Damage Classes (DC) measure the relative raw damage (or "oomph") of an attack, without regard for any of the Advantages or Limitations applied to the power used to create the attack. For most attack powers, the DC will be equal to the number of dice rolled to generate damage.
One of the most common exceptions to this rule is Killing Attacks. Each die of Killing Attack is three DC. As described in the Killing Attack powers, each full die of Killing Attack costs 15pts. Less than a "full die" of killing attack can be purchased for 10pts and 5pts. In the following table you can see the cost for specific numbers of dice of Killing and Normal Attacks.
Note there are two columns listed under Killing Attacks, with slightly different die rolls for the same point cost. The default is to use the left-hand progression (1d6, 1d6+1, 1.5d6), but you can use the the right-hand progression (1d6, 1d6+1, 2d6-1) with the permission of your GM.
Many things can affect the DC a power has during a game, so Killing Attacks are frequently written on a character sheet with the number of DC in the power in addition to the base dice in the attack. For example, a hand-to-hand Killing Attack costing 35 active points might be written as:
Claws (KA/H vs PD) 7k/2d+1 (with STR 20, 11k/4d-1)
Temporary modifications to the amount of damage a power does are frequently described as affecting the active points in a power or the number of DC in the power. Recording the number of base DC in a power makes it easier to determine when the maximum number of enhancements have been made to an attack. In the "Claws" example, the base DC in the attack is 7. Enhancements can raise this to a maximum of twice that amount, or 14. This character's STR of 20 will already raise the base DC from 7 to 11. It is easy to see that additional enhancements (like pushing their STR, using levels to raise damage, Aid or Transfers to STR, Combat Maneuvers, Martial Arts, etc.) can add no more than three additional DC to this attack.
Last modified: 2002-Jul-31 21:21:39
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