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The Dresden Files => DFRPG => Topic started by: fantazero on July 13, 2011, 12:34:01 AM

Title: Robo Hitler, Tanks, and ww2 tech
Post by: fantazero on July 13, 2011, 12:34:01 AM
Need helping statting the following

A Panzer tank

Robo Hitler
(http://bbsimg.ngfiles.com/1/21796000/ngbbs4c92b4d4df041.jpg)

A German Bomber

and
an A Bomb of WW2 type
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: EdgeOfDreams on July 13, 2011, 12:45:47 AM
High guns scores, weapons ratings, and appropriate toughness and strength powers should cover most of it.  A nuke is probably just a plot device though, but there's a thread on here already where people tried to stat one out.

That said, Dresden Files isn't really designed to handle vehicle-scale opponents well.  What's the context for these stats, anyway?
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: fantazero on July 13, 2011, 02:05:12 AM
High guns scores, weapons ratings, and appropriate toughness and strength powers should cover most of it.  A nuke is probably just a plot device though, but there's a thread on here already where people tried to stat one out.

That said, Dresden Files isn't really designed to handle vehicle-scale opponents well.  What's the context for these stats, anyway?

I guess I want to know how a Mortal fights a tank
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Sanctaphrax on July 13, 2011, 02:45:58 AM
An attempt at vehicle rules can be found here: http://www.jimbutcheronline.com/bb/index.php/topic,24744.15.html (http://www.jimbutcheronline.com/bb/index.php/topic,24744.15.html)

I think I'll give this stuff a shot at some point in the near future. Probably tomorrow.
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: CottbusFiles on July 13, 2011, 08:37:14 AM
Need helping statting the following

A Panzer tank

Robo Hitler
(http://bbsimg.ngfiles.com/1/21796000/ngbbs4c92b4d4df041.jpg)

A German Bomber

and
an A Bomb of WW2 type

Look for the "stating up a plane" threat here.
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Belial666 on July 13, 2011, 08:55:57 AM
Panzer I: 7-13 mm steel armor, 2x 7.92 mm machinegins, 30 mph speed, 5 tons weight

skills:
+5 endurance
+4 might
+3 guns
+2 alertness
+1 athletics

powers:
[-2] Inhuman Strength
[-1] Inhuman Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank:  +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher.
[-2] Vehicle Speed: +4 athletics for sprinting purposes on-road, +3 off-road
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators:  it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with two w3 machineguns.



Panzer II 14 mm RHA armor, 20 mm cannon, 7.92 mm machinegun, 25 mph speed, 9 tons weight

skills:
+5 endurance, might
+3 guns
+2 alertness
+1 athletics

powers:
[-2] Inhuman Strength
[-1] Inhuman Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank:  +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher.
[-1] Vehicle Speed: +3 athletics for sprinting purposes.
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators:  it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w4 cannon and one w3 machinegun.


Panzer III 50 mm RHA front, 20-30 mm RHA sides, 50 mm cannon, 2x 7.92 mm machinegins, 20 mph speed (only 12 mph off-road), 23 tons weight

skills:
+5 endurance, might
+3 guns
+2 alertness
+1 athletics

powers:
[-4] Supernatural Strength
[-1] Supernatural Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank:  +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-1] Armor Plates: further +1 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Fleet of Foot
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators:  it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w5 cannon and two w3 machineguns.


Panzer IV 80 mm RHA front, 20-30 mm sides, 75 mm cannon, 2x 7.92 mm machinegins, 26 mph speed (only 10 mph off-road), 25 tons weight

skills:
+5 endurance, might
+3 guns
+2 alertness
+1 athletics

powers:
[-4] Supernatural Strength
[-1] Supernatural Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank:  +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-2] Armor Plates: further +2 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Fleet of Foot
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators:  it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w7 cannon and two w3 machineguns.


Panther 80-100 mm RHA front, 50 mm sides, 16 mm rear, 75 mm long cannon, 2x 7.92 mm AP machinegins, 30 mph speed, 45 tons weight

skills:
+6 endurance, might
+3 guns
+2 alertness
+1 athletics

powers:
[-4] Supernatural Strength
[-1] Armor Piercing Weaponry:  its weapons ignore the first 2 points of armor
[-1] Supernatural Toughness (catch is electricity and attacks in the rear)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank:  +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-2] Armor Plates: further +2 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-2] Vehicle Speed: +4 athletics for sprinting purposes on-road, +3 off-road
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators:  it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w7 cannon and two w3 machineguns.


