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Re: [BNW] My group's power packages
> Well, my group is a Teleporter and a Tough, and they do make a good
> tag-team. The T-Porter poping people is not too terribly dangerous, as it
> taked 3 extra successes to get so the TN is normally a 20. If they have a
> high enough Navigation to do this, remember that the still have to touch
> their target to "pop" someone, so give them a good HtH ability, which IIRC
> adds to the TN a la Deadlands. And if they do it too often for your liking,
> 1) try talking to them or 2) smack them around with the consequences. Easy
> way to top of #1 on Delta Prime's Most Wanted? Kill lots of Primers. My
> Porter uses the Entangle trick comboed with the Teleport others to ensnare
> people in walls, a less deadly verson that I like of stickn' em in walls. He
> also uses grenades to good effect.
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?
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.
3. It doesn't get people stuck in walls and stuff (although the using the
entangle trick is pretty cool). If you teleport someplace occupied, you
appear in the closest available open space.
-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!"