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gods among men...


Vondy

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I'm thinking about running a game in a fantasy world (a more mundane fantasy world without the standard demi-humans and magic that is subtle and required to have invisible power effects) in which the "gods" are not gods at all, but rather, are superhumans, who remain few in number. They will have fairly narrow power concepts, but will definately be potent. I'm curious what power levels people would use. Would you just go with standard supers, or something a tad lower?

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Re: gods among men...

 

I think if you stuck a well-designed 350-point super up against an average medieval/pre-medieval human, there's no doubt that the super would seem like a god.

 

A brick (Mars/Ares?) with 15 rPD/30 PD and 30 CON is pretty much invulnerable to 2d6 KAs (trained swordsmen) and pretty hard to hurt with even 4d6 KAs (berzerkers with big axes). An energy projector (Apollo?) with a 12d6 EB will kill an average 2 PD/10 BODY human in one shot, and hurt even an armored warrior (assuming something like 10 PD, 35 STUN) -- an average STUN roll of 40ish will drop him to 5 STUN in one shot, and a decent roll will KO him. I suppose it depends on what the average/max DCs and defenses are going to be in your campaign, but I don't know how many FH campaigns get much higher than that.

 

In a Champs game I used to play, it was assumed that the gods of old were once real people, supers like we see today. So yeah, 350-points seems pretty reasonable to me. :yes:

 

Bill.

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Re: gods among men...

 

I dont know if decreasing DEF is really necessary, if you use hit location rules or a stun multiplier die. Enough fanatical normals can create problems for many supers. And this is not to mention the possibilities presented by 'subtle' magic.

 

Say a god typically has 40 PD, half of which is resistant. Further say that his base OCV/DCV is 8, and he has 2 OCV only levels, and 2 levels that can be applied either way.

 

Say an elite arbalest (2D6 Killitg Damage) armed soldier, has a base dex of 14, 1 Accuracy level, and 2 PSL vs Range. The Arbalest itself has 2 more PSL vs Range built in. Then, if he Sets and Braces, he will gain another OCV, and 2 more PSLs vs range, for a total of 7 OCV, and +6 OCV vs Range.

 

First, lets work out how much damage the Arbalester does, on average, if he hits.

 

The average hit against 40 PD (20 of which is Resistant) by a 2D6 Killing Attack, with a 1D6-1 Stun Multiplier, will be the result of all 216 possible combinations rolled on those 3 dice against that PD/rPD divided by 216.

 

Stun Damage results on 216 rolls of 2D6 Body Damage with a 1D6-1 Stun Mult :

(Expressed as Number of Results x Raw Amount of Stun Damage

STN mult : _1_____1_____2_____3_____4_____5

_2 Body : 1x_2 : 1x_2 : 1x_4 : 1x_6 : 1x_8 : 1x10

_3 Body : 2x_3 : 2x_3 : 2x_6 : 2x_9 : 2x12 : 2x15

_4 Body : 3x_4 : 3x_4 : 3x_8 : 3x12 : 3x16 : 3x20

_5 Body : 4x_5 : 4x_5 : 4x10 : 4x15 : 4x20 : 4x25

_6 Body : 5x_6 : 5x_6 : 5x12 : 5x18 : 5x24 : 5x30

_7 Body : 6x_7 : 6x_7 : 6x14 : 6x21 : 6x28 : 6x35

_8 Body : 5x_8 : 5x_8 : 5x16 : 5x24 : 5x32 : 5x40

_9 Body : 4x_9 : 4x_9 : 4x18 : 4x27 : 4x36 : 4x45

10 Body : 3x10 : 3x10 : 3x20 : 3x30 : 3x40 : 3x50

11 Body : 2x11 : 2x11 : 2x22 : 2x33 : 2x44 : 2x55

12 Body : 1x12 : 1x12 : 1x24 : 1x36 : 1x48 : 1x60

 

So.. the following resutls actually do STN to the 40 Def target, after defences :

 

2x 11 Body, 44 Stun hits (4 taken per hit, 8 total)

1x 12 Body, 48 Stun hit (8 taken per hit, 8 total)

4x _9 Body, 45 Stun hits (5 taken per hit, 20 total)

3x 10 Body, 50 Stun hits (10 taken per hit, 30 total)

2x 11 Body, 55 Stun hits (15 taken per hit, 45 total)

1x 12 Body, 60 Stun hit. (20 taken per hit, 20 total)

 

Or a grand total of 0 Body, and 131 Stun. Each arbalest hit, then does an average of 131/216 (0.6065) Stun to a 40 DEF target.

