Ironnerd
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Crunchy on the outside, chewy on the inside.
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Location: Atlanta, GA
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Re: ATTACK of the REALLY BIG THING!
Reply #46 - Jul 7th, 2013 at 11:31am
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Majestic: The table is in the Free pdf. What you do is start with the attacker's Height Factor, then the Defender's Height Factor. Where they intersect you will find a number. Multiply the range between the two by that number, then use the "Total Effective Range" table on page 23, to get the To Hit modifier for range. This approximates the reality that it is easier to hit a big thing than a small thing.
Example: Mega-Goose has a Height Factor of 7, while Gorilasaurus has a Height Factor of 10. Mega-Goose launches an attack against Gorillasarus, and they are 40 inches apart, normally a -1 to hit modifier. We look at the table and see that the Multiplier for HF vs HF is 0.7 - making the modified range 28". Looking at the table on pg 23, we see that Mega-Goose's range modifier to hit is "0". When Gorillasaurus attacks Mega-Goose, the multiplier is 1.4. So the ACTUAL range is now 45 inches, but the modified range is 63 inches (45 x 1.4 = 63). The modifier for range for this attack is -2.
For "Normal Man" vs Mega-Goose we get the following: Normal Man HF=1, Mega Goose HF=7. Actual Range = 31 inches. When Normal Man attacks, the modified range is 31 x 0.14 = 4.4" (round to 4") changing the To Hit modifier for Range from -1 to 0. Mega-Goose attacking Normal Man at the same range has a modified range of 31 x 7 = 217" for a To Hit Modifier of -3.
I wouldn't think very many Vigilantes have Death Touch, but you do make a good point. The example RBT, "Gorillasaurus" would heal back nearly 16,000 HP in a day, meaning he would be back up and crushing stuff pretty quickly. Since Healing rate is directly related to Basic Hits, the bigger the RBT the faster more HP it recovers per day. Still - it seems like pretty easy way to rack up a bunch of EXP.
I think the other powers are pretty well covered - if the attacking character lacks the power to do the full effect upon an RBT, then the attack does nothing at all. I think this would work for Death Touch as well. Incidentally, Devices can only do rated damage unless the character can invent a way for to amplify the device's power.
Example: Death Guy vs Mega-Goose. Death Guy's HF is 1, Mega-Goose's HF is 7. Death Guy decides to use his "Death Touch". Normally the attack woul require 10/20 power points. Death Guy has plenty of power for this under normal circumstances (his Power is 65), but since Mega-Goose is 7 times larger than Death Guy, the attack will require at least 70 power (to eliminate Mega-Goose's HP) or 140 Power Points. Since Death Guy does not have enough power to perform the attack, he'll have to find another way...
ALL: I plan to revise the freebie so that all RBT's are similarly effected when it comes to certain powers. (Force Field may also be an issue).
The same table I mentioned above can be used to find multipliers for relative size when attempting to find hidden characters or the power cost of delivering certain attacks to RBT's, by swapping Attacking and Defending characers' HFs. But it turns out that it is used enough to warrant its own table - so I attached it as a PDF to the above post.
If King Kong were hit with 3 points of damage, there would be a 3% chance that he would be rendered unconscious. That's not "Damage per turn" or "Damage per Phase", it's "Damage per hit". I have never interpreted the "KO" rule to have the 5% auto-fail/succeed (it's not a save). We can either make the "Wake Up" roll easier, or make it harder to KO that RBT. So how bout this: Whenever a character takes damage to his Hit Points, there is a 1% chance per point of damage taken divided by the defenders height factor (rounded down) that the character will be rendered temporarily unconscious.
So, let's say King Kong has a height factor of 4ish (He's supposed to be about 25 feet tall), so that 3 points of damage (which I'm assuming went straight to his HP) is 3 divided by 4 for a total of a 0.75% (rounded to 0%) chance of being KO'd. If he had taken between 4 and 7 points of HP damage there would be a 1% chance of being KO'd.
I would like to keep the ability to KO an RBT since even Godzilla, Gamera (and I think the Cloverfield monster) have been temporarily KO'd during the movie/adventure/story
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