NEW TECHNOMAGICAL Melee weapons that are compatible with ARSENAL

Here are a new style of technomagical melee weapons that should be compatible with Perpetrated Press's ARSENAL book. I would like comments on both the design elements, whether folks think these are playable, and help on the pricing (again to make it compatible with ARSENAL).

Thanks,

skippy

TECHNOMAGIC FORCE MELEE WEAPONS

Technomagic Force weapons are a natural developement of the technomagical firearms. Basically they are melee versions of the various arcane energy weapons, even to the utilization of the same arcane batteries used by technomagical firearms. In many ways, Force weapons mimic already existing magic weapons, such as flaming swords, but capable of doing much greater amount of damage with each successful strike, but at the cost of being powered by standard technomagic firearm batteries. The afformentioned flaming sword will never run out of power, and can be kept burning effectively forever, while a hellfire blade only works for as long as it's battery has charges. Force weapons come in two basic forms, Type I and Type II.

Type I Force weapons are simply a melee weapon that has been enhanced by some sort of energy field generator. Type I weapons do regular damage PLUS energy damage (fire, cold, etc) based on charges expended per strike. If the weapon runs out of energy, or the energy field is not activated, a Type I Force weapon can still be used as a regular weapon of it's kind (be it a club, sword, axe, etc). All Type I Force weapons are considered to be Masterwork weapon, with the extra cost already having been figured into the basic cost.

Type II Force weapons are some sort of hilt, haft, handle, etc from which a blade of pure energy is projected (e.g. a light saber). Unless specifically designed otherwise, a Type II weapon cannot be used as a weapon at all when unpowered since it is the energy blade that does the damage. There are a few specially designed martial Type II Force weapons which can be used as bludgeoning weapons when unpowered, e.g. a Type II Force Glaive whose haft can be utilized as a staff when unpowered, for it has been reinforced for use in melee combat. Type II Force weapons are never of Masterwork quality, but because they are inherently magic, may be enhanced like a normal weapon.

Type II Force weapons weigh much less then normal weapons or even Type I Force weapons of the same kind. Usually, a Type II force weapon weighs 1/2 what a normal weapon of the same kind would, plus the added weight of the appropriate battery. Reinforced Type II force weapons (those that can be used as melee weapons when unpowered) have the same weight as normal weapons of their kind, also plus the weight of the appropriate battery. Because a Type I weapon is made from superior materials, the field generators do not add any appreciable amount to either the size or mass of the weapon. It weighs the same as a normal weapon of it's kind, plus the weight of the appropriate battery.

Both Type I and Type II Force weapons can be enhanced magically like normal, but not with any sort of energy enhancement (flaming, flaming burst, brilliant energy, etc), even if it is the same type of energy as the Force weapon properties. So a +1 flaming flash dagger would not be possible, but a +1 returning flash dagger would be.

When a Force weapon is empowered (i.e. the energy field is activated), the weapon glows and sheds light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). Thus, it can't be concealed nor can the light be shut off without also turning off the Force energy field. Most Force weapons (especially Type II) also make a noise of some kind when empowered, usually a humming or crackling sound.

Creation of a Force weapon requires the Craft Technomagic Force Weapon magic item creation feat.

For the purposes of proficiency, a Force weapon (regardless of type) requires proficiency with the same kind of basic weapon. Thus a character who is proficient in simple weapons or with a dagger could use any type of Force weapon without penalty. BUT, fighting with Force weapons (especially Type II weapons) is just different enough that it requires it's own unique Feat for the use of Weapon Focus, Weapon Specialization, and like feats. For example, a character could take Weapon Focus (flash dagger), but never Weapon Focus (Force dagger), or even Weapon Focus (Type I Force dagger), and would get no benefit with Weapon Focus (dagger) when wielding a Force dagger.

Type II weapons cannot be used to make a disarm or trip special attack, and the wielder gets no bonus either for charging while using a Force lance or for setting himself against a charge using a Force spear, polearm, etc. This is because the weapon surface is energy, and has a tendency to cut through what it touches, rather then wrapping itself around something or otherwise hooking an opponent. But, Type II Force weapons are excellent for making sunder special attack. Not only does a Type II Force weapon ignore 1/2 of the hardness of an item, but such an attack does not incur the normal attack of opportunity, as opponents tend to be very cautious around such weapons.

