Friday, 21 October 2016

Imbuements and Sorcery: Align Weapon

Imbuements and Sorcery: Align Weapon


Alignment is an eternal topic for discussion and debates in the D&D/Pathfinder community. Thankfully or not, GURPS lacks such a thing by default, but GURPS Thaumatology offers some spells related to ethical categories. Personally, I do not use alignments in my GURPS games, but for the purpose of ethical categories-based spells and effects I assume that some creatures, objects, or areas have an ethical aura. For example, when playing in a D&D-style setting the outsiders, characters and items with divine abilities, sacred/unholy places have an aura that represents their cosmic alignment, and this aura can be detected by some abilities. If you use Detect Evil, you can detect a cleric of an evil deity (even if the cleric in question isn't evil himself; maybe he's just appeasing an apocalyptic deity to prevent the destruction of the whole world?), a demon, a devil, but not a simple criminal.

Traditionally, most of such outsiders have innate defences that can only be overcome by weapons and abilities of an opposing ethical category. So, why not make some new imbuement skills and Sorcery spells for these imbuements? These can be used later for new outsider monsters and for holy/unholy warriors.


Imbuements


Anarchic Weapon
General; DX/Very Hard
Default: Specialty for related weapon at same penalty as weapon default.
Prerequisite: Imbue 1.

Allows the weapon to ignore DR (Not vs. Chaotic) of some creatures, such as modrons, inevitables, etc., and deal additional damage to creatures with Vulnerability to anarchic weapons.

Axiomatic Weapon
General; DX/Very Hard
Default: Specialty for related weapon at same penalty as weapon default.
Prerequisite: Imbue 1.

Allows the weapon to ignore DR (Not vs. Lawful) of some creatures, such as slaads, and deal additional damage to creatures with Vulnerability to axiomatic weapons.

Holy Weapon
General; DX/Very Hard
Default: Specialty for related weapon at same penalty as weapon default.
Prerequisite: Imbue 1.

Allows the weapon to ignore DR (Not vs. Good) of some creatures, such as demons, devils, etc., and deal additional damage to creatures with Vulnerability to holy weapons.

Unholy Weapon
General; DX/Very Hard
Default: Specialty for related weapon at same penalty as weapon default.
Prerequisite: Imbue 1.

Allows the weapon to ignore DR (Not vs. Evil) of some creatures, such as angels, archons, etc., and deal additional damage to creatures with Vulnerability to unholy weapons.

Sorcery Spells


Anarchic Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Allows the weapon enchanted to ignore DR (Not vs. Chaotic) of some creatures, such as modrons, inevitables, etc., and deal additional damage to creatures with Vulnerability to anarchic weapons.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, ‑20%; Advantage, Anarchic Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Notes: “Anarchic Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology - Sorcery, p. 11).

Axiomatic Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Allows the weapon enchanted to ignore DR (Not vs. Lawful) of some creatures, such as slaads, and deal additional damage to creatures with Vulnerability to axiomatic weapons.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, ‑20%; Advantage, Axiomatic Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Notes: “Axiomatic Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology - Sorcery, p. 11).

Holy Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Allows the weapon enchanted to ignore DR (Not vs. Good) of some creatures, such as demons, devils, etc., and deal additional damage to creatures with Vulnerability to holy weapons.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, ‑20%; Advantage, Holy Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Notes: “Holy Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology - Sorcery, p. 11).

Unholy Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Allows the weapon enchanted to ignore DR (Not vs. Evil) of some creatures, such as angels, archons, etc., and deal additional damage to creatures with Vulnerability to unholy weapons.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, ‑20%; Advantage, Unholy Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Notes: “Unholy Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology - Sorcery, p. 11).

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