Rifts Brawling
rifts brawling
Supernatural P.S. 31 to 35: Inflicts 5D6 S.D.C. on a restrained punch, 4D6 M.D. on a full strength punch, or 1D4xlO M.D. on a power punch (2A).2D4x10 power slam body block (4A) -1 init-2 attack 31 feet knock back, Runnig power leap(4A) 186’long 124’ high, 3d4X10md Running power ram, 2D4x10 md two handed power punch, 2 handed power pull 124 feet (4A)
P.S. bonuses are added only to S.D.C. attack
power slam x2 power attack
running power ram x3 power attack
2 handed power punch x2 power attack
supernatural ps jump one foot per ps 1 attack
POWER ATTACKS
Note: Unless stated otherwise. all Power Anacks use up four melee actions/attacks, so even experienced superbeings with numerous attacks will not be able to perform more than one or two Power Anacks per melee round. Rampaging superbeings will perform as many Power Attacks as they can each and every melee round (typically one or two). Any melee actions left afterwards are used to take new actions or to punch and make more destruction. Brawlers will always perform at least one Power Attack each melee round and use whatever attacks are left a bit more strategically (unless it is an all-out slug-fest. then as many Power Attacks as possible will be used).
Furthermore. the character (especially low level ones with only 4-6 attacks per round) may have to use this attack at the beginning of a round before he uses up his melee
actions.
Once all anacks/actions are used up in thai round, the berserk or brawling character can only parry or dodge (using
up his actions for the next round), hide, or stand and take damage (often the laner). Remember, all damage is half when used in a brawl.
Normal Throwing
Normally a character can not throw more than he can carry.
Normal Effective Throwing Range by Strength Object Normal Extraordinary Supernatural for Humans Superhuman Strength
P.S= -------------------- 20·--------------ext 30 -------super l8-Up
Up to 1 lb. Object ----50 feel --------200 feet -----300 feet
Up to 10 lb. Item -----------------------100 feet -----200 feet
Up to 100 Ib item ----------------------50 feet -------100 feel
Up to 200 Ib item ----------------------10 feet -------30 feet
Greater weights - see below
Dart --------------------30 feet ----------60 feet -------100 feet
Throwing Axe --------80 feet --------150 feet------- 300 feet
Javelin ----------------300 feet --------400 feel ------500 feel
Spear -----------------100 feet --------150 feet ------200 feet
Knife -------------------40 feet ---------80 feet --------200 feet
Sword ------------------15 feet ---------30 feet --------60 feet
Optional: Add one foot (0.3 m) to the effective range for every P.S. point e.g.• Human P.S. 24 add 24 feel (7.3 m).
Note: Objects such as swords, bricks, bottles, chairs, doors, trees, cars and similar items are not designed for throwing. Consequently, the effective range is limited regardless of the strength behind it because the item is not aerodynamic.
Darts, knives and throwing axes are designed for throwing, but don't have the weight or balance for great distances. The same is true of most objects weighing less than half a pound. Javelins, more so than spears, are designed for distance throwing.
Miscellaneous items weighing over a pound (0.45 kg) and less than 10 pounds (4.5 kg), such as chairs, stools, lanterns, etc., can be thrown about half as far as the one pound (0.45 kg) object.
Throwing Greater Weights:
Normal and Extraordinarily Strong characters can hurl a weight equal to the weight he can carry four inches per each P.S. point. This means the person with a P.S. 9 can toss 90 Ibs (40.5 kg) up 10 2 1/2 feet (0.6 to 0.75 m) away. The hero with a P.S. of 17 can toss 340 Ibs (154 kg) up to 5 feet, 6 inches (1.75 m) away.
Superhumanly Strong Characters can hurl a weight equal to the weight he can carry eight inches per each P.S. Point. This means the hero with a superhuman P.S. of 17 can toss 3400 Ibs (1530 kg) up to 11 feet (3.3 m) away.
Supernatural Characters can hurl their maximum carrying weight one foot (0.3 m) per P.S. Point. So a supernatural character with a P.S. of 24 can hurl an incredibly heavy object (up to 7200 Ibs/3240 kg) an impressive 24 feet (7.3 m).
Damage from Heavy Objects: 1D6 +1D6 points per every 20 pounds (9 kg), so a 100 pound (90 kg) item will inflict 6D6 points of damage! A thousand pound (900 kg) object 6D6x10!!
Power Lift & Throw
This power enables characters with Extraordinary, Superhuman and Supernatural Strength to throw heavier objects much greater distances. Normally, the character can not carry or throw as much weight as he can lift. However, in this case, the character can lift a weight up to his maximum weight lifting tolerance and heave it away or at somebody. This means the character may be able to lift and throw a boulder, automobile, (incapacitated) robot, etc.
Throwing Range:
Extraordinary P.S.: Double the norm.
Superhuman P.S.: Double the norm.
Supernatural P.S.: Double the norm (triple if a Mega-Hero).
Cost: Four melee actions/attacks.
