06-15-2010, 09:06 AM | #11 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Enhancing weapons with natural abilities
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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06-15-2010, 09:35 AM | #12 | |
Join Date: Aug 2004
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Re: Enhancing weapons with natural abilities
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The official fire Imbument skills (note the plural there) do things as follows: Incendiary Attack (and enhacning imbuement) adds a point of burning damage to your attack IF you penetrate DR. Burning Strike turns your weapon damage to pure burning damage, without the follow up extra point of damage. Combo attacks work Penetrating attack (at -10 to skill) can bypass DR completely, so the combo skill of Penetrating Burning attack at say skill level 23 or better is pretty scary.
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06-17-2010, 04:48 PM | #13 |
Join Date: Jun 2010
Location: Dreamland
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Re: Enhancing weapons with natural abilities
Hmm... I'll prolly get it and a bunch of other cheap books next time i buy (instead of one expensive one). So far it sounds like follow up prolly is best, mostly because the prospect of "+20% ignores DR if link attack goes through" is extremely cheap compared to Cosmic +300%. I'd price it more at +150~% after some thought.
Two small notes; The D'Voir are only capable of one of the attacks ("chosen" at birth, the PC would choose what they prefer.) And I was thinking of going with the "cold burning" damage type (burning attack with no incendiary -10%) I saw somewhere on the boards this seems to fit "cold" damage best. I'm thinking Follow-Up should cost +30-35%: melee weapons with range 1 and/or more or melee weapons that reach 1 or more when used (specifically, a large knife would get it if swung at furthest range. Thoughts? |
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follow-up, link, weapon |
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