|
Post by daddystabz on Jan 18, 2014 23:09:13 GMT -8
Does the Electrical Charge mutant power use a charge when you are hit in melee? And do you need to recharge to zap somone who hits you in melee? Also if someone were to accidentally grab you or bump into you while you are charged, does it go off or are you in control at all times? Can you be electrocuted?
|
|
|
Post by providence13 on Jan 19, 2014 20:33:37 GMT -8
Good questions. For me, it sure sounds like you get shocked whenever you touch or are touched by this mutant. The important part is that it takes 10 rounds to recharge. If you've just shocked someone, it will be 30 seconds until you can shock again. Realistically, electric eels (actually fish like catfish and not eels like moray eels) aren't constantly shocking the water around them, only when hunting small fish and when in fight or flight. So I'd say you can control it. Maybe a B WIL HC not to shock someone slapping you on the back; "congratulations on that raise". I wouldn't make these deviants immune to electricity. For my games, I could see maybe a bonus to HC, if one is required, but you can still hit an electric eel with a lightning bolt/stun stick. It just might not be as effective. Extra layers of insulating fat around the heart and brain for these mutants.. Whatever.
You could also rule that once the charge is built up, that is one of your uses per day. Doesn't matter if you use it or not. Maybe it could be held for a few rounds until discharged. Held 1 rnd/rank or 1/2 WIL in rnds or whatever works for your game. The real limiting factor for me is the 10 rnd recharge time.
|
|
|
Post by providence13 on Jan 19, 2014 20:54:07 GMT -8
On another note: The last sentence about charging energy clips.. That is a bit too powerful for my games. Looking at the weapons on page 100, I'd rule that 4 uses of electrical discharge recharge a clip 4 "d20's" worth of power.
|
|
clockpunk
New Member
Thinking about wasteland gambling machines and the skill...
Posts: 44
|
Post by clockpunk on Jan 20, 2014 3:34:39 GMT -8
On another note: The last sentence about charging energy clips.. That is a bit too powerful for my games. Looking at the weapons on page 100, I'd rule that 4 uses of electrical discharge recharge a clip 4 "d20's" worth of power. I absolutely concurr with that!
|
|
|
Post by rexbannon on Jan 21, 2014 8:22:31 GMT -8
This is a great idea but begs the question, If Mutants with electrical discharge can recharge power cells why have places like Array or Turbine? Slavery is legal in most places and particulerly in The mutant dominion of aberritia. What would stop them from rounding up hundreds if not thousands of mutants with this power to recharge barrels full of power cells for their energy weapons. This would turn the tide of most of there battles against the purist empire for sure. I will not be allowing this mutant power to recharge power cells without serious possible consequences. For example in the hub book it talks about straping powercells to grenades to increase the damage of the grenades ezplosion, adding certain amounts of damage to the grenades damaged based on the size of the powercell. Since a character with this ability would be directly juicing up the dead battery without a grounding device it is very very possible that the powercell could explode in his hands using this added damage table per size of battery as the aquiring damage. HC check would be very difficult to overcome due to the playing field leveling power of this ability in the grand scheme of the region. its a cool idea and at first glance seems harmless enough but if allowed in a group of power gamers it would quickly unbalance the game due to the fact that any mutant with this power and a laser rifle has unlimited ammo.
|
|
|
Post by Mutant Lord: William McAusland on Jan 21, 2014 8:43:39 GMT -8
Great Discussion. Agree with it all.
I actually like the idea of some slavers getting a hold of a few mutants with this power, and forcing them to recharge cells. The characters are sent to rescue the slaves, except that one of the slavers, who came up with the idea,also has electrical charge and is planted among the captives. Also, the slavers might have a few energy weapons at their power-cell recharge outpost, ready for any false customers.
I too think that recharging power cells with a mutation is a bit potent, and the risk of at least damaging one while zapping it should be in play, not to mention chemical and acid exposure or explosion.
|
|
|
Post by providence13 on Jan 22, 2014 7:17:26 GMT -8
I don't mind the mutation a bit. In fact it's pretty cool but I don't think it's too powerful.
If we say it charges in d20's, we're painting with a broad brush, sure, but TME doesn't need to be an overly complex game. Take everything that requires a power cell on PG 100 and find out how many d20's you get from one cell. Different devices with different ranges and varying efficiencies aside, you can get an average of 40, 50, 60 or so d20's per cell (different people might count the +10's in various ways). Unless the mutant is incredibly high Rank, it will take days to fully charge a clip.
I don't see large slave pens of clip chargers either. It's a possible scenario, but if overcharged, the clip could explode (in my games) granting freedom, one way or another..
I do love the idea of a Matrix style "copper top” enslavement rig slung underneath a heavy mech. The device keeps the mutant alive but in a coma and forces them to recharge the mech's batteries every so often.
|
|