Say a normal fastball goes about 75mph and does about 2d6-4d6 normal damage when it hits. After all, most normals with a PD of 2 are going to take some STUN damage (bruises), may get knocked out if hit in the head, and if they are unlucky suffer a broken bone. One way to find out how much a 1400 MPH fastball would be to use the doubling rule (e.g. lift STR doubles for each +5 STR) and say each doubling of velocity is +1D6 of damage. So, by that logic, a 1200 MPH fastball would be 75x2x2x2x2, so 6d6 to 8d6 damage -- probably normal damage, since baseballs aren't sharp. That damage would also be applied as a move-through on the fastball, so assuming it was a normal baseball it would probably be toast. Your ball player could probably take a ranged martial art to represent his accuracy with throwing the ball as well, though the maneuvers would probably focus more on +OCV than on +DCV, and you might want to add an advantage to make it boostable by STR.Originally posted by Michael Hopcroft
How muich damage would a 1400 MPH fastball do? If it missed, would it do the same damage to whatever it did hit (It's got to hit SOMETHING)? Can it be Missile Deflected like a bullet? is it an EB or a RKA? To be useful in combatm woudl fastabll have to develop some other "pitches"? Most importantly -- can a baseball survive being thrown at that speed?
Alternatively you could look at the STR chart and see what STR you'd need to throw a ball at that speed (translate 1400 MPH to a number of hexes per phase, and find out how much STR is needed to throw an object that takes -25 STR to lift that far) and then use that STR level as the basis for the number of dice in the attack. I'd still call it normal damage that would destroy a normal baseball, though.

Reply With Quote

Bookmarks