Skimming Stones, Skim, Skim, Skim, Skim, Skoosh |
Skimming Stones, Skim, Skim, Skim, Skim, Skoosh |
Sep 25 2004, 05:44 PM
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#1
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Shooting Target Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
If a character (or anthroform drone) falls from a fast speedboat, what happens? The closest rules I can find to this are in rigger 3 regarding side-swiping barriers, but they assume that a vehicle goes through a barrier if it does sufficient damage to break through, which is kindof the opposete effect from what we want. Now, I'm aware that unless the character is particularily skillful (and wears jet-skis or similar) they're probably dead and everything else is just GM's description. But what about characters who are wearing jet-skis and are that dammn good? My answer: If you do side-swipe the water, reverse the rules about breaking through it. If you *do* do enough damage to break through, you in-stead are skimming on the surface. If you don't do enough damage to break-through, you have slowed enough and no-longer skim. Seem fair? The problem is: What should the effective collision power be? What should the barrier rating of the water be? Anybody care to help me complete this example?
Any ideas for what the variables X, Y, and Z should be? |
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Sep 25 2004, 05:56 PM
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#2
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Anything that falls onto the water will press into it, more or less. It has a LOT to do with the shape and texture of the object. There will be a drag per surface area touching that related to the angle at which the surface is towards the direction of travel and the material and surface properties of the object. The angle and amount of surface are determined by mass, shape, and position of the object as it hits.
So basically giving a fix factor of any valve in the place of "*10" [EDIT: or for X, Y, or Z] is an order of magnitude or more bulldrek than the SR explosives calculation formulas. Just watch some waterski jumping sport, powerboat racing, or the like to get a feel for how humans and objects look and they crash. Then make it all up in a fair way that makes the game fun. Then pat yourself on the back for doing your GM job helping people enjoy the game. |
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Sep 26 2004, 11:58 AM
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#3
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Neophyte Runner Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
Personally I would just make a statement. He skims for 70 meters and dam the mechanics.
If you really want the mechanics remember, a more regularly shaped object will skim longer (skipping stones need to be flat), density is just as important as mass (large light stones work better than small heavy ones), angle of incidence is very important (and I think the coision rules make power less with a low angle), waves make skipping unlikely) The way I would do it if I was going to would be divide the objects movement into 2 parts, horizontal and vertical. The barer rating is determined by a formula based on forward motion speed, use down wood speed (quite slow in your example) to determine impact power. Damage level will be modified based on object shape and water movement (the more regular each is the lower the damage code.) now apply the rules as stated in R3 and you should get the effect you want Edward |
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