Saving Throw for Targeted Victims: Dodge at +2, because they can see the superbeing as he lifts, strains and looks or motions their way a second before he throws. Also, it takes 4-6 seconds to lift and hurl the heavy Object, leaving the character open to two attacks, without defense, from anyone opponent during that time! Or gives likely targets a chance to take cover or try to run out of range.
Bonus to Strike: None! Unmodified die roll only when throwing the huge, heavy item (car, boulder, etc.) at a small target (anything smaller or lighter than the item being thrown). Will automatically hit huge, slow moving or stationary targets like a tank, ship, house, wall, etc., unless a 5 or lower is rolled. 1·5 means the toss either missed or fell short.
Damage from Heavy Objects: 1D6 +1D6 points per every 20 pounds (9 kg), so a 100 pound (90 kg) item will inflict 6D6 points of damage! A thousand pound (900 kg) object 6D6x10!!
Damage to a human being or animal getting picked up and tossed is ...
4D6 damage if tossed comparatively gently.
1D4x10 If tossed aside, but not very far.
1D6x10+6 if thrown hard (probably a 100 ft/30.5 m or more).
2D4x10 +P.S. damage bonus if tossed with all his might. Half damage if the humanoid is giant-sized (12 ft/3.6 m or bigger) or weighs more than 1000 pounds (450 kg). In addition, the thrown character also loses initiative (the attacker has it), loses two melee actions/attacks (the time it takes to get his wits and back on his feel) and has a 01-70% chance of dropping whatever he was holding at the time. Characters who can fly, teleport. or become weightless (and perhaps a few others) can stop themselves before impact and avoid laking any damage, but lose one melee action. Alternative use of the Power. It the character can lift the object, he can also turn it on its side or flip it over. Same cost.
Improvised Power Club
The enraged superbeing can pick up any large or heavy Object, equal up to his maximum carrying weight and use it as a bludgeon or battering ram. The weapon does additional damage as noted below. For an item not listed, use this as a guideline.
Automobile, Small (subcompact?): 104xl0 +P.S. damage.
Automobile, Mid·Size: 106x10 +P.S. damage.
Desk: 506 +P.S. damage.
Couch or Bed: 306 +P.S. damage.
Easy Chair or Door: 306 +P.S. damage.
Lamp Post or Tree: 606 +P.S. Damage.
Mail Box or Telephone Booth: 306 +P.S. damage.
Tank Turret or Cannon: 104xl0 +P.S. damage.
Table, Large: 406 +P.S. damage.
Humanoid: Ordinary Person: 206 +P.S. damage; the human
club also takes the same amount of damage that is
dished out.
Humanoid: Superbeing who is Invulnerable, has Extraordinary P.E. or can Alter form into something hard and durable: 3D6 +P.S. damage; the superhuman-club takes 2D6 damage with every hit.
mdc object does punch damage +ps bonous object takes 2d6 md unless designed as a weapon
Cost: First the character must find such a weapon and may have to spend four melee actions/attacks to knock or tear one down for himself.
Each attack/strike with the giant weapon counts as two melee actions and probably requires the use of both hands to wield.
Power Slam/Body Block This is when the superbeing gears up with all his strength and girth and slams into his opponent or an object (wall. door, etc.).
Cost: Four melee actions/attacks.
• Against a living opponent this attack inflicts 5D6 +P.S. damage bonus (double damage to ordinary people's or animals), plus will knock any opponent weighing less Than 400 tbs. (l eo kg) off his feel and send him flying one foot (0.3 rn) for every P.S. strength point (double for ordinary people and small animals). The victim of the Power Slam also loses initiative (the attacker has it), loses two melee actions/attacks (the time it takes to get his wits and back on his feet) and has a 01-60% of dropping whatever he was holding at the time of fierce impact. Note: Giants and characters weighing more than 400lbs (180kg) take full damage, are staggered, but only lose one melee action, both attacker and opponent re roll for initiative and there is only a 01-25% chance of Ihe victim dropping whatever he was holding at the time of impact.
• Against wheeled objects, the character will inflict the damage as noted and will cause it 10 roU forward or backward, depending on which end was slammed.
Extraordinary P.S.: One foot (0.3 m) per P.S. point.
Superhuman P.S.: Two feel (0.6 m) per P.S. point.
Supernatural P.S.: Five feet (1.5 m) per P.S. point.
If hit from the side, the character has a chance of knocking it on its side.
Extraordinary P.5.: 01-50% chance.
Supemuman P.S.: 01-80% chance.
Supernatural P.S.: 01-98% likelihood; OH50% chance
of knocking it completely over (the top is bottom,
wheels sticking in the air).
Note: Cannot knock over or move any vehicle that weighs more than double the character's maximum lifting weigh!.
• Against inanimate objects this attack delivers enough force to crack and knock down a lamp post, knock a gate or door off its hinges and force open or knock in any door that has the equivalent of 200 or less S.D.C. and opens inward. 300 S.D.C. for characters with Extraordinary Strength, 500 S.D.C. for beings with Superhuman Strength and 800 S.D.C. for beings with Supernatural Strength!