EMPOWERING FORCE WEAPONS

Because Force weapons of all type are designed to remain off until the beginning of combat to save energy, empowering a Force weapon is a free action (literally the flipping of a switch). Once a Force weapon has been empowered, it drains a number of charges each round equal to it's minimum setting even if the wielder misses or doesn't attack with the weapon. These charges are consumed when the weapon is first empowered and at the beginning of each new round. If the battery does not have sufficient charges to remain empowered, then the Force energy field magic dissipates, leaving the weapon completely unpowered, at least until the battery has either been recharged or changed.

Force weapons can be used by anyone who can flip a switch and wield it (see above notes on proficiency and feats). A character does not need to be a spell casting character to use an arcane Force weapon.

CHARGES

All Force weapons have settings that let the user set the severity of the damage inflicted by each hit. Each increase in power level raises the number of damage die by one and also expends more charges from the battery. Changing the power setting of a Force weapon is considered to be a move equivalent action.

Force weapons consume a number of charges per hit based on the type of damage die and the power setting as shown in the tabel below.

FORCE WEAPON CHARGE EXPENDITURES
Hit Point Damage Die Type Charges Expended Per Power Level

d4 1
d6 1
d8 2
d10 3


Most Type II weapons have a higher minimum setting, because it takes more charges to maintain a focused pure energy field then it does an enhancing field. But, Type II weapons also have a much higher maximum setting, thus being able to do more damage with each successful strike. Force weapons work differently then technomagical firearms. While they also expend charges to do damage, these charges are only expended if the attack is successful, as only then does the force energy field discharge extra energy damage. So a miss costs nothing more than keeping the weapon empowered. Thus, a Force weapon (minimum setting 1, charges/power level 1) set on level 5 that successfully hits twice in a round would drain 11 charges from the battery, 5 for each hit and 1 to stay empowered.

If a battery does not have sufficient charges left to expend based on it's power setting, upon a successful hit, it will discharge what charges it has left and sputter out. If it doesn't even have enough charges left to cause even one die of damage, then it does no energy damage and still deactivates. Thus, a weapon that starts the round by using up the last charge(s) of it's battery on remaining empowered will become unpowered upon the first successful hit, doing no extra damage (if Type I) or even no damage at all (if Type II). All force weapons have a small flashing LED that starts blinking when the battery is down to 20% its maximum charges, and stays lit when down to 10%.

CASTER LEVEL

Dispelling a Force weapon: To dispel a Force weapon, the dispeller must make a caster level check against a DC of 11 plus the caster level of the Force weapon. If the check is successful, all of the magical properties of the Force weapon are suppressed for 1d4 rounds, after which the Force weapon recovers on its own. A suppressed Force weapon becomes nonmagical, and therefore cannot be empowered, for this duration.

Overcoming Spell Resistance: All Force weapons discharge magical energy. Therefore, targets protected by spell resistance enjoy a significant level of protection against Force weapons. In order to affect a target protected by spell resistance, the Force weapon must make a caster level check.

BATTERIES

Force weapons of both types use the exact same batteries as technomagical firearms, depending on size. Thus a pistol battery will work in both a characters hellfire sword and his blazer.

FIREARM BATTERIES
Battery # of Charges Weight Price

Mini 20 .5 lb 20
Pistol 50 1 lb 50
Pistol Plus 100 2 lbs 100
Max 200 5 lbs 200
Max Plus 400 10 lbs 400

BATTERIES BY WEAPON SIZE
Weapon Size Batteries

Light Mini, Pistol
One-Handed Pistol, Pistol Plus
Two-Handed Pistol, Pistol Plus
Two-Handed Large* Max, Max Plus

*These are weapons meant to be wielded by large creatures. No Force weapon has yet been mass produced larger than this, as they tend to quickly aquire Taint.

Batteries contain a series of strong containment fields that store raw elemental energy, which is expressed in charges. Each hit by a Force weapon expends a certain number of charges, depending on the damage die type and the power level setting.

Batteries are usually recycled and recharged by ammunition shops and Federation Defense Force installations. However, spellcasters can use the recharge battery spell to restore depleted batteries in the field.

Reloading a battery into a Force weapon is a move-equivalent action, if you use both hands. If only using one hand, it is a full-round action.

FORCE WEAPON QUALITIES

Damage Type: Force weapons inflict various types of energy damage. This is usually one of the following: fire, force, cold, and electricity. Energy damage from Force weapons is treated as energy damage from spells and is thwarted by spell resistance and such spells as protection from energy. Some weapons do not inflict damage, such as stunners and tranquilizers.

Save DC: Some weapons give the victim a saving throw against their standard effects. The special effects of some Force weapons may also provide saving throws, with Save DCs for these special effects given under the weapon description.