 

Now lets work out the Arbalester's chance of actually hitting.

 

If the Arbelester is within 64 meters off from his target (32 Hexes, -6 due to range) he will be firing at his maximul OCV of 7. He will hit the god on a 10- at this range, if the god does not use his levels defensively. So, the chances of hitting against a DCV 8 god :

 

Range : Roll : Odds

___0-32 : 10- : 108 in 216 (0.50)

__33-64 : _8- : _56 in 216 (0.26)

_65-128 : _6- : _20 in 216 (0.09)

129-150 : _4- : __4 in 216 (0.02)

 

To get the odds of hitting a DCV 10 god, just move to the next farthest range Braket.

 

SO...

 

Multiplying the average hit damage by the hit probablility will give us just how much damage the arbalester will do to a god (mathematically).

 

10- to hit : 131/216*108/216 = 14148/46656 = 0.303

_8- to hit : 131/216*56/216 = 7336/46656 = 0.157

_6- to hit : 131/216*20/216 = 2620/46656 = 0.056

_4- to hit : 131/216*4/216 = 524/46656 = 0.011

 

 

 

AND (finally)...

 

The arbalesters will not be coming into this alone. They will come by the company, and the fractional stun listed above is per arbalester.

 

Example : The colonel of a regiment (800) of arbalesters has arrayed his troops in 4 ranks on a hillside overlooking the field of battle, spacing the ranks far enough apart (8 meters) that each one may fire over the ones ahead, and into the field. Each rank consists, then, of 100 arbalesters and 100 shield men, and runs has about 100 meters of frontage. The overall formation then, is 100 meters by 32 meters (50 by 16 hexes). A god decides to charge the regiment straight on. The Colonel orders the captians of each rank have their men fire at maximum optimum distance (64 meters) as the target approaches, thus breaking the regiment's fire into 4 volleys, one fired when the god is 64 meters from the front rank, another when he is 56 meters from teh front rank (and 64 from the second), a third at 48 meters from the front rank (64 from the third) and the last at 40 meters from the front (64 from the last rank).

 

All in all, the god will be shot at by 400 arbalesters at a range of 64 meters. The god has put his levels into DCV, and so is DCV 10. The arbalesters therefore will do an average of 0.157 damage each, or 0.157*400 total. The god takes 63 stun and probably falls unconsious 40 meters from the front rank of arbalesters. If his defences are persistent, he is still nigh impossible for the regiment to actually do body to, but he wont be waking up anytime soon, as he will be 0 DCV and take double stun from every attack that hits him. If his defences are not persistent, he is probably dead, because the regiment WILL put another volley into him ASAP, and then detail a squad with sledge hammers to pound his head like a railroad spike til the clergy (opposing)comes takes him away.

 

 

And this is a 40 PD Super, which is a pretty high PD. Of course, it was also a brick who tried to just bull through 400 heavily armed, well trained normals. If he were a slightly more clever energy projector with a nice, long ranged, AoE, the regiment would have been in serious trouble.

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Re: gods among men...

 

When I ran my Atlantean Fantasy campaign (David Gemmell inspired) I used 200 base + 100 disads, but did not permit persistant rPD and rED for starting players, and set the limit for non-persistant rPD and rED at 15. Max SPD was 6, average was 4 for PCs. I did not place a point limit on powers, but judged on a case by case basis. I also allowed free equipment using my home-brewed version of resource points.

 

The net effect was that an Atlantean was only in real danger in one on one combat from another Atlantean, a stunned character was in trouble, and fantasy bestiary monsters (or groups of well armed, well trained humans) were still a real threat. The characters could manage impressively god-like feats (Megascale weather control and change environment, powerful illusions, etc), and a few characters could manage Monkey-King style attacks on entire armies of non-Atlanteans.

 

A higher power Gods game would also have worked; I may try it some time.

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