Cost: 5 points per +1 ST
Striking ST is an exotic physical advantage where you can strike more powerful blows than your ST score would indicate. (B88). Compare to Lifting ST.
ST requirements for weapons[]
Kromm in 2005 at http://forums.sjgames.com/showthread.php?p=101881#post101881
- Striking ST is definitely the right quantity. An example of a creature with a high Lifting ST is a beast of burden: he could carry a big mortar on his back, but not fire it from his hands; he could drag a battering ram around, but not wield it by himself. An example of Striking ST is a cinematic martial artist who buys his chi abilities as advantages instead of as skills (like Power Blow). He can perform discrete, aggressive bursts (Strike! Parry! Ready!) but this doesn't mean he won't be horribly encumbered by an Exalted-style daiklave when not pumping his essence through it.
PK in 2011 at http://forums.sjgames.com/showthread.php?p=1182696#post1182696
- Arm ST always helps if it applies to all arms necessary to use the weapon. It's rather useful! If you have a two-handed weapon, however, and only one arm has the Arm ST, it doesn't help at all; always use the "weakest link."
- Lifting ST helps with non-muscle-powered weapons, like firearms. The ST requirement for these weapons is primarily due to their mass, and Lifting ST helps with that. Their standard operation requires you to hold them steady, not to swing or a stab with them dynamically. (With some weapons, like heavy-recoil slugthrowers, Striking ST could be argued to help, but this kickback is still less of an issue than the weapon's mass -- thus, always use Lifting ST.)
- Striking ST helps with muscle-powered weapons, from swords to thrown daggers to bows. The ST requirement for these weapons is primarily due to the need to use them dynamically -- you have to be able to swing, thrust, or pull with great force, which is what Striking ST is all about. (To some degree, Lifting ST could be argued to help, as it allows you to more easily support the weapon, but that's less of an issue than the need to attack with the weapon -- thus, always use Striking ST.)
- So note that you can combine ST, Arm ST, and one of Lifting ST or Striking ST for the purpose of meeting a weapon's minimum ST requirement -- but you'll never combine Lifting ST and Striking ST.
Special Limitation[]
- One Attack Only[1] (-60%)
Alternatives[]
Super[]
PK custom http://forums.sjgames.com/showthread.php?t=10880
dungeon fantasy[]
book 11 adds Only on surprise attack
book 12 adds Once Per Weapon Per Battle
book ? with Run and Hit allows Move instead of Ready for Takes Extra Time
quotes[]
Kromm[]
2004 http://forums.sjgames.com/showthread.php?t=678
- Striking ST lets you hit hard. It's for things that can deliver momentary impulses far in excess of their sustained strength, like a cobra's strike or a martial-artist's power blow. Lifting ST lets you grab and pull in a sustained way using your whole body. Neither would help with reading weapons with the arms. For that, try Arm ST.
2005 http://forums.sjgames.com/showthread.php?t=7207 re "Suppose I use a pole arm, and I don't want it to become unready, but I have a point budget to deal with. Could I buy up Striking ST, increasing my damage with all weapons in the bargain? Or do I need Lift ST instead, or do I need to raise my base ST for this purpose."
- "Striking ST is definitely the right quantity."
he later elaborates:
- I was answering the wrong question here. I was trying to say "Striking ST adds to ST to see whether you can meet a weapon's Min ST." Being able to work around the "โ " and "โก" conditions on Min ST incorporates elements of striking and lifting, and would indeed call for Arm ST. That's probably too complex to be fun, though, so since Striking ST is about whackin' things, I'd just be nice and say that all aspects of weapon use rely on Striking ST.
for comparison, the Huge Weapons perk version Huge Weapons (ST) is +1 to ST for avoiding penalties for low ST without affecting damage.
Interpretation[]
If "Weapon" and "Attack" are same thing, then OPWPW could be interpreted as Either/Or Limitations. Either it works once per battle, or it works for 1 weapon.
To get -10% from a -60% limitation means that multiplying them resulted in 1/6. 1/6 of 100% is approx 16.6%
0.17 x 0.60 = 0.102 and since you round costs up (toward 0 for negative things like limitations and disadvantages) that is how you get -10%
This means that "once per battle" on its own would be worth -17%
Compare to Limited Use with Reload options to mitigate it.
References[]
- โ GURPS Powers pg 78