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<blockquote data-quote="Shayuri" data-source="post: 7118123" data-attributes="member: 4936"><p>Yeah, so...reading again and thinking about it, I realized you wouldn't normally say 'fist' or 'weapon' is a descriptor. Sorry, that was my bad. Even so, a particular power is normally considered to be something fairly specific. However, that doesn't mean it has to be just one thing.</p><p></p><p>Like you could say you have an attack called Fatal Flurry. It's a strength-dependent melee damage power that has multiattack on it. You define it as 'a series of punches and kicks that fly with dizzying speed.' You don't have to say it's exactly two punches and two kicks. You don't have to say it's a particular type of punches or kicks. But it should always be some combination of punches and kicks. </p><p></p><p>So your melee attack can freely be a punch or a kick, or a weapon strike, or whatever you imagine and the GM approves.</p><p></p><p>But it does need to consistently be what you decide it is, whatever that may be.</p><p></p><p>As for the extradimensional attack...there is a possible solution that is happily free.</p><p></p><p>You can use Extra Effort to do what's called a 'power stunt.' This is when you make up an Alternate Power on the fly, that lasts for just one use. It inflicts a level of Fatigue on you (though oftentimes you'll want to use a Hero Point to negate that Fatigue gain), but it gives you a one-shot power that can be tailor-made for the situation you're in.</p><p></p><p>It's a great rule to simulate powers that a hero almost never uses...situational abilities that you don't want to spend points on gaining permanently, but are crucial in that one moment.</p><p></p><p>The Power Stunt should still be consistent with your character concept, and of course it needs to be 'stunted' from an existing power of yours, but aside from those stipulations you have a lot of leeway.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7118123, member: 4936"] Yeah, so...reading again and thinking about it, I realized you wouldn't normally say 'fist' or 'weapon' is a descriptor. Sorry, that was my bad. Even so, a particular power is normally considered to be something fairly specific. However, that doesn't mean it has to be just one thing. Like you could say you have an attack called Fatal Flurry. It's a strength-dependent melee damage power that has multiattack on it. You define it as 'a series of punches and kicks that fly with dizzying speed.' You don't have to say it's exactly two punches and two kicks. You don't have to say it's a particular type of punches or kicks. But it should always be some combination of punches and kicks. So your melee attack can freely be a punch or a kick, or a weapon strike, or whatever you imagine and the GM approves. But it does need to consistently be what you decide it is, whatever that may be. As for the extradimensional attack...there is a possible solution that is happily free. You can use Extra Effort to do what's called a 'power stunt.' This is when you make up an Alternate Power on the fly, that lasts for just one use. It inflicts a level of Fatigue on you (though oftentimes you'll want to use a Hero Point to negate that Fatigue gain), but it gives you a one-shot power that can be tailor-made for the situation you're in. It's a great rule to simulate powers that a hero almost never uses...situational abilities that you don't want to spend points on gaining permanently, but are crucial in that one moment. The Power Stunt should still be consistent with your character concept, and of course it needs to be 'stunted' from an existing power of yours, but aside from those stipulations you have a lot of leeway. [/QUOTE]
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