In this case, the impact only slightly damages the door, gate, or object (5D6 damage bonus), but is so powerful that the hinges, door frame, joint, connections or weak spot break/give way and the barrier comes falling down. The actual door, gate, lamp post, etc., can be fixed later with signs of minimal to no damage. The base or frame will require major repairs, pemaps complete replacement. If a door or gate has half or more S.D.C. than the maximum noted, but opens outward, it will take two Power Slams to force it open, inward. In this case, the door is shattered, cracked in half or (if metal) bent and mangled. If the door has half or less the S.D.C. maximum to slam open, it can be forced inward in one Power Slam. If the object is a wall the superbeing does 5D6 +P.S. damage and is the equivalent of getting hit by a wrecking ball. If the damage inflicted is greater than the wall's S.D.C., then the super being plowed right through it and there is a man-sized gaping hole If not, there is obvious and serious man-sized damage to paint, plaster and a good number of bricks may be knocked partially in. Two or three tries may be necessary depending on the building material and thickness of the barrier.
The M.D.C. of Common Weapons & Items
Since you can shoot a weapon out of somebody's hand or, in some instances, use the weapon to parry an M. D. C. attack, it may be necessary to know the M.D.C. of weapons. The M.D.C. number is the amount of damage an item can withstand before being rendered useless (zero M.D.C.) or utterly destroyed (below zero M.D.C.).
Typical Black Market Pistol: 12 M.D.C.
Typical Black Market Rifle (L-20): 24 M.D.C.
JA-9 & JA-11 Juicer Rifles: 28 M.D.C.
Typical Heavy Weapon (general): 26 M.D.C.
Typical Rail Gun: 32 to 44 M.D.C.
Typical Vibro-Blade: 12 M.D.C.
Neural Mace: 12 M.D.C.
Typical Coalition Pistol: 8 M.D.C.
Typical Coalition Rifle: 18 M.D.C.
SAMAS Rail Gun: 32 M.D.C.
Typical Northern Gun Pistol: 12 M.D.C.
Typical Northern Gun Rifle: 24 M.D.C.
Typical Triax Pistol: 10 M.D.C.
Typical Triax Rifle: 20 M.D.C.
Typical Wilk's Pistol: 6 M.D.C.
Typical Wilk's Rifle: 12 M.D.C.
Wilk's Laser Torch: 4 M.D.C.
Typical Hand Grenade: 2 M.D.C.
Typical Fusion Block: 5 M.D.C.
Typical Mini-missile: 1 or 2 M.D.C.
Typical Short Range Missile: 5 M.D.C.
Typical Medium Range Missile: 10 M.D.C.
Typical Long Range Missile: 20 M.D.C.
Typical Bionic Hand: 5 M.D.C.
Typical Bionic Claw: 5 M.D.C.
Typical Bionic Arm: 25 M.D.C.
Typical Bionic Tentacle: 20 M.D.C.
Typical Bionic Forearm Blaster: 10 M.D.C.
Typical Bionic Retractable Blades: 10 M.D.C.
Typical Bionic Vibro-Blades: 12 M.D.C.
Typical M.D.C. Handcuffs: 6 M.D.C. (cost about 10,000 credits)
Typical M.D.C. Heavy Handcuffs: 30 M.D.C. (30,000 credits)
Typical M.D.C. Tire: 5 M.D.C.
Typical M.D.C. Window Glass: 5 M.D.C. (very expensive)
Typical M.D.C. Door: 20 M.D.C.
Typical M.D.C. Security Door: 100 M.D.C.
Typical M.D.C. High Security Door: 200 M.D.C.
Typical M.D.C. Bunker Security Door: 400 M.D.C.
Typical M.D.C. Safe: 150 to 400 M.D.C.
Running Power Leap
A wild man leap that has a running stan and is delivered with all the strength the character can muster. Leaps lengthwise/across a half foot (0.15 m) for every P.S. point of normal human strength, hatf to leap uplvertically. So a character with a P.S. of 24 would leap 12 feet (3.6 m) long and 6 feet (1.8 m) high.
Characters with Extraordinary Strength leap one foot (0.3 m) lengthwise/across and half that leaping uplvertical. So a superbeing with an Extraordinary P.S. of 24 can leap 24 feet (7.3 m) long and 12 feet (3.6 m) high;
double for Superhuman Strength. Six feet (1.8 m) long and four feet (1.2 m) high per each P.S. point of Supernatural Strength. So a character with a P.S. of 40 Supernatural Strength can leap an amazing 240 feet (73 m) long and 160 feet (49 m) high!
Note: No bonuses to strike (land on a specific target area or opponent) apply when in a brawl or rampage; unmodified die roll. If this tactic is used under other circumstances and with thought and reason, the character's bonus to strike is only half. Remember that distance and height are reduced by 40%.
Cost: Four melee actions/attacks.
