magic weapon question
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Re: magic weapon question
Because it says "increases the hero's strength to the equivalent of..." I would roll as if you were giving them the power.
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Re: magic weapon question
You do not get the +20 or +30 +2d6 if that is what you are asking. If you have a 17 PS you now have a 17 superhuman/natural.
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Re: magic weapon question
Mephisto wrote:BARQ wrote:ok so in the new magic weapons number 13 i think it says you can chose superhuman or supernatural ps , and it is the equivalent to the actual power as it states in book. i'm just not sure its like the actual power or gives you the ability to lift damage at where you current strength is. Any help would be appreciated.
I'm not a big fan of Superhuman Strength for an Enchanted Weapon either, because it doesn't really fit with the idea that the weapon has the power, not the character. I'd rather see some ability where it bestows a level of protection for the character, such as Increased Durability or Hardened Skin, or if selected twice, Bio-Armor or Force Aura. I think those abilities work better than Superhuman or Supernatural Strength.
Hmm don't know, I think it does fit actually, as there is not yet an APS demigod major power, and ya know in a game about superheroes a magic weapon reference is a certain hammer that grant you the power of the ****** thunder god, ya know not just control elements, but a awful levle of strength included. And since Magic weapons do not allow one major and two minor combo, till APS demigod will make his entree in PU4(one could dream...), we have to stick up with free SH PS. Sorry...hmm no Actually I'm not sorry for you.
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Re: magic weapon question
Mephisto wrote:BARQ wrote:ok so in the new magic weapons number 13 i think it says you can chose superhuman or supernatural ps , and it is the equivalent to the actual power as it states in book. i'm just not sure its like the actual power or gives you the ability to lift damage at where you current strength is. Any help would be appreciated.
I'm not a big fan of Superhuman Strength for an Enchanted Weapon either, because it doesn't really fit with the idea that the weapon has the power, not the character. I'd rather see some ability where it bestows a level of protection for the character, such as Increased Durability or Hardened Skin, or if selected twice, Bio-Armor or Force Aura. I think those abilities work better than Superhuman or Supernatural Strength.
Why not enhanced strength for a weapon? Increased durability and hardened skin are just as much boosters of the body as enhanced strength.
Though it should fit the weapon thematically. Enhanced strength for a warhammer, broadsword, or morningstar is good. Enhanced strength for a dagger, not so much.
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Re: magic weapon question
Mephisto wrote:The Baron of chaos wrote:Mephisto wrote:BARQ wrote:ok so in the new magic weapons number 13 i think it says you can chose superhuman or supernatural ps , and it is the equivalent to the actual power as it states in book. i'm just not sure its like the actual power or gives you the ability to lift damage at where you current strength is. Any help would be appreciated.
I'm not a big fan of Superhuman Strength for an Enchanted Weapon either, because it doesn't really fit with the idea that the weapon has the power, not the character. I'd rather see some ability where it bestows a level of protection for the character, such as Increased Durability or Hardened Skin, or if selected twice, Bio-Armor or Force Aura. I think those abilities work better than Superhuman or Supernatural Strength.
Hmm don't know, I think it does fit actually, as there is not yet an APS demigod major power, and ya know in a game about superheroes a magic weapon reference is a certain hammer that grant you the power of the **** thunder god, ya know not just control elements, but a awful levle of strength included. And since Magic weapons do not allow one major and two minor combo, till APS demigod will make his entree in PU4(one could dream...), we have to stick up with free SH PS. Sorry...hmm no Actually I'm not sorry for you.
There doesn't have to be an APS: Demigod power, there is already a Demigod and Godling in PU2 under the Immortal power category. I would also like to see an expansion on the Mystically Bestowed class to better fit some of the classic Mythical archetypes like Amazons, Atlanteans, Olympians, etc.
Yeah but again those do not allow to turn into a demigod like being. The closest is the Empowered category who have that option. But not Magic Weapon Powered. About mythical archetypes, most would fit the mutant or aline category actually. But yes Mystical bestowend need bit of clearing. And magic object need some pimping up. Seriously they are even lamest than psionic, and we all know how lame psionics are(compared to mages they ARE...guess what another sourcebook about Mages with another rules to accumulate and store PPE, while psionics are left behind as usual...)
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Re: magic weapon question
I go with Incriptus's interpretation. If it says the equivalent of, and you had a PS of 5 it is still 5, just Extraordinary, or Superhuman now.
I also agree with the good Baron on PS being as good a physical buff as Hardened SKin.
I also agree with the good Baron on PS being as good a physical buff as Hardened SKin.
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Re: magic weapon question
Tone.TrumbachD wrote:The Enchanted Weapon category in 'heroes Unlimited Revised' CLEARLY describes a Rune weapon but it's set of powers is largely different from rune Weapons in PF 2 and Atlantis, Why is that?
I guess.Should this be considered a different form of Rune Magic?
From previous posts it sounds like the same thing occurs in 2nd edition so it would be a good Idea for a GM to be able to give players some kind of explanation if they run into rune weapons from other worlds.
Seriously though, i'm not really clear on your problem... Are you suggesting that the creation of rune items is identical in every reality, or that it needs to be? Besides, who is it really going to matter to?
