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[HoE] Re: Apocalypse Now! Questions and Spoilers



In a message dated 98-10-07 23:51:11 EDT, you write:

<< 
 2) The Doomsayer in the group has the EMP power. While the adventure claims
 that the bomb cannot be disarmed once set (as the group lacks the master
 code), why would the EMP power not work to deactivate the bomb's timer?
 Granted the power does require a roll, and could fail repeatedly, but why
 would the timer be immune to the effect? There's no way I'm going to let my
 PCs get ahold of the working bomb or it's major components, but I don't see
 a believable way out of this situation yet, as I'm sure my player will think
 to try this. >>

IIRC, electronic circuts are very vunerable to even small amounts of radiation
(Anyone yea or nay?).  If this is true the timer on the bomb would be HEAVILY
shielded, perhaps heavy enough to rule out a Doomsayer's EMP power.

Jeff