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Flaming Swords

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Moonshine Fox

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« Reply #15 on: <11-09-13/2341:06> »
One possible way to do either a frost hammer or flaming sword would be an alchemical preparation with a flame or frost aura spell (have it add a secondary elemental effect and do a small damage boost). It gives a similar effect to an enchanted weapon, but fits into the rules of the system and adds the element of the weapon wielder needing a supplier for the preparations to add some flavor (and possible adventure hooks) to the game.

Unahim

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« Reply #16 on: <11-10-13/0837:43> »
What's keeping the wielder from being unaffected by the aura? Also, damaging the lynchpin apparently ruins the preparation, so the first little chip out of the blade during melee combat would have it fizzle out.

Moonshine Fox

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« Reply #17 on: <11-10-13/0855:06> »
What's keeping the wielder from being unaffected by the aura? Also, damaging the lynchpin apparently ruins the preparation, so the first little chip out of the blade during melee combat would have it fizzle out.

Use a potion that casts the spell on the drinker (ie, the weapon wielder) so the aura is really around the person so it wouldn't harm them, but you can make it thematically look like it's around the weapon, or is flowing from the wielders hands to cover the weapon.

Unahim

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« Reply #18 on: <11-10-13/1106:45> »
Fluids are usually not accepted as lynchpins, for a few reasons. Making a lynchpin involves lifting, handling and manipulating it, and that's hard in a fluid. A "damaged" lynchpin also stops functioning, so how do you define this in a fluid? It constantly evaporates, leaves parts of itself behind on surfaces, etc... other lynchpin can work to the same effect though.

So yes, I suppose you could do this. As long as Energy Aura does not exist in SR5 it remains a house rule, but other than that...

Moonshine Fox

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« Reply #19 on: <11-10-13/1359:05> »
You can lift, handle, and manipulate a fluid, you'd just need to make it a contact vector and held in a glass container till you touch it (drink it). Rather then carving runes or such, you would brew it, kinda like a witches caldron. It would probably be up to the individual GM on the specifics but it doesn't sound too far fetched to me at least.

Would have to come up with an elemental aura spell till a magic book makes it way to the shadows. Shouldn't be too hard to come up with a good and balanced one.

DeathStrobe

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« Reply #20 on: <11-10-13/1541:34> »
Fluids are usually not accepted as lynchpins, for a few reasons. Making a lynchpin involves lifting, handling and manipulating it, and that's hard in a fluid. A "damaged" lynchpin also stops functioning, so how do you define this in a fluid? It constantly evaporates, leaves parts of itself behind on surfaces, etc... other lynchpin can work to the same effect though.

So yes, I suppose you could do this. As long as Energy Aura does not exist in SR5 it remains a house rule, but other than that...
That's super not true. Potions are one of the examples of what a lynchpin is.  Like wise, I'd also assume magic powders would also be a valid lynchpin too.

p305
On a critical glitch—well, we wouldn’t recommend drinking whatever the end result is

Michael Chandra

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« Reply #21 on: <11-10-13/1758:41> »
What's keeping the wielder from being unaffected by the aura?
Insulation / Fire Resistance. :)
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Unahim

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« Reply #22 on: <11-10-13/1959:06> »
That's super not true. Potions are one of the examples of what a lynchpin is.  Like wise, I'd also assume magic powders would also be a valid lynchpin too.

p305
On a critical glitch—well, we wouldn’t recommend drinking whatever the end result is

Not the first example in the book that ends up being overtaken by the rules, chummer. After they came out and said lynchpins don't work when damaged, I really don't see how a fluid could ever work.

DeathStrobe

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« Reply #23 on: <11-10-13/2003:33> »
That's super not true. Potions are one of the examples of what a lynchpin is.  Like wise, I'd also assume magic powders would also be a valid lynchpin too.

p305
On a critical glitch—well, we wouldn’t recommend drinking whatever the end result is

Not the first example in the book that ends up being overtaken by the rules, chummer. After they came out and said lynchpins don't work when damaged, I really don't see how a fluid could ever work.

How so? you can still damage a fluid by adding other chemicals to it. Or if you can't keep enough of the fluid together that'd probably also break the lynchpin.

I fail to see how game breaking a potion would be, and its a magical trope, so it makes sense that such an archetype should exist, that being the magical chemist that creates a potion for every situation.

ZeConster

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« Reply #24 on: <11-10-13/2012:14> »
I think when we discussed fluids before, there was the convincing argument that if you use a special recipe (like Grandma's Chocolate Milk, for example), it's possible to be creative enough with a magical potion that it'll work and not get destroyed if you shake the container a bit.

Greenknight046

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« Reply #25 on: <01-31-14/1643:14> »
The easiest way to do the flaming sword look would be to have a mini holo-projector built into the hilt and blade (since mini holo-projectors can easily be built into shirts or other clothes per the Attitude sourcebook, it should be able to be applied to weapons... possibly requiring 1-2 mod slots).  Flaming swords of this type won't actually do anything except look cool... and since the flames are controlled by a holo-projector, it would be pretty easy to change the color and intensity of the flames by adding "apps" to the weapon.

In the old (V3) days you could use Anchoring to bind elemental spell to weapons, with anchoring links set up to allow the flames to be turned on and off until the spell was exhausted and had to be recast.  However, since they nerfed Anchoring for 4th and 5th editions (changing it from the most pursued metamagic in the book to one that NOBODY ever takes) I don't think it's possible anymore to make a useful magic elemental weapon anymore.

Knight

ImaginalDisc

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« Reply #26 on: <01-31-14/1832:35> »
So ... How long until we quad-wield monofilamentchainswordchucks?

They are, at least, something a sufficiently insane fabricator could make in the setting after all.

Read the glitch rules, chummer. That is literally an accident waiting to happen.

If you are referring to critical glitching on that taking essence away, couldn't you just summon a spirit with the Guard power and have them protect you from a glitch? Though to avoid excessive abuse i would mandate that the spirits force must be equal or greater than that of the foci you are making.

I was thinking more about split die pools, glitches, and the ease with which one can amputate one's own limbs.

Critias

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« Reply #27 on: <01-31-14/1912:33> »
Hmm dang. I was going to use those as his unique weapons since I planned on taking the inept flaw for each type of gun skill, but I suppose I'll have to come up with something else instead.
So, what, it's burning swords or no swords at all?  That's where you draw the line with your character?

CanRay

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« Reply #28 on: <01-31-14/1914:11> »
Hmm dang. I was going to use those as his unique weapons since I planned on taking the inept flaw for each type of gun skill, but I suppose I'll have to come up with something else instead.
So, what, it's burning swords or no swords at all?  That's where you draw the line with your character?
I've seen people where it was "Glowy Sticks Of Death" or "Nothing" in Star Wars games...
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Namikaze

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« Reply #29 on: <01-31-14/2311:25> »
Hmm dang. I was going to use those as his unique weapons since I planned on taking the inept flaw for each type of gun skill, but I suppose I'll have to come up with something else instead.

You were going to take a bunch of negative qualities that weren't going to be likely to have an impact on your character?  Shame on your GM for allowing it.
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