Tiger I 100 mm RHA front, 80 mm sides/rear, 88 mm cannon, 2x 7.92 mm AP machinegins, 24 mph speed, 56 tons weight

skills:
+6 endurance, might
+3 guns
+2 alertness
+1 athletics

powers:
[-4] Supernatural Strength
[-1] Armor Piercing Weaponry:  its weapons ignore the first 2 points of armor
[-3] Mythic Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank:  +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-2] Armor Plates: further +2 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Vehicle Speed: +3 athletics for sprinting purposes.
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators:  it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w8 cannon and two w3 machineguns.


Tiger II 100-150 mm RHA front, 80 mm sides/rear, 88 mm AP cannon, 2x 7.92 mm AP machinegins, 24 mph speed (12 mph off-road), 68 tons weight

skills:
+6 endurance, might
+3 guns
+2 alertness
+1 athletics

powers:
[-4] Supernatural Strength
[-1] Armor Piercing Weaponry:  its weapons ignore the first 2 points of armor
[-3] Mythic Toughness (catch is electricity)
[+2] Fragile: if the weapon rating of an attack is higher than its endurance, reduce stress alleviated
by each consequence taken by 4 and stress recovery requires extensive repair
[-2] Hulking Size
[-2] Tank:  +1 armor rating vs material attacks, may use endurance to defend vs non-antitank weapons
[-3] Armor Plates: further +3 armor rating in the front and back.
[-1] Dual Guns: as per off-hand weapon training, but don't add extra damage vs armor 3 or higher
[-1] Multi-target: may fire two guns to a separate target with a separate roll, for a -1 penalty to each roll (requires Dual Guns)
[-1] Fleet of Foot.
[+0] Machine Traits: immune to metabolic hazards, mental and spiritual attacks. Subject to hexing, requires operators and fuel
[+2] No Fine Manipulators:  it has no hands or other dextrous limbs and may not perform any actions requiring such
fitted with one w9 cannon and two w3 machineguns.
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Unicorm on July 13, 2011, 06:33:08 PM
When you say "a bomb of WWII type", what kind of bomb do you mean? Do you mean something like a V-1 "Buzzbomb" flying bomb, or more like something dropped from a plane? Either way, stats for a bomb (and not statting up a plane that is DROPPING bombs) could be a simple +3 guns that hits multiple pc's/npc's in an area.

First post ftw.

EDIT: Does anyone else get the feeling there's a DRESDEN Files joke in here somewhere when dealing with nazi's?
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Sanctaphrax on July 13, 2011, 08:33:15 PM
Welcome to the boards, Unicorm.

The pun hadn't occured to me.

For tanks, I'd use the vehicle rules. Durability 7 or so, Maneuverability 1 or so. Weapon 5-6 when used to ram. Mounted with guns rated 3 to 7. Armour 5 or so. Dunno how many passengers. Counts as its own zone.

@Belial: Why not use a Living Dead variant for Fragile and Machine Traits? Also, I think that an aspect and a modified catch could cover No Fine Maniplulators and the rest of Fragile.

Robo-Hitler will be statted as normal Hitler (0 refresh Pure Mortal) with an IoP.
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Belial666 on July 13, 2011, 09:34:18 PM
A tank has limitations because it doesn't have legs or hands - especially for most of its strength power bonuses being unusable. "No Fine Manipulators" is essentially a discount on its might/athletics skill and its strength costs because it can't use them in most situations. Sort of a catch for strength.

"Fragile" on the other hand is similar to (but a bit different than) Living Dead but doesn't work as a catch. Heavy armor might resist a heavy attack but material stress happens and doesn't go away, even if it doesn't appear as actual damage. Hence heavy weapons don't ignore a tank's armor/toughness but filled stress bozes don't go away either. Lighter weapons cause lighter stress that is removable by maintenance mostly - hence stress from them does go away normally.
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: fantazero on July 14, 2011, 12:56:30 AM
When you say "a bomb of WWII type", what kind of bomb do you mean? Do you mean something like a V-1 "Buzzbomb" flying bomb, or more like something dropped from a plane? Either way, stats for a bomb (and not statting up a plane that is DROPPING bombs) could be a simple +3 guns that hits multiple pc's/npc's in an area.

First post ftw.

EDIT: Does anyone else get the feeling there's a DRESDEN Files joke in here somewhere when dealing with nazi's?

Sorry I was typing from my phone.
I meant an A-Bomb
Atom Bomb WW2 yield
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Sanctaphrax on July 14, 2011, 03:07:33 AM
@Belial:

Okay, makes sense.

@fantazero:

Belial666 took a try at statting of nukes a while ago. Link here: http://www.jimbutcheronline.com/bb/index.php/topic,26593.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,26593.0.html)

Hope he doesn't feel as though I'm stealing his thunder by posting this.

