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How would you do a Vorpal Sword.
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ValhallaGH
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PostPosted: Mon Mar 12, 2012 2:47 pm    Post subject: Reply with quote

Dire Weasel wrote:
50F contains such a weapon. Check the plot point "Debauchery".

This is also a good suggestion.

Living targets within 2 sizes of the attacker have to make a vigor roll (-2) or lose their head. Simple, straightforward, bypasses most of the Toughness rules, more effective on Extras than on Wild Cards, and still insanely deadly.
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The Dread Polack
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PostPosted: Mon Mar 12, 2012 3:19 pm    Post subject: Reply with quote

robert4818 wrote:
Setting an arbitrarily high number (like natural roll of 20) in SW doesn't work well. This is because in D20 this arbitrarily high number came with a set 5% chance of occuring. In SW, given the number of dice that just doesn't make sense. That 5% thresh hold is met at different levels depending on the die used. (For example, a 5% roll on a SW d4 is around 13 and is 18 on a d12)


So, like I suggested, you could just roll a d20 along with your normal dice, and score a decapatation on a nat 20 just like in D&D. This has the added bonus fun of probably being the only one at the table rolling a d20 Smile

So, my next question is: Should there be a way for Wild Cards to soak a decpatating hit?
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77IM
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PostPosted: Mon Mar 12, 2012 5:25 pm    Post subject: Reply with quote

I'd just say, when you make a called shot to the neck with a vorpal blade, the penalty is only -2 instead of -4.

That's still fairly powerful, but also straightforward, and meets the original goal of making decapitations easier and more frequent. I'm assuming that the vorpal blade has a regular damage bonus too (and I like the idea of counting it as a Heavy Weapon).

-- 77IM
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warrenss2
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PostPosted: Mon Mar 12, 2012 5:42 pm    Post subject: Reply with quote

Make it have only a -2 for a called head shot instead of the -4?

<Edited in> = curse your nimble fingers, 77IM!!!
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gleepism
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PostPosted: Tue Jun 05, 2012 12:43 pm    Post subject: Reply with quote

I think I'd handle it one of two ways.

1) as a trapping to the damage
first, give the weapon itself some bonuses due to its magical nature, but in line with other +1 or whatever weapons.

Then any time the weapon delivers the "killing blow" to defeat something, it's trapping is the head is lopped off.

This could easily give the awesome imagery of the wielder going through a crowd of extras with heads flying but still show some back and forth with a wild card enemy until, finally, the head comes off.

For the ''power'' of the weapon, perhaps it negates the reason to roll to see if anything defeated actually survived. Especially devastating on the Extras of the world.

2) sneak in a d20 roll.
That 1 in 20 is a 5% chance so just increase the weapon's damage to d10 with a d10 Strength minimum. Just keep an eye on the player's damage rolls and any time you see a 96 to 100, just announce that they sliced target's head right off.
Bonus points if you never mention WHY this happens and since a 2d10 roll that high usually means lots of damage anyway the players may just assume it's nothing special.
(For low strength, either decide the weapon's special ability isn't activated or watch exploding dice for results above 9 and 6. The latter seems like extra work to me, so I'd just go with the former.)

I use sneaky random %'s a lot in my games, if the player rolls similar dice I just go with the 10's dice being the one to my left.

--gleep
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Snate56
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PostPosted: Tue Jun 05, 2012 1:19 pm    Post subject: Reply with quote

As for Wild Cards Soaking, I look at Soaking as a kind of "altered reality" where the shot never hit, so in this case you can Soak a vorpal blade.



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Soothsayer
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PostPosted: Wed Jun 06, 2012 2:50 am    Post subject: Reply with quote

If the first card dealt to the swords user is a joker they get the benefit of mighty blow and no penalty to a called shot to the head until the end of the round.
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longarms
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PostPosted: Sun Jun 10, 2012 1:44 am    Post subject: Reply with quote

"Living targets within 2 sizes of the attacker have to make a vigor roll (-2) or lose their head. Simple, straightforward, bypasses most of the Toughness rules, more effective on Extras than on Wild Cards, and still insanely deadly."

I thought it was living targets in the range of sizes -2 and +2 (not affected by the size of the weilder).

And I would suggest modifying the 50F version as follows:
- as above, but for each raise over the first, it can affect another +1 in size.
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StJason
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PostPosted: Sun Jun 10, 2012 3:28 am    Post subject: Reply with quote

longarms wrote:
"Living targets within 2 sizes of the attacker have to make a vigor roll (-2) or lose their head. Simple, straightforward, bypasses most of the Toughness rules, more effective on Extras than on Wild Cards, and still insanely deadly."

I thought it was living targets in the range of sizes -2 and +2 (not affected by the size of the weilder).

And I would suggest modifying the 50F version as follows:
- as above, but for each raise over the first, it can affect another +1 in size.


I like this, but I'd say any target, not just living ones. However, many non-living creatures just don't really care if they lose their head... Perhaps on a certain card (not joker, that gives enough bonuses) or with two on the to hit, it automatically hits the head.
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Ornimancer
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PostPosted: Tue Jun 26, 2012 4:27 am    Post subject: Mighty Blow Trapping? Reply with quote

A Vorpal Blade could just have the trapping of decapitation if it uses the Mighty Blow Wild Card Edge as an effect/ability of the weapon. The chance of drawing a joker is roughly 1 in 20, and the Joker Effect could emphasize the control of the blade itself influencing the attack. I would also suggest adding that the doubled damage should be high enough to cause at least 2 raises for the effect to occur. Howzat?
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