[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[BNW] Re: Teleports, was: My group's power packages
> >Am I missing a few things here?
> >1. I thought it took no extra successes (and no navigation roll) to
> >teleport someone else, much less three?
>
> Here is what Matt posted to the list when asked this (Emphasis added by me):
>
> ::>Can one teleport someone into
> ::> someone else? If so, do they both take damage?
> ::
> ::They would, but this should be very hard to do. I'd say it would ::take
> three extra successes on the navigation roll to pull it off. ::**This would
> be the same for teleporting something into someone ::else.**
>
> Thus spake the Master. =] If people want, I can post the entire msg except
> for the date. Didn't keep that part of the message.
But that covers the case of teleporting one guy into another or
teleporting something into someone, not the case of teleporing someone you
just touched. This is covered by the Teleport Foe trick which, IIRC,
doesn't require anything beyond a hit in HtH.
> >2. It doesn't do THAT much damage (5d6+5? 5d6+10?), a blaster or a good
> >pistol can do just as much, at range, maybe more.
> Maybe as much as a pistol (5D+10 sounds right, my books aren't handy)BUT the
> damage Ignores All Armour and, IIRC, is Massive Damage. Applied to all
> locations. That's why Grenades are so nasty, and at least you get armour vs
> grenades.
Well the blaster does that much (or more) and gets up to 6 shots, at
range. I don't know if it is massive damage or not. That would make it
kinda powerful, but as someone pointed out if you use the # of hits system
for most bad guys massive damage does nothing, right?
-Theo McCracken, whose thoughts and ideas are solely his own and do not,
in any way, reflect those of Jefferson Lab or its staff. Unless of
course there is any money to made off those ideas, in which case the lab
says: "Gimme, gimme, gimme!"