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Ain Soph Aur ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 ![]() |
Hello,
I was wondering if anyone has tinkered with the parachuting rules for CC. They seem a bit... insanly hard to succeed at. I was thinking of mofidying them as follows: Step 1: an easy test to open parachute, since it's pretty easy to pull a rope TN 2 Modifiers: bad/terrible weather (+2/+4) Parachute opened below minimum safe opening (+1 per 250 meters) Military jump -2 Step 2: Scatter roll: as per rules, base scatter of (opening height in meters) / 2 TN: 6-(opening altitude/100). In the rules, it's 10-(opening altitude/100), which is just too harsh. Modifiers: Bad/Terrible weather (+2/+4) Type of jump: normal +0 low-altitude +2 HALO: +4 Combat landing environnement +2 Extra successes divide base scatter. Step 3: Damage resistance Base: 4M Restricted/Tight landing 6M/8M Resist with Body, no combat pool allowed, half impact armour applies. What changed: Far less likely to die in a parachute attempt, since the opening of the parachute is no longer a Very Big Target Number. Moved some modifiers around, as appropriate for the test. The actual parachute test is a bit easier, since it's 6- rather than 10-. More likely to hurt yourself in restricted or tight landing zones. |
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