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Post by aardvark892 on Sept 18, 2013 13:16:00 GMT -8
My wife has just finished creating a character. Her DV, as far as I can figure it, is -37: agility of 85 (-12), spiked leather armor (-16), spiked shield (-5) and iron helmet (-4). Her mutations include vast sized wings that give her a -25 DV. Does that get included when flying to her -37, or treated separately? If added up, it's -62... which is a huge number, considering.
If the flying modifier is not included with her armor and agility, why not? I could see that her agility wouldn't be added, as the wings modifier takes precedence.
Your thoughts/opinions/advice?
Tim
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Post by rexbannon on Sept 19, 2013 3:42:51 GMT -8
I would say give her the -62dv. There are enough badies in the game that can hit that dv , it shouldn't be a problem. Besides snipers fully set up are nasty in this game. Also you have rocket launchers and mutations that can cause in direct fire making it easier to hit characters with ridiculous defensive values. I have characters in my game with dv's that high and its not a problem. She wont be able to fly very much underground and it would be really hard to fly at night too.
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Post by aardvark892 on Sept 19, 2013 12:45:34 GMT -8
Rex, that sounds good. Thanks for the input!
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Post by providence13 on Sept 19, 2013 21:20:54 GMT -8
Second that. Good answer. I understand her armor has to be custom made.. Just wondering, are the wings bird, insect or bat type? It doesn't change anything, I just don't have flyers in my group and like the idea.
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Post by providence13 on Sept 20, 2013 7:40:14 GMT -8
Just for my games, I think armor will slow down flyers, even though RAW says it's already included. I can't justify flyers without armor having the same maneuverability and speed of flyers in modified plate armor. For D&D equivalents, winged-folk don't wear plate. Even then, flyers in TME are damn strong. Using these HR, her spiked leather (-1m), spiked shield (-.5m) and iron helmet (-.25m) won't slow her down much at all with Vast wings (25+10m!). Now that I think about it, I think every 50kg (lightest man-size, which is generous, maybe it should be 25kg) could hinder deviants with this mutation by placing them in the next lower category for DV, Maneuverability, etc. A Vast wing excellent flyer (-25DV) moves down to Large Winged normal flyer (-20DV) if carrying 50kg. This is far more than all the armor in the above example (9kg + 4kg + 1.5kg = 14.5kg) and won't actually affect her, but the rule is there if she's also trying to hold a chest of coins and a comrade while trying to remain aloft. (Sure, it should be based on STR, wingspan, Bernoulli, etc., but this is just off the top of my head. Don't want to make it too complicated. ) Also, for me, flying mutants must be able to maintain at least 6m/rnd (maybe 10?) in order to stay aloft. They don't have to actually move, as some flyers can hover. They just need to be able to maintain the speed with all penalties or they go into a tailspin as described in the RAW. I didn't know bats could hover!videosift.com/video/High-Speed-Camera-Shows-Bats-Can-Hover-Like-Humming-BirdsAgain, I really like the idea of flying mutants. With that said, Someone with Vast wings would be severely hampered on the ground. Maybe 1/4 Movement. At least wing weight will add to encumbrance when on the ground, in my humble opinion. Edit: The book doesn't give an actual wingspan. What should this be? My players would want to know in case I say they can't fit through this doorway but can fit through that one, etc. I have been guilty of this in the past with other games trying to further my view of the story.. Vast.... 12m Large... 10m Medium.. 6m Small......4m Tiny.......2m
Just a thought.
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Post by maxstone on Sept 20, 2013 15:51:29 GMT -8
I would say give her the -62dv. There are enough badies in the game that can hit that dv , it shouldn't be a problem. Besides snipers fully set up are nasty in this game. Also you have rocket launchers and mutations that can cause in direct fire making it easier to hit characters with ridiculous defensive values. I have characters in my game with dv's that high and its not a problem. She wont be able to fly very much underground and it would be really hard to fly at night too. Hey man, what do you mean with that sentence? Maybe I missed some game mechanics for explosives. From what i'm seeing in my actual campaign, a -62 dv is tremendous!! And a rocket launcher only gives +10 to the user SV. Basically it would be a 1-60 SV for the average PC/NPC, and a 1% hit chance to this particular mutant. Even combots would have a hard time hitting it . Time for the laser cannons GM friends?
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Post by aardvark892 on Sept 20, 2013 16:12:05 GMT -8
Providence13, the wings she has are insect wings. She hasn't specified yet, but my guess would be butterfly or dragonfly wings. Honestly, as far as all the other stuff you brought up in your post - it sounds good, but it adds more game mechanics that I think would be necessary. TME stands pretty good on it's own as a relatively rules-light game with tons of potential for just crazy fun, but in my opinion if we started looking too closely at many of the mutations and how they would interact with real life, we'd just end up playing Spycraft 2.0, or Shadowrun 3rd (two of the most crunchy RPG's rules-wise I've ever seen). Also, as far as wingspan, vast should just be vast; bigger than the body of the mutant looks like it should be able to support, almost ridiculously large. Doncha just love science-fiction?
Cheers!
Tim
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Post by rexbannon on Sept 21, 2013 5:49:03 GMT -8
So its a bit of a dick move but i dont care because it levels the playing field but, lets say theres a group of PC's marching across the wasteland and they all have DV's of 50+ . Its pretty hard to hit them directly. But the ground between them has a DV of zero, much easier to hit . The players the take indirect fire damage. I know if you do this that your suppose to roll for the explosion hitting the players but this is ridiculous if you ask me. If a rocket explodes within 10ft of a dozen people directly in the middle of there group they would all be hit , no one would avoid damage in this situation. So explosion are deadly in my world. Grenades and rockets are the ultimate equalizer for me. They are cheap and deadly and i dont mind the players having them and using them in this way too against enemies.
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Post by providence13 on Sept 21, 2013 8:18:09 GMT -8
But the ground between them has a DV of zero, much easier to hit . The players the take indirect fire damage. I know if you do this that your suppose to roll for the explosion hitting the players but this is ridiculous if you ask me. If a rocket explodes within 10ft of a dozen people directly in the middle of there group they would all be hit , no one would avoid damage in this situation. So explosion are deadly in my world. Grenades and rockets are the ultimate equalizer for me. They are cheap and deadly and i dont mind the players having them and using them in this way too against enemies. For precisely machined modern day rockets and explosives, your probably right. Maybe these were rebuilt from other leftovers or are 150 years old and not as reliable. In the MOD, one of the moaners threw a grenade into melee after the PC's freed Rebekah from the bone wall. I did use the SV blast radius. After determining who was hit from the SV rolls, it made a precise picture of where the shrapnel landed and who was in the way to shield others. Maybe the people who aren't hit are just extremely lucky.
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