Official ICE Forums
Systems & Settings => Rolemaster => RMC/RM2 => Topic started by: mrfantastic on March 23, 2023, 08:06:50 AM
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I have an alchemist in my campaign and he want to make a x2 damage sword but in the manuals i dont find any cost for that ability, i checked in character law, rm 1 and alchemy companion but nothing about damage multiplier, anyone know how i can handle this ? ty in advance
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If you check in Alch Comp there is a list called Multipliers that can create a double damage item.
I think guild lists are meant to be super powerful, requiring special rituals, research, materials etc.
It would raise the item level, possibly to artifact status.
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RM2’s Arms Companion had Mercury Filled Weapons at 1.5x damage for 10-15x costs, just as a start.
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The "Treasure Companion" sets the "greater concussive damage" (damage x2) as a weapon IV effect (so your alchemist needs to be able to cast the level 20 "Weapon IV" spell), and the "superior concussive damage" (damage x3) as a weapon V effect (so your alchemist needs to be able to cast the level 60 "Weapon V" spell).
Though it doesn't mention anything about a x4 or x5 damage multiplier, one may deduce them to be respectively weapon VI (level 90 spell) and weapon VII (level 100 spell) effects.
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RM2’s Arms Companion had Mercury Filled Weapons at 1.5x damage for 10-15x costs, just as a start.
Oh yes, someone had read some Gene Wolfe I think.
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RM2’s Arms Companion had Mercury Filled Weapons at 1.5x damage for 10-15x costs, just as a start.
I seem to remember those weapon crafting rules were pretty much the most broken rules in RM2. And that is saying something. I seem to remember managing to build a weapon with well north of a +100 bonus.