Running Power Ram
Fundamentally the same as the Power Slam, only double the damage and double the equivalent S.D.C. that can be knocked down or smashed through! Can stop a moving vehicle that is smaller than a small bus or truck. A head-on collision is likely to total the car and render it impossible to move/drive. Leverage, mass and foothold are the problem against larger vehicles (such as a tank, train, or semi-truck, etc.) ~ strength alone cannot stop a big, heavy moving vehicle. However, if the superbeing also has great weighVmass and/or the powers of Invulnerability, Grow Giant-Sized, Magnetism, Gravity Control, Flight or Superspeed (possibly a few others), he may be able to slow the massive vehicle down to a crawl (under two mph! 3.2 km).
Cost: Six ~ yes, 6 melee actions/attacks, and requires a running start.
Conventional Power Punch
Does double the character's normal punch damage
+P.S. damage bonus. A Power Kick can also be done. to inflict double kick damage. A Power Bite is not possible.
Cost: Two melee actions.
Note: See Two-Handed Super-Power Punch for punching through a wall.
Two-Handed Super-Power Punch
This is when the superbeing gears up with all his strength and girth and pounds his opponent or an object (car, barrier, etc.) with all his might.
Damage:
Ordinary Human P.S.: 406 +P.S. damage bonus.
Extraordinary P.S.: 606 +P.S. damage bonus.
Superhuman P.S.: lD6x10 +P.S. damage bonus.
Supernatural P.S.: 2D6x10 +P.S. damage bonus.
Alternate Use: The Punch Through attack. This attack is used to punch through a barrier with one devastating blow. In this case, either one hand or two can be used. One hand does half the damage noted above. Full damage if both hands are used
If the damage inflicted equals or surpasses 25% of the barrier's S.D.C., the superbeing successfully punched right through. A one-handed punch leaves a fist-sized hole! Whether or not the punch struck anyone behind the barrier depends on whether or not someone was standing within two feet (0.6 m) of it. Such a punch does half damage to that individual and is probably an accident or lucky punch to have hit him. If both hands are used, the blow starts over the attacker's head and slashes downward. This will create a larger hole in the door or wall, about the size of two or three fists. The barrier still holds (for now), there are just these large holes in it. Holes in which the at· tacker can reach his arm in to try to grab whoever is behind the barrier, as well as to look, shout or shoot through.
Cost: Four melee actions/attacks lor all of these punChing attacks, inclUding the One-Handed Super-Power Punch.
Note: No bonuses to strike apply when using these attacks in a brawl or rampage; unmodified die roll, although it can't miss large. stationary or incapacitated targets. Use the S.D.C. of a 10 foot (3 m) area for a wall. If this tactic is used under other circumstances and with thought and reason, the character's bonus to strike is half. Remember that damage is reduced by 40% under this use.
Two-Handed Power Hold
The superbeing can grab and hold an opponent or large object with his arms folded and hands holding on in a ubear hug" style grip. This hold does not crush or squeeze but is an iron grip like a vice. To break free, a combined P.S. twice as great as the character holding on is required.
Cost: SIX melee actions/attacks to hold on for 15 seconds.
Note that most rampaging characters will not maintain a hold for more than 30 seconds; brawlers twice that long. The maximum this super hold can be maintained is two minutes. As long as the hold is maintained the superbeing cannot use his arms to strike. but he can run, leap, kick and headbutt. All combat bonuses are reduced by half while the hold is in place.
Two-Handed Power Pull
This enraged character can pull up to his maximum lifting weight, double if it is on wheels. This can mean dragging around a half ton or more with both hands or pulling a cart filled with boxes. or even towing a small vehicle. Likewise the character can pull a weight at the end of a rope or chain, or pull an object of great weight (up to lifting weight) to hold it in place.
One powerful tug may pull a heavy object at the end of a rope, chain or cable right to the superbeing.
Ordinary Human P.S.: Half foot (0.15 m) per P.S. point.
Extraordinary P.S.: One foot (0.3 m) per P.S. point.
Superhuman P.S.: Two feet (0.6 m) per P.S. point.
Supernatural P.S.: Four feet (1.2 m) per P.S. point.
Cost: Each Power PulVTug costs four melee actions/attacks. To hold a heavy object in place for one full melee round costs all but one melee action.
Note: See Two-Handed Power Tear for pulling doors off their hinges. The G.M. may consider the issue of lever· age and mass (or the lack of it) as he or she deems fit, or ignore it altogether (like most comic books do).
Two-Handed Power Tear
This ability allows someone to tear a door or gate from its hinges, a padlock or chain from its anchor, or an object from its base with his bare hands! The weight of the item cannot surpass the character's carrying weight. Like the Power Slam and Ram, the tear can leave most of the object intact, damaging only joints, hinges, anchors, bolts, etc. This means the character can tear away items from their connector equal to a particular S.D.C. amount for the entire door or item being torn away.
Normal: 30 S.D.C.
Extraordinary P.S.: 150 S.D.C.
Superhuman P.S.: 250 S.D.C.
Supernatural P.S.: 400 S.D.C.
Note: Remember these amounts are 40% less when not part of a rampage or brawl.
