Advantage: Special Weapon
Posted: Sat Jul 02, 2011 7:11 pm
I was thinking that it might be cool to have an advantage that offers the character a special weapon, with unique abilities without being a free power grab: while still allowing the hero to use his/her/its various Intense Training Powers. I came up with this and was wondering your thoughts:
Special Weapon – the character possesses a unique weapon that, despite having typical combat statistics (see page 25 of BASH:UE), possesses one additional Special Quality for free. Special Qualities:
•Nigh Unbreakable: This weapon is very, very difficult to destroy (it has 160 Hits and 40 Soak).
•Returns to Owner: The item will return to the character that has this advantage; if the two are ever separated this weapon will return within 1d6 days (or 1d6 hours if a Hero/Villain die is spent). It will remain thus until the owner freely transfers ownership of the item to another character; usually requiring a ritual.
•Extra Damage: Either a +1 DM when used against a general type of adversary (i.e. +1 DM vs. Orcs), or a +2 DM when used against a specific opponent (i.e. +2 DM vs. Modred the Sorceror).
•Greater Range: This weapon has double the range normally available to its type.
•Double Ammo: The ammunition capacity of this weapon is doubled.
•Biometric Key: Only the character with this advantage may use this weapon. If the weapon is a melee weapon, with no discernable ‘locking mechanism’, then anyone other than the rightful owner suffers a -4 Dice penalty when trying to use it (maybe the weapon magically or mechanically unbalances itself or delivers a distracting and numbing electric charge).
Additionally, the player may add extra powers to the Special Weapon by spending character points at character creation and, as any other device, must have an appropriate disadvantage.