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Post by superfrog on Aug 24, 2011 7:51:05 GMT -5
I am trying to put together a character whose main power is Telekinesis. I was looking at the Weapon Modifier option and had some questions about it.
My first thought was that it would let an object you are Tk'ing count as a weapon modifier, but wouldn't that already be added in to the attack? If so then you wouldn't need the weapon modifier option.
Can someone help clear this up for me?
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Post by Gryphynx on Aug 24, 2011 8:52:58 GMT -5
From my understanding, Weapon Modifier lets your Telekinesis work much like Close Combat in that you can now add the Modifier of a weapon to the Energy you spend on a Telekinetic Attack with the weapon. However, as with Close Combat, I don't believe you would be able to use both a Weapon Modifier (weapon) with Energy from Intelligence if you added the Intelligence Bonus to your Telekinesis (House Interpretation).
So, if you did not buy Weapon Modifier to your Telekinesis, then you're basically just slamming the object into the target, there is no finesse/aiming involved. Thus, the blade of the Sword, for example, wouldn't inflict the sort of damage it would inflict if you had the fine-control indicative of having Weapon Modifier added to that Action.
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Post by Dionon on Aug 24, 2011 9:27:42 GMT -5
I'd like to disagree with Gryphynx on one point. If you buy both Int Bonus and Weapon mod, there is no reason you can't use both at the same time. You purchased them both so they are both available... Just like if you purchased them on Close Combat.
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Post by Gryphynx on Aug 24, 2011 9:45:46 GMT -5
Like I said boss, House Interpretation. However, check Close Combat, they do not combine. Hence, the House Interpretation, since it seems a bit messed to allow it for TK but not Close Combat.
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Post by Dionon on Aug 24, 2011 10:20:03 GMT -5
Close Combat specifies that it's Weapon and Ability don't work together unless bought. TK doesn't specify that at all. But yeah, it's probably a house interpretation, so I won't press it any further.
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Post by Gryphynx on Aug 24, 2011 10:54:16 GMT -5
Yu sure about that boss? I cant find that rule anywhere. I see Spiderman has Agility and Strength, or Weapon Modifier, but never heard of you being able to combine an Ability with a Weapon Modifier... That in one of the later books?
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Post by Dullahan on Aug 24, 2011 11:09:36 GMT -5
No, it's in the first book.
+ Whatever, I can never remember the costs for this stuff
Weapon/Ability Modifier.
One of the advantages on that list of them.
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Post by Gryphynx on Aug 24, 2011 12:13:13 GMT -5
Yeah, I know you can have a +5 Extra Ability/Weapon Modifier. It is Extra. So, applied just like the base is. It lets you either use 2 weapons and stack their bonus, or 2 Abilities and stack those if you have that much Energy. The question was, where does it say you can stack them?
Spiderman has it, and he cant stack them, he gets to use either Agility & Strength or Weapon Modifier. Close Combat has a special rule that says you can use one or the other. So where is the rule I am missing?
Note: Not saying you are wrong, I assume you are right, wanting to find this rule though... I can use info like this...
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Post by Silentking Alpha on Aug 24, 2011 12:50:03 GMT -5
...isn't the advantage that allows you to combine both ability bonus and weapon modifier a house rule that had become so popular that it is now treated like an actual rule? Just like energy battery, deep reserves, and efficient?
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Post by Gryphynx on Aug 24, 2011 13:01:53 GMT -5
Maybe, I just learned about Energy Battery, Deep Reserves, and Efficient today.
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Post by pgholland on Aug 24, 2011 13:06:12 GMT -5
The +5 version (which is reduced for Telepathy and TK) is described as an extra Ability Modifier or Weapon Modifier. So, TK with Weapon Modifier should allow you to use both- after all, if you throw an object, I am sure most GMs would give you the +1 or +2 modifier for the object (as in Strength to throw). So it would seem you can have both.
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Post by Gryphynx on Aug 24, 2011 13:16:03 GMT -5
Ok, so why does extra Ability mean it can do something the base Ability can't? As stated before, the writeup for Spiderman seems to indicate the opposite, that they don't stack.
We're talking Close Combat here, not Telekinesis (which was stated was a House Interpretation based on Close Combat).
Note: I do not think it unbalancing to allow them to stack, since you still need to expend that energy, but it's not supported by the rules as I read them. o.O
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Post by pgholland on Aug 24, 2011 13:22:55 GMT -5
Quoting from it's description:
I think the Blob and Spiderman one may be a question of poor word-choice. As CC+Extra Ability or Weapon costs as much as Ninja and doesn't do as much. By interpreting it as Ability 1 & Ability 2 OR Weapon Mod rather than Ability 1 & either Ability 2 or Weapon- you're encouraging players to take Ninja and maybe re-name it.
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Post by Gryphynx on Aug 24, 2011 13:26:30 GMT -5
I was wrong, I see it in the paragraph before the one I quoted.
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Post by Brainstem on Aug 24, 2011 16:30:23 GMT -5
I think it's better to read Spider-Man's like "Agility+(Strength or Weapon Modifier)" rather than "(Agility + Strength) or Weapon Modifier."
Also, sphynx, I agree with you about using TK with a Weapon Modifier. TK on its own is Close Combat without access to a Modifier or Ability, so the added Weapon Modifier just makes it Close Combat usable at Range and with the ability to do more than mere Close Combat. Looking at it from a balance standpoint, a "CL = AN+5" Action (which is TK with Intelligence and Weapon Modifier) that gives your CC with range, a weapon, an Ability, and object manipulation, it makes sense that they wouldn't stack.
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