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Old 08-20-2014, 05:47 PM   #11
simply Nathan
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Default Re: heavy metal damage.

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Originally Posted by Gold & Appel Inc View Post
You mean besides the area spells like Mass Stun that they already have access to by RAW DF (used to good effect when my PCs fought another delver group that included a Bard and bunched up for a turn in my last DF game)..?
My definition of "attack spell" is "spell that causes HP damage" not "any spell with offensive applications", so more like Concussion emanating from the bard or what D&D calls a sonic damage type attack.
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Old 08-20-2014, 05:51 PM   #12
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Default Re: heavy metal damage.

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My definition of "attack spell" is "spell that causes HP damage" not "any spell with offensive applications", so more like Concussion emanating from the bard or what D&D calls a sonic damage type attack.
The Secret Spells for the Brotherhood of Echoes in GURPS Magical Styles: Dungeon Magic has some of this kind of thing.
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Old 08-20-2014, 08:47 PM   #13
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Default Re: heavy metal damage.

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My definition of "attack spell" is "spell that causes HP damage" not "any spell with offensive applications", so more like Concussion emanating from the bard or what D&D calls a sonic damage type attack.
So give Bards damaging Sound spells such as Concussion if you want to? This isn't TL 4 rocket science...
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Old 08-20-2014, 08:53 PM   #14
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Default Re: heavy metal damage.

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So give Bards damaging Sound spells such as Concussion if you want to? This isn't TL 4 rocket science...
Still less metal than summoning a flaming zeppelin to crash into your foes.
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Old 08-20-2014, 09:46 PM   #15
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Default Re: heavy metal damage.

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Still less metal than summoning a flaming zeppelin to crash into your foes.
It's harder to light lead on fire to render such a lethal projectile.


(I assume that's where you were going.)
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Old 08-20-2014, 09:56 PM   #16
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Default Re: heavy metal damage.

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It's harder to light lead on fire to render such a lethal projectile.
"Bring it on Home" is the hardest direct damage solo. It's like six or eight buttons or something like that, I forget.
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(I assume that's where you were going.)
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Old 08-21-2014, 05:52 AM   #17
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Default Re: heavy metal damage.

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Your PC/NPC might be better off taking an innate attack as an alternative to the TK.
Wouldn't be so sure. I can think of many ways to break such high levels of magnetic TK, like deflecting cannon balls with a giant plate shield.
Or levitating with a metal platform.
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Old 08-21-2014, 06:23 AM   #18
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Default Re: heavy metal damage.

Is it sad that I thought it was about Mercury or other similar materials?
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Old 08-21-2014, 09:14 AM   #19
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Default Re: heavy metal damage.

I'm not sure about using real throwing rules. ST 100 deals 11d thrust damage, throwing something that weighs half as much as your BL deals thrust damage, and I'm not sure 38.5 is enough average damage. Consider a human wearing DR 28 on their torso and DR 4 on the lowest other location: for large-area injury, this is about 38 damage vs. DR 16, so 22 penetrates. That isn't even necessarily lethal. A human with 12 HP and 12 HT has an excellent chance of surviving this. Does that make sense?

Let's model it as a collision instead. 1000 pounds is 80 HP... if the super can throw it 80 yards (and they can), does that mean the velocity is 80? I'll just assume so. That yields... yikes. 64d. That's the kind of number I was looking for. Of course, if the super can't get it moving at 40mph, adjust the velocity appropriately and recalculate, but if 64d of heavy metal damage isn't enough for you, I just don't know what is.
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Old 08-21-2014, 11:45 AM   #20
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Default Re: heavy metal damage.

Move 80 is about 160 mph. Of course getting hit by a small car at that speeds is going to shoot the victim soup quite a distance.
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