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unclevlad

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Everything posted by unclevlad

  1. Stiletto is defined as 1/2 d6 AP. Sword-cane isn't much better; they sound cool but they're a desperation/surprise weapon, not a combat weapon. There's just not enough room in the cane body to have a weapon with any heft to it. Stats for a small sword are given; d6-1. What you're talking with the stiletto is actually basically expressly stated in Transform. A Minor Transform includes "changes that create minor combat-related effects" up to 2 DCs. Close enough. So you have the standard 1/2 d6 HKA OAF, Plus 1d6 Minor Transform. I'd prefer this approach. For the sword-cane, you actually don't need anything per se. The cane body is the sword sheath; the concealment's inherent. At worst, ok, throw in 1 or 2 dice of cosmetic transform. This would support that the cane handle...normally NOT well designed as a hilt...converts into a real hilt.
  2. Another example is Rifts/Palladium SDC vs. MDC. And I think it's good to mention, because the cost aspect is going to be highly dependent on availablity and who has control of it. If this is something the PCs can do, and it's somewhat common, that might be when it should be MOST expensive. OTOH if it's something predominately controlled by the GM, and is kept fairly unusual, then maybe it can be a little cheaper. I do definitely think the broad campaign-rule approach makes sense because of this. And, *all* Cosmic powers should require DM review. I would also probably limit these to normal attacks only...never killing attacks. One bad roll with a killing attack and...POOF. I remember a game where this happened...the character had quite high DCV but no resistant defense. (Dangerous but often fitting.) IIRC, the char got surprised, got hit with 2d killing. 11 body rolled. OOPS.
  3. Weird, hopefully fun idea. Efficient? Heck no. A 2-for-1 richoceting blast. To start: Blast, Double KB, and Indirect. Being able to shift the angle of attack is needed because having the bad guys line up for the attack is gonna be coincidental and rare. Seems like the best start, but any other ideas are welcome. My big question is, what skill and/or power, in a Combined Power approach, would fit, to get the poor sucker you're knocking around, to pile into the other poor sucker? KS: Geometry, with -5 penalty, and Absolute Direction Sense perhaps?
  4. Building a character with Absorption as a Resistant Defense, with substantial Increased maximum. It doesn't show up as part of my defenses in HD or in the exported PDF...not in Characteristics or Defenses. Is this because Absorption tends to be capped out so easily, that it's not commonly a main line defense?
  5. I'm building a melee specialist. Several martial maneuvers, plus weapon elements of Blades and Ninja Weapons. And I've got a couple nice blades defined. If I add martial arts DCs, do these add to the damage done with the blades, which are weapon elements? It would seem so, and it would seem that it does it cheaper and better than the Weaponmaster talent. I can be 3 HTH DCs for 12 points in my martial arts, and it clearly applies to my open-hand strikes and my weapon strikes (+1d6 K). +1d6 K from Weaponmaster is 20 for swords and daggers...ergo, not the open-hand strikes. Thanks...
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