Normal Topic Special Weapon: Special Abilities (Read 674 times)
polarboy
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Special Weapon: Special Abilities
Nov 1st, 2009 at 3:25am
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Many characters in comics can make their magic swords/tridents/capes disappear (often to protect the their secret identities), but while still retaining their other super powers.

This ability seems built-in to many special weapons.

Magical Concealment
With one action, the character can make the special weapon or magic item disappear in their hands, effectively removing it from the physical world. Range = touch, PR = 0.

Though undetectable to infravision, sonar, and other senses, the weapon remains magically hidden at the character's side. The item cannot be physically harmed or separated from the character while concealed.

The character must spend one action to draw the weapon back out into the physical world to use it again.

Revealing and concealing a magic item allows the character to change in and out of costume at will.

Some advanced, extra-dimensional devices might have cloaking features that imitate the effects of magical concealment.

« Last Edit: Nov 1st, 2009 at 4:23am by polarboy »  
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polarboy
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Re: Special Weapon: Special Abilities
Reply #1 - Nov 1st, 2009 at 8:41am
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Countless magic weapons in D&D yield an additional TO HIT bonus against a specific category of opponents, such as giants, lycanthropes, or the undead.

A special weapon in V&V might be crafted in a similar way.

Special Expertise: The weapon has +4 to hit against a specific defense type, power, or origin type. Examples: androids/robots; telepaths; insects (including opponents with Insect Powers).

This special ability also might derive from a character with Heightened Expertise and Special Requirement.
  
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dsumner
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Re: Special Weapon: Special Abilities
Reply #2 - Jan 3rd, 2024 at 3:11am
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