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Terminator as an RPG...HELP needed
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<blockquote data-quote="ValhallaGH" data-source="post: 4136259" data-attributes="member: 41187"><p>Bulletproof doesn't mean immune to bullets. It just means that bullets do Bashing damage, not Lethal. It's sort of like being a Vampire, though most armored vests can be shot around (heads, legs, arms, etc.), making called shots useful when shooting past body armor. This is explained in the core book at the section on armor (page 166). I think it's the perfect mechanic to represent what you want.</p><p>Average schmoe with a sniper rifle (or shotgun) has a die pool of 5. 4 for the rifle (very high power gun), 2 for dexterity, -1 for no dots in firearms. Against my build, he'd have 1 die that did bashing damage. Against yours he would have a chance die that did lethal. Either one is scarily tough, though mine will recover much faster.</p><p>A talented expert (special forces sniper) will probably have a 4 dex and 4 in firearms. He'll also have a scary rifle (<a href="http://picasaweb.google.com/Nitro2k/M82BarrettSniperRifle/photo#5103725110764440226" target="_blank">barrett light 50</a>) that does 5 dice (8 again). That's 13 dice normally, 9 bashing against mine, 7 lethal against yours. Yours will probably take a nasty wound that will take days to recover, and might be able to take a couple more hits before dying. Mine will take more damage on average, but it will be all bashing, allowing him to recover in a couple of hours and still have no dice penalties.</p><p></p><p>A couple of things:</p><p>1) Dude, it's Storyteller! It works like you want it to, period, the end. Any and every rule is changeable by you whenever you want, however you want. Especially when it comes to not-the-characters. Villains use whatever systems you want them to. Things like the zombie "aspects" are just simple tools to help you tweak your villains to do what you want them to do.</p><p>2) Generally, characters don't get defense against Firearms attacks. This is why guns are dangerous. Unless you're in melee range, the only protections against guns are concealment, cover, and body armor. This is why Terminators don't dodge bullets, they can't do it any better than a normal person.</p><p>3) Defense is the <em>worst</em> of Dex or Wits. If you want schmuck terminators to have a bad defense then give them a 1 in either of those stats and you're done. This will reinforce their schmuck nature, as they'll either be inobservant or poor shots (generally).</p><p>4) Roll out a few test sessions with the bulletproof chassis. You'll be surprised just how long those fellas will last, even the ones that are cinematic mooks (4 health levels). Non-laser guns will be almost useless (but not quite), and in melee the terminator will be essentially invincible thanks to Defense plus Armor. </p><p>5) Extra health levels for most models is just turning them into an unstoppable juggernaut that will kill the entire party easily. A couple of extra levels (two, maybe three, like you did with Vince) will be fine, giving the terminator enough time to escape an ambush or turn the tables (as appropriate) while still making them beatable. Now, having extra health levels for after their meat shell has been blasted off can be fun, from time to time, but is generally a poor design. A better approach is some form of one-time healing, a kind of 'death throe'. Something like this.</p><p></p><p>Utter Determination - When this terminator is killed while carrying out its mission, roll its Willpower one minute later (include wound penalties). The result is damage levels healed, as the terminator reroutes emergency systems to get one last chance at completing its mission. This ability can only be used once without major repairs (-4 Craft roll, extended, 12 successes) being performed, and most terminators don't survive the situation that forced this use.</p><p></p><p>That's my input, anyway. I hope it's still helpful.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4136259, member: 41187"] Bulletproof doesn't mean immune to bullets. It just means that bullets do Bashing damage, not Lethal. It's sort of like being a Vampire, though most armored vests can be shot around (heads, legs, arms, etc.), making called shots useful when shooting past body armor. This is explained in the core book at the section on armor (page 166). I think it's the perfect mechanic to represent what you want. Average schmoe with a sniper rifle (or shotgun) has a die pool of 5. 4 for the rifle (very high power gun), 2 for dexterity, -1 for no dots in firearms. Against my build, he'd have 1 die that did bashing damage. Against yours he would have a chance die that did lethal. Either one is scarily tough, though mine will recover much faster. A talented expert (special forces sniper) will probably have a 4 dex and 4 in firearms. He'll also have a scary rifle ([url=http://picasaweb.google.com/Nitro2k/M82BarrettSniperRifle/photo#5103725110764440226]barrett light 50[/url]) that does 5 dice (8 again). That's 13 dice normally, 9 bashing against mine, 7 lethal against yours. Yours will probably take a nasty wound that will take days to recover, and might be able to take a couple more hits before dying. Mine will take more damage on average, but it will be all bashing, allowing him to recover in a couple of hours and still have no dice penalties. A couple of things: 1) Dude, it's Storyteller! It works like you want it to, period, the end. Any and every rule is changeable by you whenever you want, however you want. Especially when it comes to not-the-characters. Villains use whatever systems you want them to. Things like the zombie "aspects" are just simple tools to help you tweak your villains to do what you want them to do. 2) Generally, characters don't get defense against Firearms attacks. This is why guns are dangerous. Unless you're in melee range, the only protections against guns are concealment, cover, and body armor. This is why Terminators don't dodge bullets, they can't do it any better than a normal person. 3) Defense is the [i]worst[/i] of Dex or Wits. If you want schmuck terminators to have a bad defense then give them a 1 in either of those stats and you're done. This will reinforce their schmuck nature, as they'll either be inobservant or poor shots (generally). 4) Roll out a few test sessions with the bulletproof chassis. You'll be surprised just how long those fellas will last, even the ones that are cinematic mooks (4 health levels). Non-laser guns will be almost useless (but not quite), and in melee the terminator will be essentially invincible thanks to Defense plus Armor. 5) Extra health levels for most models is just turning them into an unstoppable juggernaut that will kill the entire party easily. A couple of extra levels (two, maybe three, like you did with Vince) will be fine, giving the terminator enough time to escape an ambush or turn the tables (as appropriate) while still making them beatable. Now, having extra health levels for after their meat shell has been blasted off can be fun, from time to time, but is generally a poor design. A better approach is some form of one-time healing, a kind of 'death throe'. Something like this. Utter Determination - When this terminator is killed while carrying out its mission, roll its Willpower one minute later (include wound penalties). The result is damage levels healed, as the terminator reroutes emergency systems to get one last chance at completing its mission. This ability can only be used once without major repairs (-4 Craft roll, extended, 12 successes) being performed, and most terminators don't survive the situation that forced this use. That's my input, anyway. I hope it's still helpful. [/QUOTE]
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