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Melee Weapon Modifications

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LonePaladin

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« Reply #60 on: <05-25-11/1404:12> »
That would be another good one: a drug/toxin delivery system. 'Course, blades would work differently than clubs, but all it would affect would be which toxins could be used (contact vs. injection). I'd say in terms of what's needed for the mod, they'd be the same for both types.

I'll edit the first post with my suggestion on the numbers involved.
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Gothan

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« Reply #61 on: <05-26-11/1725:51> »
www.waspknife.com

Real tech.  Attach it to spurs; forearm blades, ala Assassin't Creed; just about any melee weapon engineered to pierce.  I know they statted it in Armory Revisited for White Wolf.  May have to reread and port it over to SR.

LonePaladin

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« Reply #62 on: <05-26-11/1922:44> »
Ouch. That looks like a nasty dose of medicine.

Let me know what the stats look like, if you want me to come up with a conversion.
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Shadow Wolf

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« Reply #63 on: <05-26-11/2007:39> »
I Know that the wasp knife is in Eclipse Phase, but i guss that won't help with SR :-\

LonePaladin

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« Reply #64 on: <05-26-11/2022:37> »
I'm thinking that the cost will have to depend on the weapon's Reach, since a longer blade would make for more work. I'm just not sure about the game mechanics behind the "poof" effect.
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Gothan

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« Reply #65 on: <05-26-11/2156:19> »
The White Wolf version does normal knife.  If you score three successes you may discharge the cartridge and do an automatic 4 lethal damage on top.  Shouldn't be too hard to port over. 

CanRay

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« Reply #66 on: <05-26-11/2159:23> »
I still want a Monofilament Chainsaw Bayonet.   8)
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#ThisTaserGoesTo11

LonePaladin

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« Reply #67 on: <05-26-11/2202:24> »
Hm. How about this?

If an attack with a WASP blade is a critical success (i.e., it scores at least 4 net hits) and inflicts at least one box of Physical damage, the wielder may discharge the reservoir as a Free Action. Doing so inflicts 8P damage, resisted with half Impact armor -- and worn armor is ignored, only innate armor (from magic, adept powers, augmentations, or racial advantages).
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Medicineman

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« Reply #68 on: <05-27-11/0034:59> »
It's an unwritten LAW that You can't do Damage twice with a single Attack.
If the Poison works at the Beginning of the next Round it might be OK ImO
(Well the Part with the injected Poison, not the part with the automatic Damage)

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« Last Edit: <05-27-11/0050:06> by Medicineman »
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CanRay

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« Reply #69 on: <05-27-11/0036:14> »
It's an unwritten M72?
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Teyl_Iliar

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« Reply #70 on: <06-13-11/1450:36> »
Oh do you suppose it's possible to "over charge" taser type weapons? it would make shock gloves or baton's more effective, and totally seems possible.
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LonePaladin

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« Reply #71 on: <06-13-11/1510:19> »
It's an unwritten LAW that You can't do Damage twice with a single Attack.
If the Poison works at the Beginning of the next Round it might be OK ImO
(Well the Part with the injected Poison, not the part with the automatic Damage)
Um, wait, what?

If it's "unwritten", then how can it be a "LAW"?

The whole point of one of these knives is to have an additional effect if the weapon penetrates; I reflected that by requiring a good attack roll (i.e., a critical success), and by requiring it to do actual physical damage. Anything other than these two circumstances could be read to mean that the blade didn't penetrate. Requiring the wielder to wait until their next turn would give the target plenty of time to get that knife out of them, rendering it useless.

And it's not an injected poison, it's not even a toxin at all by the rules -- it's a burst of high-pressure, super-cooled air. It does its damage through sheer pressure, as well as flash-freezing any nearby tissue.

If you want to cite items in the rulebooks that point out why this shouldn't work this way, then by all means do so -- but please include the book (and, hopefully, the page number). If you have a personal issue against the weapon mod, then either don't use it or suggest something else. But please don't quote "unwritten LAWs" when arguing against a proposed house-rule.

Teyl: I'll think about the idea of overcharging a taser, but I'll have to balance it with the general consensus that electricity-based weapons are already very effective.
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Teyl_Iliar

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« Reply #72 on: <06-13-11/1523:03> »
Teyl: I'll think about the idea of overcharging a taser, but I'll have to balance it with the general consensus that electricity-based weapons are already very effective.
That's very true, It was just a thought. :D
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Thermo

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« Reply #73 on: <08-21-11/1805:43> »
Personally, I like using dual maces (actually morningstars, but they were dropped from 4e for some reason, I just copied the stats of the maces), and I have them set up with customized grips (+1 attack pool), smartgun/skinlink, and gecko grips activated via skinlink. That way I can smash everything in sight and not have to worry about dropping one due to a glitch or something equally unfortunate. 3 IP's means I can hit 6 targets per round. WHAM WHAM WHAM WHAM WHAM WHAM!  :)

Earthshaker

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« Reply #74 on: <08-22-11/2349:39> »

Something to heat the blade ala Predator either via vibration, electrical current or maybe microwave emitter.

I don't know why they haven't made magical weapons other than foci or at least flashier versions of foci.. I mean what mage would be able to resist making a flaming sword I mean c'mon, how cool  would that be, just look on the internet for flaming sword fights and they look awesome.

They could even make the enchantments semi-permanent by binding small spirits to the weapons to keep the magical effect going and thus be able to hand em off to others... Thus would be born Frostmourne!!!. (*ducks*)