If I remember right, have an extra on a stat does not prevent the use of the extra with a skill, and vice versa. Basically having Interference on Hyperdodge, and just vanilla Coordination/Hypercoordination, will allow your player to benefit. Not entirely sure if you need 6d in Coordination for Dodge to apply to bullets if Dodge has Interference, since the extra affects rolls regardless of width as long as the height is equal to or greater than the opposed roll. I'd give him that anyways, as a just in case.
On Sunday, 10 May 2015 18:45:09 UTC+1, Zombie Haiku wrote:
-- On Sunday, 10 May 2015 18:45:09 UTC+1, Zombie Haiku wrote:
I gave read through the posts on Hyper-Stats and could not find the answer to this question.
One of my players in Progenitor wants to have Interferes on his dodge dice pool and be able to dodge bullets, his natural coordination is 3d.
My suggestion.
Hyper-Coordination (6/12/24) 3d (18)
Interferes (+3), If/Then (only for reaction and dodge rolls) -1
I have seen a post that states if you want an extra to apply to a stat pool you have to pay the extra's cost for all dice, which would raise the cost by 9 points. Is that correct?
Also, as in Progenitor no new powers may be bought after character creation, how would I deal with him training to raise his natural coordination? Would it be 8 points per dice, to allow for the Interference merit, or would I be better off adding a further 6 points to his hyperstat now to pay for that future potential growth?
Thanks, in advance, for your advice.
Zombie Haiku
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