Cost: Four melee actions/attacks.
Supernatural P.S. 31 to 35: Inflicts 5D6 S.D.C. on a restrained punch, 4D6 M.D. on a full strength punch, or 1D4xlO M.D. on a power punch (2A).2D4x10 power slam body block (4A) -1 init-2 attack 31 feet knock back, Runnig power leap(4A) 186’long 124’ high, 3d4X10md Running power ram, 2D4x10 md two handed power punch, 2 handed power pull 124 feet (4A)
P.S. bonuses are added only to S.D.C. attack
power slam x2 power attack
running power ram x3 power attack
2 handed power punch x2 power attack
supernatural ps jump one foot per ps 1 attack
POWER ATTACKS
Note: Unless stated otherwise. all Power Anacks use up four melee actions/attacks, so even experienced superbeings with numerous attacks will not be able to perform more than one or two Power Anacks per melee round. Rampaging superbeings will perform as many Power Attacks as they can each and every melee round (typically one or two). Any melee actions left afterwards are used to take new actions or to punch and make more destruction. Brawlers will always perform at least one Power Attack each melee round and use whatever attacks are left a bit more strategically (unless it is an all-out slug-fest. then as many Power Attacks as possible will be used).
Furthermore. the character (especially low level ones with only 4-6 attacks per round) may have to use this attack at the beginning of a round before he uses up his melee
actions.
Once all anacks/actions are used up in thai round, the berserk or brawling character can only parry or dodge (using
up his actions for the next round), hide, or stand and take damage (often the laner). Remember, all damage is half when used in a brawl.
Normal Throwing
Normally a character can not throw more than he can carry.
Normal Effective Throwing Range by Strength Object Normal Extraordinary Supernatural for Humans Superhuman Strength
P.S= -------------------- 20·--------------ext 30 -------super l8-Up
Up to 1 lb. Object ----50 feel --------200 feet -----300 feet
Up to 10 lb. Item -----------------------100 feet -----200 feet
Up to 100 Ib item ----------------------50 feet -------100 feel
Up to 200 Ib item ----------------------10 feet -------30 feet
Greater weights - see below
Dart --------------------30 feet ----------60 feet -------100 feet
Throwing Axe --------80 feet --------150 feet------- 300 feet
Javelin ----------------300 feet --------400 feel ------500 feel
Spear -----------------100 feet --------150 feet ------200 feet
Knife -------------------40 feet ---------80 feet --------200 feet
Sword ------------------15 feet ---------30 feet --------60 feet
Optional: Add one foot (0.3 m) to the effective range for every P.S. point e.g.• Human P.S. 24 add 24 feel (7.3 m).
Note: Objects such as swords, bricks, bottles, chairs, doors, trees, cars and similar items are not designed for throwing. Consequently, the effective range is limited regardless of the strength behind it because the item is not aerodynamic.
Darts, knives and throwing axes are designed for throwing, but don't have the weight or balance for great distances. The same is true of most objects weighing less than half a pound. Javelins, more so than spears, are designed for distance throwing.
Miscellaneous items weighing over a pound (0.45 kg) and less than 10 pounds (4.5 kg), such as chairs, stools, lanterns, etc., can be thrown about half as far as the one pound (0.45 kg) object.
Throwing Greater Weights:
Normal and Extraordinarily Strong characters can hurl a weight equal to the weight he can carry four inches per each P.S. point. This means the person with a P.S. 9 can toss 90 Ibs (40.5 kg) up 10 2 1/2 feet (0.6 to 0.75 m) away. The hero with a P.S. of 17 can toss 340 Ibs (154 kg) up to 5 feet, 6 inches (1.75 m) away.
Superhumanly Strong Characters can hurl a weight equal to the weight he can carry eight inches per each P.S. Point. This means the hero with a superhuman P.S. of 17 can toss 3400 Ibs (1530 kg) up to 11 feet (3.3 m) away.
Supernatural Characters can hurl their maximum carrying weight one foot (0.3 m) per P.S. Point. So a supernatural character with a P.S. of 24 can hurl an incredibly heavy object (up to 7200 Ibs/3240 kg) an impressive 24 feet (7.3 m).
Damage from Heavy Objects: 1D6 +1D6 points per every 20 pounds (9 kg), so a 100 pound (90 kg) item will inflict 6D6 points of damage! A thousand pound (900 kg) object 6D6x10!!
Power Lift & Throw
This power enables characters with Extraordinary, Superhuman and Supernatural Strength to throw heavier objects much greater distances. Normally, the character can not carry or throw as much weight as he can lift. However, in this case, the character can lift a weight up to his maximum weight lifting tolerance and heave it away or at somebody. This means the character may be able to lift and throw a boulder, automobile, (incapacitated) robot, etc.
Throwing Range:
Extraordinary P.S.: Double the norm.
Superhuman P.S.: Double the norm.
Supernatural P.S.: Double the norm (triple if a Mega-Hero).
Cost: Four melee actions/attacks.
