Friday, January 20, 2012

[Fuse Friday] The Spirit Weapon

Fuse is a game setting I plan to publish. I'll be talking about it most Fridays.

One of the things I really liked about the characters in the opening of the Doctor Strange animated movie was they had these weapons they could pull out of nowhere (if you still haven't seen the DVD, think Voltron forming Blazing Sword--you folks have seen Voltron, right?). Each character's weapon was unique and seemed to match their personality. I really want this for Fuse.

I'm thinking the Spirit Weapon (as it's currently being called) would be built almost like a character, and in my setting, it would change with the character--the player would have the opportunity to modify the weapon throughout the character's progression.

If I go with Savage Worlds for the system, I already have this mapped out. In a nutshell, the weapon would have a stat-based damage rating and the player could take special Edges and Hindrances to modify the weapon. When drawn, the weapon would "set aside," rather than use, a certain number of Power Points.

Example: Bob the Elementalist normally has 15 PP. If he forms his weapon, he only has access to 10 PP. If he dismisses his weapon, those 5 PP are instantly available to him. If Bob's weapon was not already formed, and he only had 4 PP available, he could not form his weapon.

(Notice I mentioned "if I go with Savage Worlds." One of my struggles with this game has been, "is Savage Worlds the right rules set for Fuse, or do I just love Savage Worlds?" What I don't want to do is try to shoehorn Fuse into the wrong system. To be honest, I've waffled so much on this, I've stopped deciding and taken to concentrating on setting stuff.)

3 comments:

  1. Ron, Fuse is looking very cool. And yes, this spirit weapon idea is awesome.

    My only question to you would be: Why WOULDN'T you use Savage Worlds? (I'm being serious, here.) I'm sure you're doing this already, but just ponder on what about the system DOESN'T fit your setting.

    Seems to me that, so far, it fits. And, frankly, there's nothing wrong with using a rules set you know and love, inside and out, to build your game on.

    Plus, Savage Worlds rocks. And Reality Blurs has shown you can make the sucker bend every which way.

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  2. I agree that Savage Worlds deserves a lot of consideration. and not just because i love urban fantasy and savage worlds. it just seems that the fast paced, action oriented theme of savage worlds kinda fits against the idea of warrior-mages kicking the stuffing out of giant monsters.

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  3. I would hate for you to have to shoe horn teh setting into the system, but the others have a point. SW can be adapted to almost anything. Even 50 Fathoms modified the powers into 4 separate "elementalist" paths and made it work for the setting. Necessary Evil created what became the Super powered companion.

    Spirit Weapons [or Spiritus Auctor in Latin] is a great idea. Especially the idea that you have to lose some power points while you have it drawn. Can a player pump more power points into the weapon to enhance it? Whould that be a feat to allow you too?

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