Pattern Ghost Posted November 29, 2006 Report Share Posted November 29, 2006 I just had an idea for a particularly nasty vigilante archer trick. What if an archer were to lace a broadhead with an extremely potent anticoagulant to ensure their victim bled out, to hinder medical treatment/first aid attempts? How would you build it in Hero terms? Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted November 29, 2006 Report Share Posted November 29, 2006 Re: Building an Anticoagulant Off the top, a Linked attack with Continuing charges. For example, Arrowhead 1d6 hka (using the Bow as a Naked Ranged modifier here), OAF, Real Weapon AntiCoagulent 1 pip rka NND (defense is having appropriate Life Support or a physiology that doesn't bleed like the intented target), Does BODY, 1 continuing charge lasting x time, Linked to Arrowhead, Activation x-, Arrowhead must do at least 1 Body of damage after Defenses. [Edited for clarity] Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted November 29, 2006 Report Share Posted November 29, 2006 Re: Building an Anticoagulant Off the top, a Linked attack with Continuing charges. For example, Arrowhead 1d6 hka (using the Bow as a Naked Ranged modifier here), OAF, Real Weapon AntiCoagulent 1 pip rka 1 continuing charge lasting x time, Linked to Arrowhead, Activation x-, Arrowhead must do at least 1 Body of damage after Defenses. Yep, about the same thing I was thinking. The continuing attack could be tweaked to taste in a number of ways. The base build is nasty, but not insanely so... PAramedics couldn't stop the damage unless it was defned in the "common ways to stop the continuous attack" but could stabilize the bleeding once the charge runs out. Make it 1 pip NND, does body and it becomes MUCH harder to stop the bleeding (probably not neccesary). Replace the Continuing charge with Uncontrolled and 0 end and the target will bleed till he dies. Increasing the duration of the charge will serve much the same purpose. In general tho, spot on. This does raise an interesting question thats been rolling around in my brain for a while... The optional Bleeding rules are an extra optional mechanic that aren't easily duplicated with a normal power construct.... they can be approximated, but the specfic mechanics aren't a fit with any specfic power. Much like Knockback in fact. We have an Advantage for Increased Knockback. Why isn't there an "Increased Bleeding" Advantage? I wonder what'd be a good advantage level for such? It could be a useful addition to the system. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted November 30, 2006 Report Share Posted November 30, 2006 Re: Building an Anticoagulant Off the top, a Linked attack with Continuing charges. For example, Arrowhead 1d6 hka (using the Bow as a Naked Ranged modifier here), OAF, Real Weapon AntiCoagulent 1 pip rka 1 continuing charge lasting x time, Linked to Arrowhead, Activation x-, Arrowhead must do at least 1 Body of damage after Defenses. Wouldn't work: the anticoagulant is applied against defences normally: OK if the targets are not going to have resDEF but if they do, no dice. you could make it penetrating, but then, for some reason, if they have a hardened flack vest on they don't bleed. You could do it with a continuing NND too, that does BODY, but that seems a little stretched The only way to do it IMO would be to build a larger attack with the top bit limited by 'gradual effect'. I say only...we haven't looked at adjustment powers yet (thank goodness) or transform Quote Link to comment Share on other sites More sharing options...
Sociotard Posted November 30, 2006 Report Share Posted November 30, 2006 Re: Building an Anticoagulant I would apply a naked advantage "Increased Stun Multiplier" and add Gradual Effect. That wouldn't add any more body, but it might reflect the special effect reasonably well Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted November 30, 2006 Report Share Posted November 30, 2006 Re: Building an Anticoagulant Wouldn't work: the anticoagulant is applied against defences normally: OK if the targets are not going to have resDEF but if they do, no dice. you could make it penetrating, but then, for some reason, if they have a hardened flack vest on they don't bleed. You could do it with a continuing NND too, that does BODY, but that seems a little stretched The only way to do it IMO would be to build a larger attack with the top bit limited by 'gradual effect'. I say only...we haven't looked at adjustment powers yet (thank goodness) or transform Yeah, didn't add NND (defense being appropriate Life Support or some unusual Physiology) and Does Body. Depending on the genre, the existing build may or may not work. Wouldn't work in a Superhero game and some alien or fantasy races might have rDEF, but that build would be suitable in many different campaigns. Adding the NND and Does Body makes it effective in any campaign. Quote Link to comment Share on other sites More sharing options...
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