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Re: [HOE] Doomsayers



this is where you use smart bad guys.  try to take out the doomie from a
distance, with surprise.  toss cannon fodder at them till they're out of
strain, then toss something more suitable at them.
----- Original Message -----
From: "Theo McGuckin" <tsm@jlab.org>
To: <hoe@gamerz.net>
Sent: Thursday, January 25, 2001 8:13 PM
Subject: [HOE] Doomsayers


> > Those are both linear - y=5x with MIRV and y=x+1 for arson {I don't have
the
> > book, just going by your numbers}
>
> The point is though that the doomsayer gets a linear step of 5 to the
> syker's step of 1. This makes MIRV much more powerful and versatile.
>
> > > So the result is that the Marshal is having a hard time challenging
the
> > > Doomie in combat without the rest of us getting killed...
> >
> > That's the idea - if the Doomie kills a party member, the rest turn on
him.
> > Don't kill your friend's characters.
>
> Huh? The problem isn't the doomie killing other PCs, the problem is if we
> face off against a bunch of gangers the doomie kills them all in short
> order, if we face off against a bunch of black-hats with heavy weapons and
> a raptor, the doomie is challenged, and the rest of us will get killed.
>
> Theo McGuckin - SysAdmin, JLab
>
>
> "Why should I care that YOUR computer is broken?!?"
>             ^           ^^^
>
>
>
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