Triad Assassin damage
Posted: Sat Oct 24, 2015 8:13 am
The martial art on the Ninjas & Superspies sourcebook Mystic China page 201 is available to the Jian Shih OCC on page 44, which also appears for NPCs in the Heroes Unlimited sourcebook Century Station on page 163.
It explicitly works with 9mm guns, beginning with 2D6 damage. As the art levels up, it increases the damage per single shot at levels 5 and 9 and 12. Burst damage also experiences some improvements, which is an additional complication I don't want to address yet.
In cases of enchanting weapons where damage is explicitly doubled or tripled (such as some Nightbane spells) this doesn't create any problems for me. The issue is moreso when damage is simply replaced.
For example in Rifts:
*WB16 Federation of Magic page 159 the "Enchant Weapon (minor)" ritual (not sure if there's a major) does a set amount of MD regardless of caliber. This MD just happens to be the same amount/type of dice as the 9mm at 1st level, so would a direct conversion of damage>MD be appropriate? Or would the Triad training not help improve this?
*Mercenaries page 103 allows WI-10 Ramjet rounds to be used for 9mm guns, but it an entirely different amount of dice. Any ideas on how to incorporate it?
The HtH skill doesn't give a damage bonus, but instead replaces it entirely. However it seems like you could approximate it as a bonus by subtracting the 2D6 base from the higher amounts which occur later.
Even that would be a 'damage' bonus (SDC damage by default) not a 'mega damage' bonus, so I don't know if it would benefit the MD you can inflict with guns by enchanting them.
That said, I wonder if it could still benefit people in certain situations. Like if you are using 'Enchant Weapon' on silver bullets then these would get converted to HP against vampires or werewolves so the lack of an MD bonus probably wouldn't matter, right?
Or in the case of Apoks/Inquisitors who can change normal damage into MEGA damage.
It explicitly works with 9mm guns, beginning with 2D6 damage. As the art levels up, it increases the damage per single shot at levels 5 and 9 and 12. Burst damage also experiences some improvements, which is an additional complication I don't want to address yet.
In cases of enchanting weapons where damage is explicitly doubled or tripled (such as some Nightbane spells) this doesn't create any problems for me. The issue is moreso when damage is simply replaced.
For example in Rifts:
*WB16 Federation of Magic page 159 the "Enchant Weapon (minor)" ritual (not sure if there's a major) does a set amount of MD regardless of caliber. This MD just happens to be the same amount/type of dice as the 9mm at 1st level, so would a direct conversion of damage>MD be appropriate? Or would the Triad training not help improve this?
*Mercenaries page 103 allows WI-10 Ramjet rounds to be used for 9mm guns, but it an entirely different amount of dice. Any ideas on how to incorporate it?
The HtH skill doesn't give a damage bonus, but instead replaces it entirely. However it seems like you could approximate it as a bonus by subtracting the 2D6 base from the higher amounts which occur later.
Even that would be a 'damage' bonus (SDC damage by default) not a 'mega damage' bonus, so I don't know if it would benefit the MD you can inflict with guns by enchanting them.
That said, I wonder if it could still benefit people in certain situations. Like if you are using 'Enchant Weapon' on silver bullets then these would get converted to HP against vampires or werewolves so the lack of an MD bonus probably wouldn't matter, right?
Or in the case of Apoks/Inquisitors who can change normal damage into MEGA damage.