Damage: This is the type of damage die inflicted per power level expended on the hit. The default type of damage is normal. Some weapons do not inflict damage, but still roll dice to determine the effectiveness of the hit. The stunner rolls dice to set the saving throw for the target to avoid being stunned, for example.

Minimum Setting: This is the minimum power level required for the weapon to remain empowered. Force weapons power level cannot be set below this minimum, as the power dial has no lower setting. Minimum setting is also the number of charges (as modified by the above Force Weapon Charge Expediture Table) that are expended at the beginning of each round.

Maximum Setting: This is the highest power level available to that weapon to determine the number of dice of damage inflicted on victims.

Critical: The threat range and multiplier for a Force weapon is exactly the same as an identical regular weapon (i.e. 19-20/x2 for a Force short sword or x3 for a Force battleaxe). Type I Force weapons DO NOT include the extra damage done by the energy when calculating the critical hit damage, but Type II Force weapons DO, and the energy damage is the only damage they do.

Charges/Setting: For most Force weapons, the type of damage die and the current power level determine how many charges are expended upon each hit.

Caster Level: This is the effective caster level of the Force weapon for purposes of resisting dispel magic and overcoming spell resistance.

Price: This is the weapon's cost in credits.

Special: This column lists any special rules for the Force weapon. Special rules are explained in the weapon's description.

FORCE WEAPONS

WEAPON TYPE DAMAGE SAVE DC DAMAGE/ MINIMUM MAX CHARGES/ CL PRICE SPECIAL
TYPE SETTING SETTING SETTING SETTING

Blast Weapons
Light I Force None d4 1 5 1 7 ?
1-Handed I Force None d6 1 5 1 9 ?
2-Handed I Force None d8 1 5 2 12 ? Knockback
Large 2-Handed I Force None d10 1 5 3 17 ? Knockback

Flash Weapons
Light I Fire None d4 1 3 1 7 ?
1-Handed I Fire None d6 1 3 1 9 ?
2-Handed I Fire None d8 1 3 2 12 ?
Large 2-Handed I Fire None d10 1 3 3 17 ?

Hellfire Weapons
Light II Fire None d4 2 6 1 9 ? Ignite/Flash
1-Handed II Fire None d6 2 6 1 11 ? Ignite/Flash
2-Handed II Fire None d8 2 6 2 14 ? Ignite/Flash
Large 2-Handed II Fire None d10 2 6 3 20 ? Ignite/Flash

Frostbite Weapons
Light I Cold None d4 1 3 1 7 ?
1-Handed I Cold None d6 1 3 1 9 ? Frostbite
2-Handed I Cold None d8 1 3 2 12 ? Frostbite
Large 2-Handed I Cold None d10 1 3 3 17 ? Frostbite

Icedeath Weapons
Light II Cold None d4 1 5 1 9 ? Frostbite
1-Handed II Cold None d6 1 5 1 11 ? Frostbite
2-Handed II Cold None d8 1 5 2 14 ? Frostbite
Large 2-Handed II Cold None d10 1 5 3 20 ? Frostbite

Static Weapons
Light I Electricity None d4 1 4 1 7 ?
1-Handed I Electricity None d6 1 4 1 9 ? Daze
2-Handed I Electricity None d8 1 4 2 12 ? Daze
Large 2-Handed I Electricity None d10 1 4 3 17 ? Daze

Lightning Weapons
Light II Electricity None d4 1 7 1 9 ? Daze/Ignore AC
1-Handed II Electricity None d6 1 7 1 11 ? Daze/Ignore AC
2-Handed II Electricity None d8 1 7 2 14 ? Daze/Ignore AC
Large 2-Handed II Electricity None d10 1 7 3 20 ? Daze/Ignore AC

Stunner Weapons
Light I Electricity Fort Damage d4 1 5 1 7 ?
1-Handed I Electricity Fort Damage d6 1 5 1 9 ?
2-Handed I Electricity Fort Damage d8 1 5 2 12 ?
Large 2-Handed I Electricity Fort Damage d10 1 5 3 17 ?

Sleeper Weapons
Light I None Will Damage d4 1 5 1 7 ?
1-Handed I None Will Damage d6 1 5 1 9 ?
2-Handed I None Will Damage d8 1 5 2 12 ?
Large 2-Handed I None Will Damage d10 1 5 3 17 ?


