JmOz Posted September 5, 2009 Report Share Posted September 5, 2009 Think Nightwing, I want to make a character, using 6th edition that among other things fights with a pair so fighting sticks, trying to figure out the best way to mechanicaly represent this. Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons +Xd6 HTH, OAF Two Weapon Fighting (Does 6E still have the +5 points for double the number of Foci?) Quote Link to comment Share on other sites More sharing options...
ayinde Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons multi power batton 4d6 duel battons 4d6 rap fire offhand def plus 4 dcv destracting strike plus 4 ocv Quote Link to comment Share on other sites More sharing options...
bubba smith Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons tonfas would do i agree withayinde Quote Link to comment Share on other sites More sharing options...
CptPatriot Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons Think Nightwing' date=' I want to make a character, using 6th edition that among other things fights with a pair so fighting sticks, trying to figure out the best way to mechanically represent this.[/quote'] You have multiple ways of handling this based on what your goal for the character is. I will assume 3d6N baton damage, based on the weapon damage table on 6E2 204 Baton: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) This will cost 10 points for the 1st Baton and +5 points for the 2nd This version is the simplest version. Attacking with both batons involves the Multiple Attack rules and you can choose Two-Weapon Fighting and possibly Rapid Attack Batons: Hand-To-Hand Attack +3d6, Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (34 Active Points); OAF (Requires Multiple Foci or functions at reduced effectiveness; -3/4), Hand-To-Hand Attack (-1/4) This will cost 17 points This version simulates the multiple attacks and if you lost one focus, we can assume the reduced effectiveness is the loss of the autofire. The rules for applying STR to an advantaged HTH may come into play here and it may not work well with Martial Art attacks Batons: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (Requires Multiple Foci or functions at reduced effectiveness; -3/4), Hand-To-Hand Attack (-1/4) This will cost 22 points With this option, you stack the damage from both batons into a huge attack and can assume the reduced effectiveness from the loss of a baton, in this case, is the loss of 3d6 damage to normal baton damage. Quote Link to comment Share on other sites More sharing options...
DusterBoy Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons Plus Escrima for a martial art, a couple of Combat Skill Levels with it (and maybe for OCV as well), and the Rapid Attack (HTH) and Two Weapon Fighting (HTH) skills. Just to cover all the bases, y'all understand Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons He throws them a lot too and occasionally bounces them off thing to hit people like Dare Devil and Captain America. Cheers QM Quote Link to comment Share on other sites More sharing options...
fbdaury Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons Or you could also just use whatever overly convoluted hand attack power they have in 6th and add the autofire to 2 or 4 shots onto it as +1/4 or +1/2 advantage, if they still have the AF advantage. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons Here's one way to incorporate range: 16 Dual Batons: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1), Unified Power (-1/4) - END= 1f 1) Hand-To-Hand Attack +3d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points); Hand-To-Hand Attack (-1/4) - END=0 1f 2) Blast 6d6 (vs. PD), Armor Piercing (+1/4) (37 Active Points); 2 Recoverable Charges (-1), Lockout (-1/2), Range Based On Strength (-1/4) - END=[2 rc] Quote Link to comment Share on other sites More sharing options...
fbdaury Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons Here's one way to incorporate range: 16 Dual Batons: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1), Unified Power (-1/4) - END= 1f 1) Hand-To-Hand Attack +3d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points); Hand-To-Hand Attack (-1/4) - END=0 1f 2) Blast 6d6 (vs. PD), Armor Piercing (+1/4) (37 Active Points); 2 Recoverable Charges (-1), Lockout (-1/2), Range Based On Strength (-1/4) - END=[2 rc] Instead of the AP on thrown attack, would it not make more sense to have AF:2 shots instead? Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted September 5, 2009 Report Share Posted September 5, 2009 Re: Duel battons Instead of the AP on thrown attack' date=' would it not make more sense to have AF:2 shots instead?[/quote'] My build was taking into consideration that this is for supers. A 6d6 Blast is going to just bounce otherwise without some way to get past defenses. The sfx could be accuracy of throw (hits opponent in face). Also, keep in mind that Autofire doesn't reduce a character's OCV. It gives a benefit to making a good roll to hit. Characters can always use the Multiple Attack maneuver (the new replacement for Sweep, MPA and Rapid Fire) with a -OCV penalty on all attempts* for every attack beyond the first. Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons Or you could also just use whatever overly convoluted hand attack power they have in 6th and add the autofire to 2 or 4 shots onto it as +1/4 or +1/2 advantage' date=' if they still have the AF advantage.[/quote'] Why is 6E's Hand Attack "convoluted"? Quote Link to comment Share on other sites More sharing options...
