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Re: [BNW] New tricks
I think 5d6+10 is too much for masive damage.
Also the 1/2 ->1/4 damage to the caster would make it very easy for the blaster
to come out OK... this is the sort of thing delta points get spent on to ensure a
few raises.
What about 5d6+5 massive, and every extra success reduce the number of dice and
the damage bonus by 1 to the blaster.
Or for something a bit more powerful: 3d6+3, with every extra success reducing
damge for the blaster as above and increasing it by the same amount for everyone
else.
Damage done to the blaster can't be negated by delta points, since it is willful
self inflicted damage. Also damage to the blaster bypasses his armor, since the
energy os comming form within him.
It looks like the sort of power that should be reserved for last-ditch
emergencies.
Risik@aol.com wrote:
> Here is a Blaster Trick
> Let me know what you think.
>
> Body Bomb
>
> Range: Self
> Blast Radius: 5
> Quickness: 2
> Tn: 5
> Damage: 5d6+10 Massive
>
> When this trick is used the Blaster releases a burst of energy from their
> whole body damaging everything around them, including their own body.
> To active the Blaster must spend an action preparing (hence the speed).
> On the second action the Blaster makes a roll of Shootin:Blast; on One
> success normal damage is done and the Blaster takes 1/2 Damage themselves, on
> Two successes the Blaster takes 1/4 damage and three successes or more and
> the Blaster take no Damage. This can be combined with other tricks at GM's
> descretion.