BLAST WEAPONS

Blast Force weapons are only made as Type I weapons, since it is prohibitively difficult to focus and contain kinetic force energy. Also, they are only found enhancing bludgeoning weapons, since it would be pointless to create a blast slashing or piercing weapon. Such a weapon would become effectively a bludgeoning weapon when it was empowered anyway.

Knockback: If a blast force weapon with this ability hits, it initiates a bull rush attack on the target. Use the damage roll (before deducting for damage reduction) of the blast attack for its strength value. Subtract -8 from the blast weapon's roll.

FLASH WEAPONS

There is little apparent difference between a flash weapon and a flaming weapon, as they both do additional fire damage. Any type of melee weapon can be modified to become a flash weapon.

HELLFIRE WEAPONS

A hellfire weapon is a blade or like of pure fire. It can easily ignite any unattended flammable objects. They are extremely dangerous to use, for a fumbled (i.e. a natural 1) attack roll can end up with the wielder not only possibly doing damage to himself, but also is likely to light themselves on fire. Only piercing and slashing weapons can be made as hellfire weapons.

Flash: When the hellfire weapon strikes a target, it flares up. This flash requires the target to make a Fortitude save or be dazzled for 1d4 rounds. The DC for the Fortitude save is equal to the hit point damage before being reduced for damage reduction.

FROSTBITE WEAPONS

There is little apparent difference between a frostbite weapon and a frost weapon, as they both do additional cold damage. Any type of melee weapon can be modified to become a frostbite weapon.

Frostbite: Anyone taking damage from an indicated frostbite weapons must make a Fortitude save or suffer from cold-induced stiffness for 1d6 rounds. Treat this as being fatigued. The DC for the Fortitude save is equal to the damage inflicted.

ICEDEATH WEAPONS

An icedeath weapon is a blade or field of intense cold, so cold that the moisture from the air immediately condenses and freezes around it, thus creating a constant crackling sound and leaving behind a trail of ice crystals. Only piercing and slashing weapons can be made as icedeath weapons.

Frostbite: Anyone taking damage from an indicated icedeath weapons must make a Fortitude save or suffer from cold-induced stiffness for 1d6 rounds. Treat this as being fatigued. The DC for the Fortitude save is equal to the damage inflicted.

STATIC WEAPONS

There is little apparent difference between a static weapon and a shock weapon, as they both do additional electricity damage. Any type of melee weapon can be modified to become a static weapon.

Daze: Anyone struck by an indicated static weapons must make a Fortitude save or be dazed for 1d4 rounds. The DC for the Fortitude save is equal to the damage inflicted.

LIGHTNING WEAPON

A lightning weapon is a blade or field of focused and contained electricity. The user is surrounded by a highly charged field of static electricity, which, while extremely annoying (causing the character's hair to stand on end, get constantly static shocks, etc), is effectively harmless. Only piercing and slashing weapons can be made as lightning weapons.

Daze: Anyone struck by an indicated lightning weapons must make a Fortitude save or be dazed for 1d4 rounds. The DC for the Fortitude save is equal to the damage inflicted.

Ignore AC: If the target of a lightning weapon is wearing metal armor (i.e. plate or chain, but not just partial metal like studded leather), then attacks with this Force weapon is treated as a touch attack. If the optional AC as DR rules are being used (where ALL attacks are effectively touch attacks), then the DR granted by the metal armor is only half as effective (i.e. DR 4 becomes DR 2) as normal.

STUNNER WEAPON

Stunner capability can only be built into bludgeoning weapons, although it can be added into the hafts and butt ends of spears, axes, polearms, etc. Similar in design to a static weapon, the stunner sacrifices the damaging effects of that weapon's electrical attack in favor of a concentrated charge designed to disrupt the target's neurology. In effect, it scrambles the target's mind.

Unlike other Force weapons, the stunner does not inflict hit point damage on the target. Instead, the result of the stun dice roll sets the DC for the target's Fortitude save to resist the effects. Target may subtract any Electricity Resistance they have from the DC before making their save. If the target succeeds at the save, there is no effect. If the target fails the save, he is stunned for a number of rounds equal to the difference between his check result and the modified DC.

SLEEPER WEAPON

Sleeper capability can only be built into bludgeoning weapons, although it can be added into the hafts and butt ends of spears, axes, polearms, etc.

Unlike other Force weapons, the sleeper does not inflict hit point damage on the target. Instead, the result of the Sleep dice roll sets the DC for the target's Will save to resist the effects. If the target succeeds at the save, there is no effect. If the target fails the save, he falls into a deep sleep for a number of minutes equal to the difference between his check result and the modified DC. No creature with 5 or more HD is affected.
 

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