Saving Throw for Targeted Victims: Dodge at +2, because they can see the superbeing as he lifts, strains and looks or motions their way a second before he throws. Also, it takes 4-6 seconds to lift and hurl the heavy Object, leaving the character open to two attacks, without defense, from anyone opponent during that time! Or gives likely targets a chance to take cover or try to run out of range.
Bonus to Strike: None! Unmodified die roll only when throwing the huge, heavy item (car, boulder, etc.) at a small target (anything smaller or lighter than the item being thrown). Will automatically hit huge, slow moving or stationary targets like a tank, ship, house, wall, etc., unless a 5 or lower is rolled. 1·5 means the toss either missed or fell short.
Damage from Heavy Objects: 1D6 +1D6 points per every 20 pounds (9 kg), so a 100 pound (90 kg) item will inflict 6D6 points of damage! A thousand pound (900 kg) object 6D6x10!!
Damage to a human being or animal getting picked up and tossed is ...
4D6 damage if tossed comparatively gently.
1D4x10 If tossed aside, but not very far.
1D6x10+6 if thrown hard (probably a 100 ft/30.5 m or more).
2D4x10 +P.S. damage bonus if tossed with all his might. Half damage if the humanoid is giant-sized (12 ft/3.6 m or bigger) or weighs more than 1000 pounds (450 kg). In addition, the thrown character also loses initiative (the attacker has it), loses two melee actions/attacks (the time it takes to get his wits and back on his feel) and has a 01-70% chance of dropping whatever he was holding at the time. Characters who can fly, teleport. or become weightless (and perhaps a few others) can stop themselves before impact and avoid laking any damage, but lose one melee action. Alternative use of the Power. It the character can lift the object, he can also turn it on its side or flip it over. Same cost.
Improvised Power Club
The enraged superbeing can pick up any large or heavy Object, equal up to his maximum carrying weight and use it as a bludgeon or battering ram. The weapon does additional damage as noted below. For an item not listed, use this as a guideline.
Automobile, Small (subcompact?): 104xl0 +P.S. damage.
Automobile, Mid·Size: 106x10 +P.S. damage.
Desk: 506 +P.S. damage.
Couch or Bed: 306 +P.S. damage.
Easy Chair or Door: 306 +P.S. damage.
Lamp Post or Tree: 606 +P.S. Damage.
Mail Box or Telephone Booth: 306 +P.S. damage.
Tank Turret or Cannon: 104xl0 +P.S. damage.
Table, Large: 406 +P.S. damage.
Humanoid: Ordinary Person: 206 +P.S. damage; the human
club also takes the same amount of damage that is
dished out.
Humanoid: Superbeing who is Invulnerable, has Extraordinary P.E. or can Alter form into something hard and durable: 3D6 +P.S. damage; the superhuman-club takes 2D6 damage with every hit.
mdc object does punch damage +ps bonous object takes 2d6 md unless designed as a weapon
Cost: First the character must find such a weapon and may have to spend four melee actions/attacks to knock or tear one down for himself.
Each attack/strike with the giant weapon counts as two melee actions and probably requires the use of both hands to wield.
Power Slam/Body Block This is when the superbeing gears up with all his strength and girth and slams into his opponent or an object (wall. door, etc.).
Cost: Four melee actions/attacks.
• Against a living opponent this attack inflicts 5D6 +P.S. damage bonus (double damage to ordinary people's or animals), plus will knock any opponent weighing less Than 400 tbs. (l eo kg) off his feel and send him flying one foot (0.3 rn) for every P.S. strength point (double for ordinary people and small animals). The victim of the Power Slam also loses initiative (the attacker has it), loses two melee actions/attacks (the time it takes to get his wits and back on his feet) and has a 01-60% of dropping whatever he was holding at the time of fierce impact. Note: Giants and characters weighing more than 400lbs (180kg) take full damage, are staggered, but only lose one melee action, both attacker and opponent re roll for initiative and there is only a 01-25% chance of Ihe victim dropping whatever he was holding at the time of impact.
• Against wheeled objects, the character will inflict the damage as noted and will cause it 10 roU forward or backward, depending on which end was slammed.
Extraordinary P.S.: One foot (0.3 m) per P.S. point.
Superhuman P.S.: Two feel (0.6 m) per P.S. point.
Supernatural P.S.: Five feet (1.5 m) per P.S. point.
If hit from the side, the character has a chance of knocking it on its side.
Extraordinary P.5.: 01-50% chance.
Supemuman P.S.: 01-80% chance.
Supernatural P.S.: 01-98% likelihood; OH50% chance
of knocking it completely over (the top is bottom,
wheels sticking in the air).
Note: Cannot knock over or move any vehicle that weighs more than double the character's maximum lifting weigh!.
• Against inanimate objects this attack delivers enough force to crack and knock down a lamp post, knock a gate or door off its hinges and force open or knock in any door that has the equivalent of 200 or less S.D.C. and opens inward. 300 S.D.C. for characters with Extraordinary Strength, 500 S.D.C. for beings with Superhuman Strength and 800 S.D.C. for beings with Supernatural Strength!
