======================================================================= STUN RAY PISTOL ======================================================================= While a successful hit from this ray gun does no permanent damage, it typically knocks the victim out for several minutes. While stunned, only the involuntary muscles (heart, lungs etc.) will function. This item is powered by a Solar Energy Cell good for 10 shots before it needs to be recharged or replaced. POWER: 30d6 Energy Blast BASE POINTS: 150 ADVANTAGES (+0): Non-Random Output (0). ACTIVE POINTS: 150 LIMITATIONS (-4): Beam Attack- can't spread or bounce, and must attack at full power (-1/4), Charges- 10 Solar Energy Cell (-1/4), Expendable Charges - Which May Deplete Over Time and are Hard to Recover (-1/4), Focus-OAF Ray Pistol (-1), Independent (-2), Reduced Range- 50m (-1/4), STUN Only-Does No BODY (-0). REAL POINTS: 30 ======================================================================= DESIGN NOTES: "If this ray hits, the target will be stunned for 20 minutes less one minute for each point of the victim's constitution. While stunned, only the victim's involuntary muscles (heart, lungs etc.) will function." (GAMMA WORLD 1st ed., p.32) The key to converting the GAMMA WORLD 'Stunning' effect is that it takes MINUTES to recover from. In the HERO SYSTEM RULES (4th ed., p.160-161) the "Effects of Damage" indicate that: 1) A character is "Stunned" if the STUN damage that they take is equal to, or greater than, their CON Characteristic. 2) A character is "Knocked Out" if their STUN score is 0 to -10 and they recover every phase and post-segment 12. A character in this state is aware, but cannot affect surroundings or use powers. 3) A character whose STUN score is -11 to -30 recovers only on post-segment 12. A character in this state is out cold. 4) A character whose STUN score is -21 to -30 recovers only once per minute. A character in this state is out cold. GAMMA WORLD Stun takes minutes to recover from as it would if a HERO character was reduced to -21 to -30 STUN, therefore that is the level of effect that I'm trying to simulate in GAMMA HERO. How many dice of damage is required for this effect? Since GAMMA WORLD's default race, the pre-cataclysmic creators of artifacts created Stunning weapons, presumably, for use against their own race, I'm basing the effect off of that of Pure Strain Humans. But PSHs can have a wide range of STUN scores and the effects of dice of damage can vary widely as well. The toughest PSH (i.e., one with 18 CON in GAMMA WORLD or 23 CON in GAMMA HERO) who was hit by a stunning weapon would be stunned for 2 minutes. A "Pure Strain Human" has a racial NCM of: 23 CON, 9 ED, 58 STUN, and 11 REC; so it would take approximately 33 points to Stun him (11d6 @ 3/die > CON), 60 points to Knock him out (20d6 @ 3/die reduces STUN to 0 to -20), and 90 points (30d6 @ 3/die reduces STUN to -21 to -30) to put him at the once per minute recovery. With 30d6 N, he'd be reduced to -23 STUN when hit, and after a minute he'd recover 11 STUN, raising him to -12 STUN, at which time he'd recover again in the next post-segement 12, raising him to -1 STUN, at which time he'd recover the next phase. This would be between one and two minutes and therefore quite close enough for the purposes of my conversion, YMMV. N.B. These calculations assume an unarmored PSH at the full NCM in all areas, which will be extremely rare! Characters who fall under the PSH NCM would take longer to recover (as they should), but armor would decrease the time to recover (as it should). If you want more varience, and less predictibility, in the results of stunning attacks, then don't use the 'non-random output' modifier of 3/die, just roll the dice and take what ever random numbers are generated. Alternately, for defective weapons, you could stil use the non-random output but use less than 3/die to simulate the deterioration of the artifact. =======================================================================