Hyper-Man Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League One thing to consider... By putting any Advantage on a HA you limit the amount of STR damage that can added to the same number of original dice (3 in this case for a total of 6d6 before adding any Maneuver damage). Quote Link to comment Share on other sites More sharing options...
HawksmoorSD Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League I was under the impression that rule was more geared towards Heroic campaigns and Foci built with the Real Weapon limitation. This is why I ask for input and such. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League The heroic rule you refer to primarily applies to un-advantaged HA's. Advantaged HA's have their own set of rules regardless of genre. See pages 407-408 of 5er for details. Quote Link to comment Share on other sites More sharing options...
HawksmoorSD Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League So as I'm understanding this it applies to advantages that adjust DC's. She would spend pts on any End she uses for Str. So that's counted all ready. Hmm. I remember that I did read that you can't have 2 MP's that work on top of each other. That's what I was trying to work around. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League Something else I missed initially... Ranged cannot be applied to HTH Attack (however, it can be applied to HKA). If I understand the problem correctly, you just want the character to do more damage. I think it is sensible to say that it might not do as much damage when thrown as it would when used HTH. example: 37 Nth Metal Energy Mace: Multipower, 75-point reserve, (75 Active Points); all slots OAF Unbreakable (-1) 3u 1) Smash!: Hand-To-Hand Attack +10d6, Variable Special Effects (Limited Group of SFX; PD or ED (electricity); +1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Hand-To-Hand Attack (-1/2) - END=3 3u 2) Throw!: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; PD or ED (electricity); +1/4) (75 Active Points); Range Based On Strength (-1/4) - END=7 I suggest also adding a good Dispel (vs magic and tech) in there as well. The Missile Deflection and HTH Levels are crazy powerful for very little points if allowed in the multipower. Definitely a GM call. Quote Link to comment Share on other sites More sharing options...
HawksmoorSD Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League Actually my main goal was not to get more or less dice out of this. I just think there has to be a better way of writing up a weapon like this. There's the basic types dmg that anyone can do with it and it can be thrown. To me that can be represented without 4 different slots in a MP. Someone with training can do a lot more with it thus the MP that should add to it. Not several MP's stacked on top of each other. I guess I'm looking for a more elegant build. There has to be an easier way. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League Perhaps creating a custom Limitation that defines the weapon as a real mace (give it a STR minimum, minus to OCV without familiarity, etc..) without the cleaning and upkeep requirements of the actual 'Real Weapon' Limitation. Regarding the weapon's base damage and how skill can increase it... I seem to recall more than one episode showing her just touching (EB being used at no range perhaps) something or someone with the 'electrified' mace with great effect. It seemed like a pretty powerful effect without any skill behind it. The rules do not forbid characters from adding Martial Maneuver damage to Advantaged HA or HKA attacks (there is no limit like adding STR). Again this is a GM call however. Give the character CSL's instead of the weapon. They can be used to increase damage instead of CV as well. Quote Link to comment Share on other sites More sharing options...
HawksmoorSD Posted August 29, 2008 Report Share Posted August 29, 2008 Re: Another Take on the Animated Justice League You know something else just hit me... we saw a lot of the villain's for AJL but we never saw Brainiac or Darkseid. ANY TAKERS???? Quote Link to comment Share on other sites More sharing options...
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