diameter
Summon
With the Pact Card, the Partner summons his weapon by calling it forth, "Exire", and when done with it call it back, "Reverti". Strength: Weak Uses: Infintely
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Same weapon again but say the quality is Supreme to randomly get that second form. Primary Weapon(s)
ID: Pact Card/Ravage Wind/Ravage Storm Quality: Supreme
A card created after the pact is made, it holds within it a weapon of great power.
Ravage Wind is a weapon that is summoned from the Pact Card, it's a pair of charkam about 1' in diameter
Ravage Storm is said to call forth a great storm that can destroy an entire city to ruins. It's a single charkam that is about 3 yards in diameter floating behind the Partner as the Partner is wielding claw gloves and boots.
Summon
With the Pact Card, the Partner summons his weapon by calling it forth, "Exire", and when done with it call it back, "Reverti". Strength: Weak Uses: Infintely
Final Storm
When Ravage Storm is randomly summoned, this move immediatly starts up. The charkam begins to slowly turn, as it continues to gain momentum. When enough momentum is made, the charkam rises into the sky and creates a massive tornado sucking everything into. When the tornado loses speed, the move ends and the weapon turns back into the Pact Card to recharge itself.
Strength: Strong Use: 1 time per battle including the Ravage Storm, 5 post charge up, 3 post use, cool down 15 post.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ More or less thats the idea of it all, I was trying to keep it as fair as could make with this one. But it may seem a little god modding, I think.
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Post by nascent on Jun 12, 2009 13:09:43 GMT -5
Okay, hmm...
You needn't worry about using up a Summon/Ability slot for the weapon just to call it into battle. The Ability to summon/unsummon a character's weapons is a freebie, and since turning a card into said weapon is little different from just making it POOF out of thin air I'd say it fits.
Your overall weapon idea seems very fair and balanced. There's only one teensy tiny little change I need you to make.
This is a bit much, even for a Strong Ability. To make it fair, it needs the following: a limited area of effect, roughly how big the tornado is, and the maximum size/weight of what it can lift. Essentially the effect of this move is to immobilize targets (by catching them up in the storm winds, thus making normal movement difficult or impossible) for three turns, so it technically falls under the category of a Status Effect. It's far from god-moddy, but especially as a Status Effect move it needs a measure of balance. As it is it's close, but not quite ready yet.
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Post by Kashew on Jun 12, 2009 13:40:52 GMT -5
So more or less the move has to be more of something like... Final Storm [/u] When Ravage Storm is randomly summoned, this move immediately starts up. The charkam begins to slowly turn, as it continues to gain momentum. When enough momentum is made, the charkam rises into the sky and creates a massive tornado. With the massive sucking power of the tornado, it could lift a 1 ton boulder and throw it in an opposite direction anything lighter than that is sucked in and is spun around hitting debris. When the tornado loses speed, the move ends and the weapon turns back into the Pact Card to recharge itself. Strength: Strong Use: 1 time use including Ravage Storm, Charge up 5 post, 3 post use, Cool down 15 post Range: From the ground the tornado has a 8 yard diameter. I could say that when you get sucked up you don't really lose mobility you just lose sense of direction, plus if there's debris in the tornado you could ride it or launch yourself off of it. It's just that it would be hard to get out of it.
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Post by Kashew on Jun 12, 2009 14:02:32 GMT -5
So more or less the move has to be more of something like... Final Storm [/u] When Ravage Storm is randomly summoned, this move immediately starts up. The charkam begins to slowly turn, as it continues to gain momentum. When enough momentum is made, the charkam rises into the sky and creates a massive tornado. With the massive sucking power of the tornado, it could lift a 1 ton boulder and throw it in an opposite direction anything lighter than that is sucked in and is spun around hitting debris. When the tornado loses speed, the move ends and the weapon turns back into the Pact Card to recharge itself. Strength: Strong Use: 1 time use including Ravage Storm, Charge up 5 post, 3 post use, Cool down 15 post Range: From the ground the tornado has a 8 yard diameter. I could say that when you get sucked up you don't really lose mobility you just lose sense of direction, plus if there's debris in the tornado you could ride it or launch yourself off of it. It's just that it would be hard to get out of it.[/quote] I just remember something I didn't really explain the claw gloves and boots on the Ravage Storm, more or less they're the weapon, cause the charkam just floats there and looks pretty. When the Final Storm move start the gloves and boots act like anchors for the wielder, that can be released at will.
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Post by nascent on Jun 12, 2009 15:29:26 GMT -5
Yeah, I'd say that what you've got now qualifies as a fully developed Ability. Nice work, in fact! That bit you mentioned about moving about inside the storm reminds me of the final scene in Dead Fantasy II as well.
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Post by Kashew on Jun 13, 2009 1:03:25 GMT -5
Thanks, I didn't think I could get this approved, when I make the character. More or less this was suppose to be a summon's weapon. I came up with another summon and it's weapon but again I'm not sure if it's right or not, on the balance scale.
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