Or: A Blog, at Last
I finally get around to posting on this site, and today the subject is on the matter of momentum. In this case the role momentum plays in Infinite Adventures.
For this we start with page 221 Mythus where we read in part on the subject of overpowering a foe that it is a contest between the aggressor’s skill with Physical Combat, non-Lethal versus the defenders. Which is fine as far as it goes, but it doesn’t concern itself with matters such as that angry pot roast running over the HP. Though it does have a useful chart on P. 222 where we get a list of weight differences and the corresponding DRs. For you I present, Attack to Overpower DRs:
|Weight Differences||Difficulty Rating|
|51 or Higher||Easy|
|26 to 50||Moderate|
|-25 to 25||Hard|
|-26 to -50||Difficult|
|-100 to -51||Very Difficult|
|-101 t0 -500||Extreme|
|-501 or less||Can’t be overpowered|
Now this is for the attacker, though it can be adopted for the defender. In the case of the HP getting run over by the ticked off male bovine the bull, being a one ton animal against a 200 pound human would get a DR of Easy to his base chance of -I think- 40%, which I am winging. The HP since he’s some 1800 pounds less than the bull has really no chance of “resisting” so the best he can hope for is for his attacker to roll either a failure or a special failure. Or for maybe some kindly power to grant his request through the use of Joss to make it easier for the attacker to fail -I’d make that a 6 point request under most conditions.
This is using the standard DRs, using the optional 4, Very Easy; Routine; Complex; and Very Hard, does mean some extra work, but I’ll get down to it after this gets posted and put the augmented table in that post.
Now on P26 of volume 2 of the Hero System’s 6th edition we have the mechanics for someone dealing with a moving object. It is written for one person dealing with the problem, but it really isn’t all that hard to adapt it to my way of doing things. Now on P100 of volume 2 we learn that movement adds damage to an attack. But in this case since damage is only incidentally involved we going to have to have it supplement another factor. In this case weight. Now momentum is basically mass x velocity. What with the bull massing about one metric ton -1,000 kilos- and moving at 20 MPH -32,187 meters- or 8.9 meters a second. So 1,000 times 8.9 meters a second gives us a figure of 8,900. So Ferdinand’s momentum in this case comes to to be 8900 kilos, which I’ll set at 4450 pounds being inaccurate. What it comes down to is, our HP is going to get knocked on his ass unless he either gets lucky, or he manages to sweet talk some deity into intervening on his behalf. In Infinite Adventures you are just not going to get any of that video game crap where the smaller party incredible proves to be immovable. Though he may have the training he needs to redirect an attacker, much as elder Asian gents use their skill to put North American brown bears flat on their back.
So for our purposes let’s say the attacker gets to multiply his mass by his speed, and then convert the result to pounds if you like.
And then I learn that the calculator I used for my calculation can be used with pounds and MPH, which gives us some 59,000 pounds in feet per second. Which is even worse I think. So should some player tell you that he’s going to use his HP’s mystical Dumb Dweeb Skill to stop that bull in his track; roll the dice, apply the result, then schedule a session so the player in question can design a replacement for Mr. Grease Smear.
You know, I think this would work, I just need to make it comprehensible and flesh it out. So I may have a new mechanic for IA, with the help of Steven S. Long.