Is there a problem with running a campaign that straddles multiple dimensions AND involved a lot of rune weaponry, with Rune weapons from PF, Rifts, Magic Weapons from HU and/or Artifacts from NB all having slightly different abilities?
Re: magic weapon question
In my games I have never had a problem with different flavors of Rune weapons showing up. We have had a HU character use a weapon out of Atlantis, but be treated as an Enchanted Weapon character. We have also had a PF Knight armed with a PF style Rune sword join a group. Once or twice we have even have an established HU character get their hands on something in the power range of a minor Rune weapon, or lesser Artifact from NB. All of the above worked out fine, and could interact with each other.
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Re: magic weapon question
The different versions aren't exactly balanced, but they can work together. That is the beauty of PB. A Rifts Gunslinger, Triad Assassin, and Hardware: Weapons Expert can all walk into a bar together.......
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Re: magic weapon question
BARQ wrote:ok so in the new magic weapons number 13 i think it says you can chose superhuman or supernatural ps , and it is the equivalent to the actual power as it states in book. i'm just not sure its like the actual power or gives you the ability to lift damage at where you current strength is. Any help would be appreciated.
IMHO (and as I play it), the character has his "normal" human stength roled normally (e.g. 3D6), than you role the extra dice for supernatural PS and note them. If the character is not in contact with the magic weapon, he/she/it has his/her normal human strength. If the character is in contact with the weapon and invokes the power, than he/she/it can add the extra boni and has supernatural strength.
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Re: magic weapon question
Remember it says equivalent to the minor/major power - that to me says including everything, the PS Bonus, the fatigue rate and possible bonus to pull punch, and the lifting capacities. Otherwise it would just say equivalent to that level of strength, not the power
My issue with this selection is it's NOT available for the Weapons of Chaos - why is that? Should evil guys be able to be just as strong as the good guys without using their Super-Power slot?
My issue with this selection is it's NOT available for the Weapons of Chaos - why is that? Should evil guys be able to be just as strong as the good guys without using their Super-Power slot?
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Re: magic weapon question
I have a question of my own:
Suppose two characters of the same alignment on the same team are a superpowered Mutant and a guy with a Magic Weapon. The Mutant has seen the Magic Weapon Guy lift up his sword, mace, hammer, or whatever and shout his magic word to turn into superpowered form. The Magic Weapon Guy dies in a major battle alongside his Mutant comrade. The Mutant Guy picks up the sowrd and shouts the magic word. What happens?
Besides the GM sobbing quietly, while pondering the sad demise of game balance, of course.
Suppose two characters of the same alignment on the same team are a superpowered Mutant and a guy with a Magic Weapon. The Mutant has seen the Magic Weapon Guy lift up his sword, mace, hammer, or whatever and shout his magic word to turn into superpowered form. The Magic Weapon Guy dies in a major battle alongside his Mutant comrade. The Mutant Guy picks up the sowrd and shouts the magic word. What happens?
Besides the GM sobbing quietly, while pondering the sad demise of game balance, of course.
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Re: magic weapon question
then the GM gets to decide whether the weapon works for the mutant or not. the weapon could simply decide that the character isn't worthy of accessing its powers.
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Re: magic weapon question
znbrtn wrote:then the GM gets to decide whether the weapon works for the mutant or not. the weapon could simply decide that the character isn't worthy of accessing its powers.
That is more or less what I thought.
If such a situation came up in my game, I would allow the use of the magic weapon, giving the character both its set of powers and his own Mutant ones simultaneously, but he would not gain any experience while a Magic Weapon Mutant because the world just got a whole let less challenging for him.
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Re: magic weapon question
This question is specifically mentioned in the Heroes Unlimited G.M.'s Guide page 8 and 9.
Basically, if a power says it provides the equivalent of Superhuman Strength (or one of the other Super Strengths) the character does not have that super ability, just the same level of raw strength.
The P.S. attribute is not increased, unless it states otherwise in the description. Nor do they get the bonus to Pull Punches and they get fatigued at a normal rate.
However, if the Superhuman Strength option is chosen twice for the Enchanted Weapon, Supernatural punching damage would apply.
In other words, the only thing an equivalent of one of the Strength powers provides is the lifting and carrying modifier.
Basically, if a power says it provides the equivalent of Superhuman Strength (or one of the other Super Strengths) the character does not have that super ability, just the same level of raw strength.
The P.S. attribute is not increased, unless it states otherwise in the description. Nor do they get the bonus to Pull Punches and they get fatigued at a normal rate.
However, if the Superhuman Strength option is chosen twice for the Enchanted Weapon, Supernatural punching damage would apply.
In other words, the only thing an equivalent of one of the Strength powers provides is the lifting and carrying modifier.
Re: magic weapon question
Would I allow a Mutant to take over use of the Enchanted Weapon? It depends. If it seemed to fit the game power level I might consider allowing the Mutant to sort of stack the classes as a Mega. If it would be overpowering for the group I might go with a lame excuse that the weapon needs to bond with someone from that family, or something else specific the Mutant lacks(gender, faith, hair color, who knows).
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