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Re: [HOE] templer deflection gift



>ok the description says any power aimed at the templer is deflected, if he 
>knows its coming or not.
>bearing that in mind, does any healing from other arcane sources or even 
>any beneficial magic get reflected?
>

I believe they have to consciously choose to deflect something, although I 
don't have the Templar SB in front of me to verify that.

>while im on, the doomsayer mirv power,say i need a 6 for the target number, 
>is that for all bolts to hit? or is it a raise for every extra bolt just 
>like smg rate of fire. i only ask cos last week the doomie in my group 
>fired one at a group of combine with a tn of 6, and hit 6 of them. with 
>wind damage and the mirv damage he wiped out all 6. just seemed a bit 
>powerfull for the strain cost?
>

The TN is 5 although a Woiund Penalty could make it a 6, I suppose.

You seem to simply roll to cast the miracle, and determine the hit chance 
normally from that (i.e., Range Modifiers, movement of target and caster, 
etc.).  I don't let the Doomsayer use raises to modify hit location, and 
cover applies normally.

MIRV is powerful, and IMO perhaps overly so. It's much more then 3 times as 
effective as Atomic Blast (comparing Strain of 3 to Strain of 1, everything 
else about equal), since you're probably going to get at least five missiles 
over the 1 of Atomic Blast (and you get 6 presumably because your Doomie has 
a Faith of 6).  The real controlling factor is how many raises the Doomie 
gets to cast MIRV.  One d10 (a normal roll to cast, no raises) may peter out 
against a high-armor or -sized target (of course, so will Atomic Blast...), 
but doing say 3d10 damage to 6 targets (or 3d10 6 times) is another story 
(and a rather painful one) whatsoever.

Personally, if I were in a modifyin' mood, I would say charge 1 Strain per 
MIRV _missile_ cast, with the option to cast less then the full # you are 
entitled to.  Basically if you've got a Faith of 6, it lets you cast 6 
Atomic blasts for half the cost (and 1/6th the time) it would take you to 
have cast the 7 Atomic Blasts normally.  The only advantage I can find to AB 
is that Atomic Blast lets you make called shots.  And a Marshal might let 
you make called shots with MIRV - nothing in the description really says you 
can't...


---

Steve Crow

"Logic merely enables one to be wrong with authority."

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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