Crushing thoughts

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Glistam
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Re: Crushing thoughts

Unread post by Glistam »

I believe the damage is 1d4 MD per 100 lbs of weight. So depending on rolls, it could safely support up to 600 lbs. Above that (700 to 2,400 lbs) you'd run the risk of the damage rolls exceeding the MDC of the helmet.
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sasha
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Re: Crushing thoughts

Unread post by sasha »

You probably would find a better cannon answer than a canon answer in this situation. ;-)
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Iczer
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Re: Crushing thoughts

Unread post by Iczer »

Simple. Don't use crushing damage with TK.

The rules don't support it, except via some very liberal interperetation, and the game designer detests the idea (in as far as has been expressed on similiar topics)

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Re: Crushing thoughts

Unread post by Noon »

It's not exactly binary. You don't have to have ALL realism, or ALL non suck for players.

Just decide on a percentage, like 75% non suck for players, 25% realism. For that you might have crushing, but at about a quarter the strength you would do realistically.
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Talavar
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Re: Crushing thoughts

Unread post by Talavar »

Eh, I'd let a player use Super-tk to crush people, simply because the cost it would take balances it. To kill someone in decent armour you're looking at 60 - 100 ISP, so it's not terribly cost effective. And as a game mechanic, it's certainly better than a psychic just spamming biomanipulate until everyone fails their save.
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Talavar
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Re: Crushing thoughts

Unread post by Talavar »

Rogue_Scientist wrote:
Talavar wrote:Eh, I'd let a player use Super-tk to crush people, simply because the cost it would take balances it. To kill someone in decent armour you're looking at 60 - 100 ISP, so it's not terribly cost effective. And as a game mechanic, it's certainly better than a psychic just spamming biomanipulate until everyone fails their save.


Super TK lasts 2 minutes per level of experience. Additionally, even if you count a crushing attack as 2-3 objects, over 1-3 melees a mid-level Mind Melter with say, 5 attacks per melee, could mow through a crap-ton of body armored opponents for "only 60-100 ISP".

Over protracted combat, it could be one of the most ISP-efficient attack methods available.


That's true, I forgot about the duration of Super TK when I made that post. Hmmm.

I'd still consider allowing it, simply because mages can do some ridiculous things as well given 100 ppe & the right spell or spells. I mean, deathword will kill almost any human for 70 ppe, whether they save or not. Sorcerous Fury is only 70 as well. The elemental spell tornado can still kill more armoured regular people than using super TK in this manner, and it only costs 80 PPE.
- If I never hear real world military buffs complaining about Rifts weapons technology again it'll be too soon
- Rifts isn't Warhammer 40K. Try to remember that.
- In vino veritas, and I am hammered!
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