In this case, the impact only slightly damages the door, gate, or object (5D6 damage bonus), but is so powerful that the hinges, door frame, joint, connections or weak spot break/give way and the barrier comes falling down. The actual door, gate, lamp post, etc., can be fixed later with signs of minimal to no damage. The base or frame will require major repairs, pemaps complete replacement. If a door or gate has half or more S.D.C. than the maximum noted, but opens outward, it will take two Power Slams to force it open, inward. In this case, the door is shattered, cracked in half or (if metal) bent and mangled. If the door has half or less the S.D.C. maximum to slam open, it can be forced inward in one Power Slam. If the object is a wall the superbeing does 5D6 +P.S. damage and is the equivalent of getting hit by a wrecking ball. If the damage inflicted is greater than the wall's S.D.C., then the super being plowed right through it and there is a man-sized gaping hole If not, there is obvious and serious man-sized damage to paint, plaster and a good number of bricks may be knocked partially in. Two or three tries may be necessary depending on the building material and thickness of the barrier.
The M.D.C. of Common Weapons & Items
Since you can shoot a weapon out of somebody's hand or, in some instances, use the weapon to parry an M. D. C. attack, it may be necessary to know the M.D.C. of weapons. The M.D.C. number is the amount of damage an item can withstand before being rendered useless (zero M.D.C.) or utterly destroyed (below zero M.D.C.).
Typical Black Market Pistol: 12 M.D.C.
Typical Black Market Rifle (L-20): 24 M.D.C.
JA-9 & JA-11 Juicer Rifles: 28 M.D.C.
Typical Heavy Weapon (general): 26 M.D.C.
Typical Rail Gun: 32 to 44 M.D.C.
Typical Vibro-Blade: 12 M.D.C.
Neural Mace: 12 M.D.C.
Typical Coalition Pistol: 8 M.D.C.
Typical Coalition Rifle: 18 M.D.C.
SAMAS Rail Gun: 32 M.D.C.
Typical Northern Gun Pistol: 12 M.D.C.
Typical Northern Gun Rifle: 24 M.D.C.
Typical Triax Pistol: 10 M.D.C.
Typical Triax Rifle: 20 M.D.C.
Typical Wilk's Pistol: 6 M.D.C.
Typical Wilk's Rifle: 12 M.D.C.
Wilk's Laser Torch: 4 M.D.C.
Typical Hand Grenade: 2 M.D.C.
Typical Fusion Block: 5 M.D.C.
Typical Mini-missile: 1 or 2 M.D.C.
Typical Short Range Missile: 5 M.D.C.
Typical Medium Range Missile: 10 M.D.C.
Typical Long Range Missile: 20 M.D.C.
Typical Bionic Hand: 5 M.D.C.
Typical Bionic Claw: 5 M.D.C.
Typical Bionic Arm: 25 M.D.C.
Typical Bionic Tentacle: 20 M.D.C.
Typical Bionic Forearm Blaster: 10 M.D.C.
Typical Bionic Retractable Blades: 10 M.D.C.
Typical Bionic Vibro-Blades: 12 M.D.C.
Typical M.D.C. Handcuffs: 6 M.D.C. (cost about 10,000 credits)
Typical M.D.C. Heavy Handcuffs: 30 M.D.C. (30,000 credits)
Typical M.D.C. Tire: 5 M.D.C.
Typical M.D.C. Window Glass: 5 M.D.C. (very expensive)
Typical M.D.C. Door: 20 M.D.C.
Typical M.D.C. Security Door: 100 M.D.C.
Typical M.D.C. High Security Door: 200 M.D.C.
Typical M.D.C. Bunker Security Door: 400 M.D.C.
Typical M.D.C. Safe: 150 to 400 M.D.C.
Running Power Leap
A wild man leap that has a running stan and is delivered with all the strength the character can muster. Leaps lengthwise/across a half foot (0.15 m) for every P.S. point of normal human strength, hatf to leap uplvertically. So a character with a P.S. of 24 would leap 12 feet (3.6 m) long and 6 feet (1.8 m) high.
Characters with Extraordinary Strength leap one foot (0.3 m) lengthwise/across and half that leaping uplvertical. So a superbeing with an Extraordinary P.S. of 24 can leap 24 feet (7.3 m) long and 12 feet (3.6 m) high;
double for Superhuman Strength. Six feet (1.8 m) long and four feet (1.2 m) high per each P.S. point of Supernatural Strength. So a character with a P.S. of 40 Supernatural Strength can leap an amazing 240 feet (73 m) long and 160 feet (49 m) high!
Note: No bonuses to strike (land on a specific target area or opponent) apply when in a brawl or rampage; unmodified die roll. If this tactic is used under other circumstances and with thought and reason, the character's bonus to strike is only half. Remember that distance and height are reduced by 40%.
Cost: Four melee actions/attacks.
