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Author Topic: High damage in supers or high tech games.  (Read 532 times)
Adrick
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« on: January 24, 2010, 08:40:16 AM »


How could we handle high levels of damage in v6?  In the case off high powered games.
Be it supers or something like the power armor in bubblegum crises.

For example a rocket does 75L.  on one success 150 on two successes.

even if a person had  advanced armor or mutant skin with 60 defense and a health score of  20 more than one success would obliterate them.
Vehicles get around it by having alot of health. 
But how to handle something like ironman or the hulk? 

More health for super types or high tech type things,  damage dividers, generous gifts fortune points?
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    « Reply #1 on: January 24, 2010, 04:05:23 PM »

    For supers could you make this a defensive roll (deriving from an ability) and even given them skills to use?  For a super stong super make it a Muscle roll, each success reduces the attacking success.  They are still hit, things around them suffer it's just they shrug it off.  Maybe they still take a point of stun for each success.  I'd also let supers recover stun very quickly if they take and action to "rest" they can make a roll to recover.

    Other normal supers looks like they would have some phenomenal dodge like abilities.  Maybe somthing like how enhanced sense work, you can get Nimble 6 for certain situations.
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    Sgriobh
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    « Reply #2 on: January 24, 2010, 04:44:28 PM »

    I was thinking a small change to armour rules, have armour reduce base damage before applying success. As to Ironman type suits possibly treat them as vehicles.
    « Last Edit: January 24, 2010, 05:44:42 PM by RADColin » Logged
    Adrick
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    « Reply #3 on: January 25, 2010, 03:17:13 AM »

    For supers could you make this a defensive roll (deriving from an ability) and even given them skills to use?  For a super stong super make it a Muscle roll, each success reduces the attacking success.  They are still hit, things around them suffer it's just they shrug it off.  Maybe they still take a point of stun for each success. 
    Still wouldn't avoid a splat effect on a good attack, but depending on the grit level that is not a bad thing.  This way there is a good chance of survival though.
    maybe a good way to further randomize damage at low levels if desired as well.

    I was thinking a small change to armour rules, have armour reduce base damage before applying success. As to Ironman type suits possibly treat them as vehicles.

    That sounds good, doesn't alter the rules much and easily adjusted for whatever level of survivability is desired.   

    i'm going to poke around at an x-com(pre Apocalypse)/ufo aftershock(post apoc)  hybrid  see how these options work with the power suits

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