Buy Dodge with hard dice and Interferes. Get it with Duration of Endless so it keeps going. Buy it with the Speeding Bullet extra and dictate that this brings his Dodge up to to bullet dodging levels.
If you don't take Interferes, it can cost as little as 10 points per hard die. 10hd would cost 100 points.
I'm not sure, but 6 dice in Dodge might make you super enough to avoid bullets. Makes sense, as 6d in a stat does this. If so, you could drop Interferes. Cost could be as low as 6 points per hard die then.
-- Hotjets
On Friday, May 8, 2015, Zombie Haiku <skullisfeisty@gmail.com> wrote:
On Friday, May 8, 2015, Zombie Haiku <skullisfeisty@gmail.com> 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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