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Area effect with or without weapon

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Area effect with or without weapon

Postby tygertyger » Thu May 26, 2011 12:57 am

Ok, I'm running under the assumption that my mind is shutting down for the moment...

I'm trying to put a power together in which a character appears in many places at once, striking each enemy before returning to their initial position.

Naturally, I've gone for an area blast effect with selective. My issue, however, is that the character uses a weapon (a pair of tonfas, to be exact). How do I add the weapon damage to the burst attack whilst still making the attack a possibility if/when he's disarmed?
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Re: Area effect with or without weapon

Postby Shadowchaser » Thu May 26, 2011 1:27 am

tygertyger wrote:Ok, I'm running under the assumption that my mind is shutting down for the moment...

I'm trying to put a power together in which a character appears in many places at once, striking each enemy before returning to their initial position.

Naturally, I've gone for an area blast effect with selective. My issue, however, is that the character uses a weapon (a pair of tonfas, to be exact). How do I add the weapon damage to the burst attack whilst still making the attack a possibility if/when he's disarmed?


First off, I have to say this sounds a lot like a Dynasty Warriors Musou attack. :) (Not a criticism!)

I'm going to guess that the tonfas are not the source of the power, but the character has some other ability he's using as the source of the burst area damage? Can you give me a bit more information about how the power is built?

An example of how I might build this into a character:

Joe has 3 Strength and +2 Tonfas, and Teleportation of 10 (20pp)
Joe buys an Alternate Effect off the Teleportation: +5 Damage, Burst Area (Selective). (You'd have 5pp left over in the slot, so you could make the power Penetrating 5 as well). This would do the same damage as his close attack with the weapons. To simulate losing the damage, just give the character a Power Loss complication where the character's damage is dependant upon the weapon he's using and drops if he is disarmed. (Similar to Hal Jordan's Ring power dropping with his willpower if that gets affected in a scene).
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Re: Area effect with or without weapon

Postby Angry Police Chief » Thu May 26, 2011 1:38 am

I'd probably build the attack as strength based damage with a few extra ranks of the area and selective extras, then I'd just let the tonfa damage stack with it.

Or, you can use partial flaws. Put removable (or limited for simplicity sake) on the last 2 or 3 ranks of the power.
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Re: Area effect with or without weapon

Postby Shadowchaser » Thu May 26, 2011 1:41 am

Angry Police Chief wrote:I'd probably build the attack as strength based damage with a few extra ranks of the area and selective extras, then I'd just let the tonfa damage stack with it.


I considered this option as well, and it would certainly work just as well. It really depends on which way is easier for you and how your powers are structured. :)
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Re: Area effect with or without weapon

Postby tygertyger » Thu May 26, 2011 2:06 am

You were reasonably close to the power description, Shadowchaser, except the man exists in multiple moments simultaneously - with a little effort he can draw all of these into the current moment for just a second or so.

Thanks for the input folks - both of those work well.
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Re: Area effect with or without weapon

Postby kodiesmith » Tue Jun 05, 2012 10:16 pm

Shadowchaser wrote:
Angry Police Chief wrote:I'd probably build the attack as strength based damage with a few extra ranks of the area and selective extras, then I'd just let the tonfa damage stack with it.


I considered this option as well, and it would certainly work just as well. It really depends on which way is easier for you and how your powers are structured.

i just passed by here and just like u Shadowchaser i also agree too Angry Police Chief his right about it..
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Re: Area effect with or without weapon

Postby Belial666 » Wed Jun 06, 2012 11:29 am

Just add Ranged and Multiattack extras on her/his Strength damage with the limitation that she/he can only use them by moving through squares adjacent to the intended targets either as move+attack actions or as a single "charge" action.

It's how I'd do it for the Flash build I've considered.
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