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Re: [ORE] (WT) Enchanter Questions

Really a lot of this sounds like Psychic Weapons with a few extra limitations.

On Fri, Jan 11, 2013 at 7:28 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
I might also consider using them as a weird variation of Gadgeteer, using Variable Effect to (temporarily) turn a mundane weapon into a Focus with Duration and... what's it, Adapted?  The one that explicitly says "I'm a normal mundane object with extra powers".  Instead of time in a workshop, you spend time drawing runes.  You can add extra if/thens to cover needing the specific object you want to enchant, or whatever.  If it only works on weapons, that's another if/then.  If there's a magical blaze when you write the runes, Obvious (and if enchanted weapons glow or something, an if/then requiring Obvious in emulated powers!).

My favorite thing about Variable Effect is how easy it is for the player to make themselves a "spell list" of commonly-used emulated powers and how much willpower (if any) they cost, like Amanda Sykes in Progenitor.

-- Daniel


On Sat, Jan 5, 2013 at 3:42 PM, Marco Subias <arkhamalum@gmail.com> wrote:
In case I wasn't clear, I'd just design your power as a basic Attacks Miracle with no Augments involved at all. It would require you to have a weapon and draw your runes and more or less use the weapon as a channel for your attack. If you want, you can buy weapons-related Extras such as Spray and Penetrating, with the If/Then of weapons-Related Extras only for weapon that inherently has those Extras.

 

On Saturday, January 5, 2013, Marco Subias wrote:
There are often multiple approaches to a power build in WT. I 'd buy your Attack with Range Capacity and Burn and any other suitable Extras and give it the Delayed Effect Flaw - as you need time to draw your runes - and give it the If/Thens of (must have focus/weapon) and (must draw runes on the weapon). I'd give it the Range Capacity and the If/Then (range only if focus/weapon used is a ranged weapon). If you must, buy Operational Skill or another Flaw to represent you having to have a skill in using the particular weapon. This would allow you to pick up a weapon, draw your runes, and use your weapon with your desired Extras.

On Saturday, January 5, 2013, Jesse David wrote:
Right, but since the whole purpose of the augment is to apply an extra to a weapon that can be used with the weapon's skill (and possibly more enchantments at once), how would you do dice for this power?


On Sat, Jan 5, 2013 at 3:03 PM, Matt <moeheid@gmail.com> wrote:
Augment is explicitly designed for this kind of thing.

-Matt Conlon

On Jan 4, 2013, at 7:44 PM, crash2455 <jessedavid@gmail.com> wrote:

A player in my game is trying to make a character that can enchant weapons with varying different abilities for as long as they hold them.  I've been trying to figure out how to implement this.  The idea is that they can draw magical runes onto a weapon, and that imbues it with said magic until they dismiss it.  I think I understand the extras behind the power on a broad level:

Ex:
"Flaming"
Quality (2): Attacks
Capacity: Touch
Extras (+8): Endless (+3), Burn (+1), Augment (+4)
Flaws (-4): Touch Only, If/Then (Must Succeed on Arcana Check to Imbue Power), If/Then (Must be applied to weapon)

Their ultimate goal is to make this an ability they could apply to any weapon and then use with the appropriate weapon skill entirely for the purpose of providing extras to said weapon. To create something like a flaming SMG or a vorpal handgun, essentially.

How would this be finalized?  Would the example above be correct for a type of enchantment or would there be more?  Additionally, how would dice purchased in the power factor in?

Thanks.

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