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Damage taken when in a building that colapses??
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garhkal
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PostPosted: Wed Jul 13, 2011 7:39 pm    Post subject: Damage taken when in a building that colapses?? Reply with quote

I am thinking of writing a module where part of the goal is to colapse an enemy building (while some high level officers are in there), but as with everything else i try to plan out what might happen if the PC's were also in there.

So how much damage would they take?
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CRMcNeill
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PostPosted: Wed Jul 13, 2011 8:07 pm    Post subject: Reply with quote

How big is the building? Scale? D rating? What is the source of the damage that collapses it? If you had that info, you might be able to apply the passenger damage rules from vehicles. Granted, the building isn't going to get into a crash, but several tons of ceiling collapsing on characters would likely deliver a similar energy effect.
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jmanski
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PostPosted: Wed Jul 13, 2011 9:40 pm    Post subject: Reply with quote

Damage of the falling building would depend on how many floors and on which floor you are on, I would imagine.
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Hellcat
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PostPosted: Wed Jul 13, 2011 9:53 pm    Post subject: Reply with quote

Would depend on the collapse and the size of the building and type of construction material I'd think. Like a fifty story, masonry and steel girder building facing a total collapse where the floors pancake downwards then I'd say death. A single story plywood shed then they might be lucky to escape without any damage while at worse they'd probably just suffer single wound damage. Most likely there they'd at least take stun damage. If the building collapsed in such a way so as to produce a pocket then they might be really lucky to escape unharmed and lucky to escape with stun damage. Most likely wounded or wounded twice to incapacitated if a pocket saved them.

Probably use a combination of the door type and falling damage to get damage in a building collapse. Like say a building is 3-6 meters tall and made in such a way to be equal to a standard wooden door. Ok, so that's 2D for falling 3-6 meters and 2D for a standard wooden door. So the damage of the collapse is 4D. Still say the building is made equal to a standard wooden door, but now it's 19-30 meters tall. So it's now 2D + 5D, so the collapse does 7D damage.
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Fallon Kell
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PostPosted: Wed Jul 13, 2011 10:10 pm    Post subject: Reply with quote

I can't provide an estimate without knowing what kind of building, how big, and how they're bringing it down.

I would suggest that a demolitions or survival roll could be made to determine the safest places to be when the building comes down and thus reduce damage.
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Bren
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PostPosted: Wed Jul 13, 2011 11:39 pm    Post subject: Reply with quote

Hellcat wrote:
A single story plywood shed then they might be lucky to escape without any damage while at worse they'd probably just suffer single wound damage. Most likely there they'd at least take stun damage.
And the stun might actually just be from all the debris getting in their way.
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PostPosted: Thu Jul 14, 2011 12:19 am    Post subject: Reply with quote

I never came up with any equation or complex rule for that and just wing it on stuff like that. I just come up with damage level depending on how dangerous I want to the experience to be for that point in the story and hand-wave the circumstances they happen to have in the room/area they happen to be in.

I think one PC group I ran may have been caught in an Imperial Garrison when it was destroyed one time. I distinctly remember one PC group getting caught inside Chalmun's Cantina when it exploded. Even the guy with the 1D+1 armor was wounded but no PCs died.
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garhkal
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PostPosted: Thu Jul 14, 2011 6:19 pm    Post subject: Reply with quote

I am looking at a 10-13 story ferro crete office like building..
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Fallon Kell
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PostPosted: Thu Jul 14, 2011 10:15 pm    Post subject: Reply with quote

If the building's being brought down with explosives or something like that, I'd say about 8D damage on the lower floors, 6D in the middle, and 4D up top...
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Esoomian
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PostPosted: Thu Jul 14, 2011 11:28 pm    Post subject: Reply with quote

Isn't there a rule in the starship damage table for characters onboard the starship taking damage when the starship takes damage?

Could that rule be adapted/extrapolated for this sort of situation?
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Bren
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PostPosted: Thu Jul 14, 2011 11:42 pm    Post subject: Reply with quote

RAE page 129 wrote:
Vehicle is .................. Passenger suffers:
Lightly damaged ........................ 1D
Heavily damaged ....................... 3D
Severely damaged ..................... 6D
Destroyed ................................ 12D
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CRMcNeill
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PostPosted: Thu Jul 14, 2011 11:48 pm    Post subject: Reply with quote

Another key factor is, what kind of damage do you want to have the characters exposed to? IRL, anyone in a collapsing building is likely to require rescue personnel and medical attention unless they are incredibly lucky.
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Bobmalooga
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PostPosted: Fri Jul 15, 2011 7:33 am    Post subject: Reply with quote

Do it like a thermal detonator. Chances are they aren't going to be at the point of detonation (although with my players....) Making successful running and dodge rolls should place them out of harms way, although it'll leave them trapped in the rubble or in pockets of the building where they can try to figure a way out.
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jmanski
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PostPosted: Fri Jul 15, 2011 4:47 pm    Post subject: Reply with quote

Perhaps it could be a sliding scale:
very poor running and dodge = full damage, character completely trapped
while great running and dodge = no damage, character not trapped
Any rolls in between would result in less damage and less entrapment.

Of course, you'd have to define maximum and minimums for damage and entrapment.
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garhkal
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PostPosted: Fri Jul 15, 2011 5:48 pm    Post subject: Reply with quote

Esoomian wrote:
Isn't there a rule in the starship damage table for characters onboard the starship taking damage when the starship takes damage?

Could that rule be adapted/extrapolated for this sort of situation?


Thats land based vehicles.. If on a ship and it goes boom, you die.

Quote:

Perhaps it could be a sliding scale:
very poor running and dodge = full damage, character completely trapped
while great running and dodge = no damage, character not trapped
Any rolls in between would result in less damage and less entrapment.

Of course, you'd have to define maximum and minimums for damage and entrapment.


Thanks. Which is where i am having the hard time thinking of what it should be.. At TD level, most pcs i have seen can soak most of it on a force point. BUT push it higher and those few techie/pilot other types with 3d or less get squished too easily.
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