Running Power Ram
Fundamentally the same as the Power Slam, only double the damage and double the equivalent S.D.C. that can be knocked down or smashed through! Can stop a moving vehicle that is smaller than a small bus or truck. A head-on collision is likely to total the car and render it impossible to move/drive. Leverage, mass and foothold are the problem against larger vehicles (such as a tank, train, or semi-truck, etc.) ~ strength alone cannot stop a big, heavy moving vehicle. However, if the superbeing also has great weighVmass and/or the powers of Invulnerability, Grow Giant-Sized, Magnetism, Gravity Control, Flight or Superspeed (possibly a few others), he may be able to slow the massive vehicle down to a crawl (under two mph! 3.2 km).
Cost: Six ~ yes, 6 melee actions/attacks, and requires a running start.
Conventional Power Punch
Does double the character's normal punch damage
+P.S. damage bonus. A Power Kick can also be done. to inflict double kick damage. A Power Bite is not possible.
Cost: Two melee actions.
Note: See Two-Handed Super-Power Punch for punching through a wall.
Two-Handed Super-Power Punch
This is when the superbeing gears up with all his strength and girth and pounds his opponent or an object (car, barrier, etc.) with all his might.
Damage:
Ordinary Human P.S.: 406 +P.S. damage bonus.
Extraordinary P.S.: 606 +P.S. damage bonus.
Superhuman P.S.: lD6x10 +P.S. damage bonus.
Supernatural P.S.: 2D6x10 +P.S. damage bonus.
Alternate Use: The Punch Through attack. This attack is used to punch through a barrier with one devastating blow. In this case, either one hand or two can be used. One hand does half the damage noted above. Full damage if both hands are used
If the damage inflicted equals or surpasses 25% of the barrier's S.D.C., the superbeing successfully punched right through. A one-handed punch leaves a fist-sized hole! Whether or not the punch struck anyone behind the barrier depends on whether or not someone was standing within two feet (0.6 m) of it. Such a punch does half damage to that individual and is probably an accident or lucky punch to have hit him. If both hands are used, the blow starts over the attacker's head and slashes downward. This will create a larger hole in the door or wall, about the size of two or three fists. The barrier still holds (for now), there are just these large holes in it. Holes in which the at· tacker can reach his arm in to try to grab whoever is behind the barrier, as well as to look, shout or shoot through.
Cost: Four melee actions/attacks lor all of these punChing attacks, inclUding the One-Handed Super-Power Punch.
Note: No bonuses to strike apply when using these attacks in a brawl or rampage; unmodified die roll, although it can't miss large. stationary or incapacitated targets. Use the S.D.C. of a 10 foot (3 m) area for a wall. If this tactic is used under other circumstances and with thought and reason, the character's bonus to strike is half. Remember that damage is reduced by 40% under this use.
Two-Handed Power Hold
The superbeing can grab and hold an opponent or large object with his arms folded and hands holding on in a ubear hug" style grip. This hold does not crush or squeeze but is an iron grip like a vice. To break free, a combined P.S. twice as great as the character holding on is required.
Cost: SIX melee actions/attacks to hold on for 15 seconds.
Note that most rampaging characters will not maintain a hold for more than 30 seconds; brawlers twice that long. The maximum this super hold can be maintained is two minutes. As long as the hold is maintained the superbeing cannot use his arms to strike. but he can run, leap, kick and headbutt. All combat bonuses are reduced by half while the hold is in place.
Two-Handed Power Pull
This enraged character can pull up to his maximum lifting weight, double if it is on wheels. This can mean dragging around a half ton or more with both hands or pulling a cart filled with boxes. or even towing a small vehicle. Likewise the character can pull a weight at the end of a rope or chain, or pull an object of great weight (up to lifting weight) to hold it in place.
One powerful tug may pull a heavy object at the end of a rope, chain or cable right to the superbeing.
Ordinary Human P.S.: Half foot (0.15 m) per P.S. point.
Extraordinary P.S.: One foot (0.3 m) per P.S. point.
Superhuman P.S.: Two feet (0.6 m) per P.S. point.
Supernatural P.S.: Four feet (1.2 m) per P.S. point.
Cost: Each Power PulVTug costs four melee actions/attacks. To hold a heavy object in place for one full melee round costs all but one melee action.
Note: See Two-Handed Power Tear for pulling doors off their hinges. The G.M. may consider the issue of lever· age and mass (or the lack of it) as he or she deems fit, or ignore it altogether (like most comic books do).
Two-Handed Power Tear
This ability allows someone to tear a door or gate from its hinges, a padlock or chain from its anchor, or an object from its base with his bare hands! The weight of the item cannot surpass the character's carrying weight. Like the Power Slam and Ram, the tear can leave most of the object intact, damaging only joints, hinges, anchors, bolts, etc. This means the character can tear away items from their connector equal to a particular S.D.C. amount for the entire door or item being torn away.
Normal: 30 S.D.C.
Extraordinary P.S.: 150 S.D.C.
Superhuman P.S.: 250 S.D.C.
Supernatural P.S.: 400 S.D.C.
Note: Remember these amounts are 40% less when not part of a rampage or brawl.
Cost: Four melee actions/attacks.