Rapier Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons Everyone has already pretty much summed up much of my thoughts. You are definitely looking at the 'muli-use weapon multipower.' Back in the day, the example was the handaxe. 1 slot was HtH and the other slot was a ranged slot with lockout. However, I do think that I like the AF better than an Multi-Attack. Escrima, like many two weapon styles, is about using the weapons in concert. Each and every blow is part of a larger attack. You may strike with the left, but only to create an opening with the right. I may not be expressing myself very clearly, but the way the rules break out I think AF is more appropriate for this type of attack. If you make a good roll, you have created a decent opening for a second strike, and that's when the AF kicks in. I wouldn't even necessarily limit the AF to 2. Multiple quick beats are possible with Escrima, and it is possible (as my rather bruised knuckles and forearms could attest) to stike three, four or even five times in a single attack routine (within one second). Quote Link to comment Share on other sites More sharing options...
CptPatriot Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons However' date=' I do think that I like the AF better than an Multi-Attack. Escrima, like many two weapon styles, is about using the weapons in concert. Each and every blow is part of a larger attack. You may strike with the left, but only to create an opening with the right. You spoke of using Escrima, but how is MA handled with an autofire Hand Attack. I recall reading that with an advantaged HA can only take use the advantages if the STR of the user does not surpass the base cost of the power, but I don't recall anything about how Martial Arts is handled. Quote Link to comment Share on other sites More sharing options...
Jasmin Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons Every dark night is followed by a bright sunny day. So, patience and attention is required and things will be fruitful in near future Quote Link to comment Share on other sites More sharing options...
fbdaury Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons Why is 6E's Hand Attack "convoluted"? Oh sorry, personal bias was showing... just ignore the grumbling old man in the corner. Nothing to see here, move along. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons simply put, the pair of sticks is just a s/fx. What you do is hit people. mostly, you hit one person at a time. What I would do is this: +Xd6 normal damage (up to the point where you think the damage should be) +3d6 normal damage limit: Only for spreading. This allows you to be extremely accurate and difficult to block (tougher to block two sticks than one) and also allows you to try to nail multiple targets if they are within your strike distance (typically adjacent to you) Quote Link to comment Share on other sites More sharing options...
bubba smith Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons this thread reminds me wil 6ed still have the" use art with stuff" option to simulate improvising weapons of opertunity ala jackie chan? Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons Oh sorry' date=' personal bias was showing... just ignore the grumbling old man in the corner. Nothing to see here, move along.[/quote'] If you are worried about de-railing the thread perhaps you could PM me a serious answer? Quote Link to comment Share on other sites More sharing options...
JmOz Posted September 6, 2009 Author Report Share Posted September 6, 2009 Re: Duel battons If you are worried about de-railing the thread perhaps you could PM me a serious answer? Go ahead and derail, I am curious too and the character I was working on had a rewrite and droped the weapon to become more of a pure MA Quote Link to comment Share on other sites More sharing options...
mattingly Posted September 6, 2009 Report Share Posted September 6, 2009 Re: Duel battons Depending on his skill with the sticks, his Multipower might also benefit from: * Telekinesis (10 STR), Fine Manipulation; Instant, Only for Pushing/Hitting (useful for tripping, diarming, throwing switches, and the like) * Deflection * Flash (hit them between the eyes; or box their ears) * Indirect Blast (useful for that amazing ricochet bounce) * Double Knockback Blast (great for hitting that moving target in the back of the knee, or tossing the stick just under a foot, etc) * In fact, just a Blast, Variable Advantage would be pretty useful Quote Link to comment Share on other sites More sharing options...
Alibear Posted September 7, 2009 Report Share Posted September 7, 2009 Re: Duel battons Jasmin on the fortune cookie diet? Quote Link to comment Share on other sites More sharing options...
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