Hitler stats next post. I apologize in advance to anyone who is offended, and to the moderators if this is considered inflammatory. (I don't think it will be, judging by my reading of the rules, but my opinion doesn't really count for much.)
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Sanctaphrax on July 14, 2011, 04:51:24 AM
Adolf Hitler (Snorkeling)

High Concept: Fuhrer Of The Reich
Trouble Aspect: Completely Nuts
Other Aspects: The Final Solution, German Aryan Pride, Humble Past, Icon Of Evil, Triumph Of The Will
Skills:
Superb: Presence, Contacts
Great: Resources, Deceit, Discipline
Good: Intimidation, Rapport, Conviction
Fair: Guns, Scholarship, Performance
Average: Empathy, Endurance, Athletics
Stunts:
The Country's Money (Resources): Take a point of sponsor debt for +4 to a Resources roll.
"Good Intentions" (Deceit): +2 to Deceit when faking good intentions.
Best Foot Forward (Rapport): +1 to make a good first impression, failing never backfires.
Madman's Determination (Discipline): +2 to Discipline defence.
I Could Have You Killed (Intimidation): +2 to Intimidation when backed up by soldiers.
Teflon Persona (Presence): Social armour 1 when reputation is known.
Rather Famous (Presence): +2 to Presence for Reputation trapping.
Do Not Speak Until Spoken To (Presence): Use Presence for social initiative.
Leadership (Presence): +1 and -1 time increment to lead.
Stage Presence (Presence): Use Presence for public speaking.
Excellent Speaker (Presence): +2 to public speaking.
Artistic Spirit (Performance): Treat Performance as Fantastic when using it to modify other skills.
The Leader (Contacts): Add a new trapping to Contacts. This trapping allows you to find obedient subordinates with a successful roll.
Minions (Contacts): You may use Contacts to declare the presence of other soldiers.
Dictator Of Germany (Contacts): +2 to Contacts within German politics and public service.
Total Refresh Cost:
-13 (Pure Mortal)
Refresh Total:
0
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Sanctaphrax on July 14, 2011, 05:12:39 AM
ROBOTIC BATTLESUIT [-8]
Description: A robotic battlesuit used by Hitler. Seriously. This is not a joke.
Musts: You must have an aspect related to your possession of this item. Also, you must have at least 40 skill points, Great Discipline, Good Conviction, Good Intimidation, Average Deceit, Average Presence, Average Empathy and a skill cap of at least Superb.
Skills Affected: Many
Effects:
[-0] Purpose. This suit was created to kill people. It will not work for people who are not directly responsible for large-scale death and destruction.
[-2] It Is What It Is. It's a robotic battlesuit. Armour 4. Plus, it's mounted with weapon 6 chainguns and a weapon 4 grenade launcher that affects entire zones. Its fists are weapon 2.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. This item is not easy to hide.
[-2] Hulking Size. It's a big suit.
[-2] Inhuman Strength. Motors in the arms aid the user physically.
[-4] Supernatural Toughness. It's not easy to hurt a guy in a robotic battlesuit.
[+2] The Catch (Hexing). It is machinery, after all.
[-1] Shrug It Off. Use Endurance to defend against Physical attacks.
[-1] Skill-Simulating Systems. The onboard computers (from the 1940s!) of this suit give the suit the following skills. The user may use them instead of his own by taking a supplemental action to switch.
Superb: Guns, Endurance
Great: Might, Discipline, Fists
Good: Intimidation, Conviction, Alertness
Fair: Athletics, Weapons, Investigation
Average: Presence, Empathy, Deceit
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Michael Sandy on July 14, 2011, 06:53:44 AM
Since driving is also used for navigating, perhaps driving would be a more appropriate skill for the suit than deceit.
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Masurao on July 14, 2011, 07:23:45 AM
Since driving is also used for navigating, perhaps driving would be a more appropriate skill for the suit than deceit.

Or one could argue that the Deceit is part of the tactical and strategical modules imbedded :)
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: fantazero on July 15, 2011, 02:51:57 AM
Yes this is awesome!
Title: Re: Robo Hitler, Tanks, and ww2 tech
Post by: Sanctaphrax on July 15, 2011, 03:03:30 AM
Thank you, thank you very much.

Anyway, Deceit is there because I had an extra Average skill slot and needed to fill it with something. Driving is out because Hitler doesn't have it and I think that Beast Change can't raise it.

I'm open to suggestions for replacing it.

PS: I'm not confident about Beast Change not being able to raise Driving. If you think it can, post or PM me with why and I'll consider it.