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1. Nice choice, makes that attack 1D8+1 instead of 1D6, but it takes away impale (Critical) attacks.
2. I won't give you any big stuff, but your chemicals have been expanded to make Molotov Cocktails (You won't start with any, but if you spend the time to do so, you can make them), and you will have the ability to buy sticks of dynamite (An engineer doesn't usually carry sticsk of dynamite on him...) Nothing heavier then those. |
Thanks that was pretty much what i was looking for as far as explosives any why. The dynamite might not be used for pure demolition, it could come in handy for a room full of cultist or zombies, most likely zombies cause the cultist would throw it back at us possibly killing the whole party.
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Just make sure that none of you do anything out of character. Buying explosives or carrying weapons are out of character for the tiems until you learn what is happening. Until your first Mythos encounter (Which I warn you now will cause all of you to get 5% Mythos points automatically...), none of you know what you are expecting...
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I was just wondering is there anything in that book about how much damage it would do if I lit the dynamite then tripped and fell and dropped it causing it to explode in are midst, and how far away one would have to be to not be killed. Just wondering how carefull i should be with that and the Molotov Cocktails.
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First off, anyone that wishes to use these weapons needs to add the Throw skill to their char. Just tell me and I will switch around the stats needed.
Second, if you are within range, the MC does 2D6 damage outright to anyone struck by it, and if unlucky you begin to burn (Meaning MCs are good against enemies weak against fire.) The Dynamite Stick does 5D6 (You read right) in a 2 yard radius, and subtract 1D6 for every yard after that. MCs have a 5% chance of malfunctioning and blowing up in your hands, Dynamite a 1% chance. So, if you deicde to make these, be really, really friggin careful, because otherwise those cultist are going to be scraping you all off the walls for days afterwards... |
I'm surprised this hasn't grown another 10 or 20 posts. Then again, that does always happen when I'm sleeping/at school.
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Why is having weapons out of character? I know there are at least two police like people (Me and some one else), so us having guns make sense.
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Yes, handguns at least. But there are people with rifles and all sorts of stuff, so anyone with a rifle or melee weapons needs to go on the first scenario without it. Handguns are okay since they are both common, easily concealable, and stay in character for those wanting to defend themselves, but larger/more unusual weapons that, while useful, are not normal things to carry around will need to be left behind.
REPOST: Finally got it done, my assesment of every char in the RP. Check it out here, yo. |
Judging by your assessment, I'm guessing I'll be one of the 2 or 3 meatshields of the group.
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Well, I don't know about everybody else... but I'm all for feeding you to the zombies while I get away.
Also: I didn't know there were vampires in CoC... And, I'd like to say Tor/Torg didn't kill me, I've just been in a less than perfect mood after working in the basement for 3+ hours today. It smells like dog piss and saw dust down there. Blech. Which is why I have to work... clean the place out. |
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