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Re: [BNW] My group's power packages
"Steve Crow" wrote:
> >Spacedog wrote:
> >
> > > Yeah but you have to hit someone and get a raise(or is it more I
> > > don't have the book nearby) on the navigation roll to get this trick
> >off.
> > > Also they are not ussualy good in combat otherwise.
> >
> > Perhaps you're right. I keep forgetting that BNW only uses d6's
> >rather
> >than all the dice, like Deadlands. I do firmly believe there is a way
> >around
> >any of the packages, it's just tough to find it sometimes.
> >
>
> It's hard to say. Teleport Foe requires a close combat hit roll (no
> Navigation roll is necessary). However, it doesn't seem to require an extra
> success on the roll (unlike pretty much all Tricks, assuming I'm reading
> page 128 correctly). I'd say figure an average difficulty of about 10, and
I don't have my book around but why doesn't the teleport foe trick need a raise
like all other tricks. I thought that was part of the way you activated a trick.
> the Teleporter takes a combat attribute (Speed or Strength) of 3-4 d6 and
> 3-4 skill levels in the appropriate skill.
>
> So figure you've got to roll a 7, that means your chance of success is
> somewhere between...42.1 and 51.8% a shot.
>
> If the Teleporter is smart, and goes for a lower fighting-skilled opponent,
> the chance increase significantly...
>
> ---
>
> Steve Crow
>
> "Worm Can Opener Extraordinare"
>
> Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
>
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Spacedog
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