Vestnik Posted December 17, 2010 Report Share Posted December 17, 2010 (Long time, no post. I'm rusty, so maybe this question is obvious). I have a character with the following multipower: 34 Claws, Mandibles, Fisticuffs, and Just Being Smart: Multipower, 34-Point Powers u3 1) Chitinoid Claws I: 1d6 Hand-to-Hand Killing Attack (2d6-1 w/STR), Variable Advantages (Limited Group of +1/2 Advantages: Armor- Piercing, Penetrating, +2 STUN Multiple, or Area Effect (One Hex Accurate); +3/4), Reduced Endurance Cost (0 END Cost; +1/2) (34 Active Points) END Cost: 0 Notes: Becomes 2d6 w/STR If STR Is Fully Aided u1 2) Chitinoid Claws II: Tunnelling 1” Through 10 DEF Material (32 Active Points), Extra Time (One Minute, Character Can Take No Other Actions; -1 ¾), Concentration (0 DCV Throughout Use of Constant Power; -1), No Noncombat Movement (-1/4) (6 Real Cost) END Cost: 3 u2 3) Horrendously Nasty Bite: 2d6 Hand-to-Hand Killing Attack (3d6+1 with STR) (30 Active Points), No Knockback (-1/4) (24 Real Cost) END Cost: 3 Notes: Becomes 4d6 with STR If STR Is Fully Aided u2 4) Intelligently Placed Blows: 3d6 Hand-to-Hand Attack (6d6 w/STR), Variable Advantages (Limited Group of +1/2 Advantages: Armor- Piercing, Penetrating , 1 1/2x Knockback, or Area Effect (One Hex Accurate); +3/4), Reduced Endurance (0 END Cost; +1/2) (34 Active Points), Hand-to-Hand Attack (-1/2) (23 Real Cost) END Cost: 1 u3 5) Flurry of Claws: 1d6 Hand-to-Hand Killing Attack (2d6 w/STR), Autofire (3x; +1/4), Reduced Endurance Cost (0 END Cost; +1) (34 Active Points) END Cost: 0 u2 6) Flurry of Blows: 3d6 Hand-to-Hand Attack (6d6 w/STR), Autofire (3x; +1/4), Reduced Endurance Cost (0 END Cost; +1) (34 Active Points) END Cost: 0 u1 7) Grab It Out of the Air: Missile Deflection vs. Arrows and Projectiles, Ranged (Adjacent Hex; +1/2) (15 Active Points), Costs Endurance (-1/2) (10 Real Cost), +2 with OCV (4 Active Points) (19 Active Points, 14 Real Cost) END Cost: 1 u2 8) Analyzing the Situation: 1 1/2d6 Aid, Any Primary Characteristic Except BODY or COM One At a Time (+1/4), Invisible Power Effects (Fully Invisible; +1) (34 Active Points), Self Only (-1/2) (23 Real Cost) u1 9) Eye Gouge: 4d6 Flash Attack, No Normal Defense (Defense Is Eye Protection Too Thick To Claw Through (i.e., 8 DEF) Or Not Having Physical Eyes, Defense Is More Common Than Flash Defense; +1/2) (30 Active Points), No Range (-1/2), Not Vs. Desolidified Targets (-1/4), Requires an INT Roll (-1 Per 20 Points In Active Power; -1/4) (15 Real Cost) END Cost: 3 u1 10) Evasive Maneuvers: 15% PD Damage Reduction, Resistant, plus 15% ED Damage Reduction, Resistant (30 Active Points), Nonpersistent (-1/4), Costs Endurance (-1/2), Must Be Aware of Attack; -1/2) (13 Real Cost) END Cost: 3 I want to add Combat Sense in an 11th slot, but I am not sure how this will work due to its senselike qualities. By RAW, Combat Sense takes a Half Phase, so I could use the sense, then switch to another slot, and attack (or take a half move or whatever). However, would switching to another slot then cancel the affects of the Combat Sense, so that it would lose its benefit? Thanks -- forgive my rustiness. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 17, 2010 Report Share Posted December 17, 2010 Re: Question on Combat Sense in Framework (5ED) Normally Talents and Enhanced Senses are not legal to be put in a Framework without GM permission. Even if they are allowed, the multipower could not be switched to another slot the same phase that the Combat Sense ability is used. Quote Link to comment Share on other sites More sharing options...
