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Systems & Settings => Rolemaster => RMC/RM2 => Topic started by: mrfantastic on March 23, 2023, 08:06:50 AM

Title: WEAPON DAMAGE MULTIPLIERS
Post by: mrfantastic on March 23, 2023, 08:06:50 AM
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
Title: Re: WEAPON DAMAGE MULTIPLIERS
Post by: brole on March 23, 2023, 10:21:02 PM
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.
Title: Re: WEAPON DAMAGE MULTIPLIERS
Post by: Majyk on March 23, 2023, 10:21:11 PM
RM2’s Arms Companion had Mercury Filled Weapons at 1.5x damage for 10-15x costs, just as a start.
Title: Re: WEAPON DAMAGE MULTIPLIERS
Post by: OLF, i.e. Olf Le Fol on March 23, 2023, 11:49:48 PM
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.
Title: Re: WEAPON DAMAGE MULTIPLIERS
Post by: Hurin on March 24, 2023, 12:15:59 AM
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.
Title: Re: WEAPON DAMAGE MULTIPLIERS
Post by: nash on March 24, 2023, 12:26:12 AM
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.