PCIHenry wrote:
The reason such an item wasn't included is that one of the goals of "Monster" creation was to avoid the tried and true methods of killing certain monsters, such as silver weapons for werewolves.
Yeah, no I get that. I didn't miss the line in the werewolf entry, "precious metal of GM's choice." I'm just surprised because its only a matter of time before some player asks, "what do I have to do to get a weapon made of [insert strange substance here]."
This seems to dovetail with the "exceptional items cost x2 or x3 more than the base", so I'm good. When WH2's sales are good enough that you throw out the obligatory "Arms and Equipment" supplement, THEN I'll expect a full treatment on strange compounds and alloys.
SamhainIA wrote:
So in past years my (real) primary profession was as a knifemaker, I learned some really interesting things about metals. and some really common tropes have always bothered me, "silver" or "silvered" weapons and "Cold Iron"
This is partially the reason I went looking around as opposed to just shrugging and throwing out a random price multiplier. Not that I'm going for abject realism in my game (I'm happy with BtVS/Supernatural cinematic realism), but I wanted something a bit deeper than adding a simple quality.
Going through your description, this is how I envision this working:
Weaponsmith takes existing weapon and adds decorative flourish and channels to the blade. This is delicate work so as not to diminish the integrity of the blade. To be effective against a creature sensitive to silver, there has to be at least 75% coverage across the face of the blade, especially for a slashing weapon. Once this work is complete, the blade is sent to a silversmith who fills these channels with molten silver.
Now, I considered adding a degradation component, but that's one more thing I have to worry about. What could work, however is this: after each combat, the wielder rolls a number of dice equal to the item's Toughness. If the roll achieves no successes and at least a single complication (1), the silver work has degraded and must be repaired. This costs X RP.
The problem I see here is as you start leaning more on the resources of the characters, the more important acquiring money becomes to them. But it could work. What do you think?
Tom