JmOz Posted June 3, 2020 Report Share Posted June 3, 2020 So I am trying to build a power that will add two advantages to a gun as a super skill (6th edition) The first advantage is armor piercing. Long and short is it's a variant of the old Find Weakness ability Naked AP, RSR, 0 O end Problems 1) I do not want to have to roll each round, so constant? 2) I want it to take a 1/2 action, first thought was Extra time but that does not seem right. Maybe just a -1/4 custom limit The next action I want to be able to add Penetrating (Naked Pen, RSR, 0 ENd) 1) How do you represent that they must succeed at the AP first? Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted June 3, 2020 Report Share Posted June 3, 2020 Sounds like the easiest thing to do is make the whole thing one custom limitation. Perhaps -3/4 all said and done. Quote Link to comment Share on other sites More sharing options...
JmOz Posted June 3, 2020 Author Report Share Posted June 3, 2020 Yah, was thinking -1/2 base. -1/4 per step down (So first power is -1/2, second is -3/4) Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted June 3, 2020 Report Share Posted June 3, 2020 In all honesty, I kinda pulled the -3/4 out of air. Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted June 5, 2020 Report Share Posted June 5, 2020 On 6/3/2020 at 12:46 PM, JmOz said: So I am trying to build a power that will add two advantages to a gun as a super skill (6th edition) The first advantage is armor piercing. Long and short is it's a variant of the old Find Weakness ability Naked AP, RSR, 0 O end Problems 1) I do not want to have to roll each round, so constant? 2) I want it to take a 1/2 action, first thought was Extra time but that does not seem right. Maybe just a -1/4 custom limit The next action I want to be able to add Penetrating (Naked Pen, RSR, 0 ENd) 1) How do you represent that they must succeed at the AP first? The sidebar on 6e1 pg 375 seems relevant. "Half phase, only to activate" might be worth -1/4 under certain circumstances. Constant should be required, and the power shuts off when you change targets (not mentioned in your description, but that's how Find Weakness worked). Having to burn a half Phase every time you switch targets and want to use the power is significant. Linking the Penetrating aspect to the Armor Piercing aspect is nominally a -1/4 Limitation. That said, I'm not sure there's any mechanical benefit to making at attack both Armor Piercing and Penetrating. Quote Link to comment Share on other sites More sharing options...
tombrown803 Posted June 5, 2020 Report Share Posted June 5, 2020 yes there can be an advantage to making an attack Armor Piercing and Penetrating. It makes it more likely that you will do damage. Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted June 5, 2020 Report Share Posted June 5, 2020 28 minutes ago, tombrown803 said: yes there can be an advantage to making an attack Armor Piercing and Penetrating. It makes it more likely that you will do damage. They don't synergize. AP doesn't affect the amount of damage that Penetrating lets through. Quote Link to comment Share on other sites More sharing options...
JmOz Posted June 6, 2020 Author Report Share Posted June 6, 2020 Let's not get to caught up into the advantage of it (but I think IndianaJoe3 might be right) but still want to think of how to represent the ability of requiring 2 skill rolls over multiple actions... Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted June 6, 2020 Report Share Posted June 6, 2020 So, taking this as abstract as we can manage, you want the power to partially activate after taking half a phase and a roll, and fully activate after a second half-phase action and a second roll. Correct? Quote Link to comment Share on other sites More sharing options...
JmOz Posted June 6, 2020 Author Report Share Posted June 6, 2020 Basically yes. In addition, as it is a naked modifier on an attack power we need to account for it being a constant modifier on an instant power Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted June 6, 2020 Report Share Posted June 6, 2020 Making it Constant is fairly straightforward (Constant(+1/2), ends when character changes targets). The real trick is defining what, "partially activated" means and how to model it. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted June 6, 2020 Report Share Posted June 6, 2020 I thought the idea of having AP and Pen on one power is that if the AP doesn’t affect the Target then Penetrate WILL hurt the Target. Quote Link to comment Share on other sites More sharing options...
tombrown803 Posted June 6, 2020 Report Share Posted June 6, 2020 Yes, AP will have the targets defense, and if it still does not take damage the Pen will kick in Quote Link to comment Share on other sites More sharing options...
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