You are correct that Doug needs to be doing about 14d6 to properly effect some of the more heavily armored enemies in the BGC world, but remember that some of the missing dice of damage can be taken care of with various "carrier" attacks from his song powers. The power pool should be able to link its attack to the damage done by his fists. As a relevent example, when he uses "Lightning's Hand".
I'm not sure how you're figuring that 13 counts as one half of a kill. Seems that half a kill would be 7d6.
Interestingly, I just noticed in looking at the C:NM book, that they bring back an old concept that was in Hero system up to 3rd edition but removed from Hero circa 4th edition - if a Hand-to-Hand attack is a kick rather than a punch, you gain +1d6 damage, but lose -1 to your accuracy. This makes a certain amount of sense to me.
-Logan
I'm not sure how you're figuring that 13 counts as one half of a kill. Seems that half a kill would be 7d6.
Interestingly, I just noticed in looking at the C:NM book, that they bring back an old concept that was in Hero system up to 3rd edition but removed from Hero circa 4th edition - if a Hand-to-Hand attack is a kick rather than a punch, you gain +1d6 damage, but lose -1 to your accuracy. This makes a certain amount of sense to me.
-Logan