Ice9 Posted December 18, 2010 Report Share Posted December 18, 2010 Re: Question on Combat Sense in Framework (5ED) Wait, couldn't you: Phase A: Use X, switch Multipower to Combat Sense, use Combat Sense Phase B: Use Combat Sense, switch Multipower to X, use X Combat Sense wouldn't be "on" at the time you used X, but at least you would know the position of your foes. Or is there a special rule for senses? Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 18, 2010 Report Share Posted December 18, 2010 Re: Question on Combat Sense in Framework (5ED) Wait, couldn't you: Phase A: Use X, switch Multipower to Combat Sense, use Combat Sense Phase B: Use Combat Sense, switch Multipower to X, use X Combat Sense wouldn't be "on" at the time you used X, but at least you would know the position of your foes. Or is there a special rule for senses? from 5er page 88: Combat Sense Cost: 15 Character Points for a base 9 + (INT/5) roll; +1 to roll for 1 point (Detect Target In HTH Combat [5 Character Points], Targeting; Passive) from page 160: ENHANCED SENSES Type: Special Power/Sensory Power from page 363: ACTIONS TABLE Other Combat Maneuvers Action ...............Time Required Shift a Multipower 0 Phase & Turn on a Power ..0 Phase & & Even though they are Zero Phase Actions, a character can only perform these Actions once per Segment. In the case of turning on a Power, this applies per Power, not to the character’s Powers as a whole. Quote Link to comment Share on other sites More sharing options...
Vestnik Posted December 18, 2010 Author Report Share Posted December 18, 2010 Re: Question on Combat Sense in Framework (5ED) Another day, another dream cruelly crushed by Hyper-Man. Assuming the "no Talents in Frameworks" rule didn't exist, could the problem be alleviated by purchasing Combat Sense as Continuous? Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 18, 2010 Report Share Posted December 18, 2010 Re: Question on Combat Sense in Framework (5ED) Another day, another dream cruelly crushed by Hyper-Man. Assuming the "no Talents in Frameworks" rule didn't exist, could the problem be alleviated by purchasing Combat Sense as Continuous? That still doesn't get around the basic meta-rule that only 1 power that uses the entire reserve of Multipower can be active in any 1 phase. Quote Link to comment Share on other sites More sharing options...
Vestnik Posted December 19, 2010 Author Report Share Posted December 19, 2010 Re: Question on Combat Sense in Framework (5ED) That still doesn't get around the basic meta-rule that only 1 power that uses the entire reserve of Multipower can be active in any 1 phase. Would that apply for the Aid as well? (Slot no. 8) Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 19, 2010 Report Share Posted December 19, 2010 Re: Question on Combat Sense in Framework (5ED) Would that apply for the Aid as well? (Slot no. 8) Aid is a 'fire & forget' ability, similar to Entangle in that the result of it's use does not instantly go away when the base power is no longer active (unlike Succor* and Force Wall). *Succor is the 5er 'opposite' of Suppress. Quote Link to comment Share on other sites More sharing options...
Vestnik Posted December 19, 2010 Author Report Share Posted December 19, 2010 Re: Question on Combat Sense in Framework (5ED) Thank you! Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 26, 2010 Report Share Posted December 26, 2010 Re: Question on Combat Sense in Framework (5ED) Another day, another dream cruelly crushed by Hyper-Man. ... I should make that a mantra for an arch villain! Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted December 26, 2010 Report Share Posted December 26, 2010 Re: Question on Combat Sense in Framework (5ED) Make the MP big enough to have both the Combat Sense and any other Attack Slot active at the same time prevents the whole issue. Or switch the slots to Variable Slots. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 26, 2010 Report Share Posted December 26, 2010 Re: Question on Combat Sense in Framework (5ED) Make the MP big enough to have both the Combat Sense and any other Attack Slot active at the same time prevents the whole issue. Or switch the slots to Variable Slots. Not quite (If I remember what Combat Sense does correctly, no book handy at the moment). As long as there is a Phase on which the Combat Sense is not active, the character will have to make an un-informed decision on whether to activate it as a 0-Phase action on his next Phase. If he doesn't activate it, he can't get the benefit of the ability if attacked by an unperceived target before his DEX on that Phase. Arguably, he wouldn't even get the option to abort to a defensive action vs. that attack. Also, increasing the MP Reserve just to cover Combat Sense plus any other ability in the MP is always going to be more expensive than just buying the Combat Sense straight up (slot cost vs. no slot cost). Quote Link to comment Share on other sites More sharing options...
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