Powers: Benchmarking Attacks and Defenses
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Benchmarking Attacks and Defenses
Below are guidelines on how large an attack must be to simulate a weapon or hazard. Except where noted, damage is per second – the duration of one attack. To resist average damage, take DR 3.5 per die; to be immune, buy DR 6 per die.
- Acid: Immersion causes 1d-1 corrosion. This can degrade DR.
- Electricity: Household current inflicts 3d burning damage, at worst. Industrial accidents and lightning bolts start at 6d and range up to 6d×3.
- Fire: Ordinary fire rarely exceeds 1d burning. To rate other fires, use Making Things Burn. For instance, magma should ignite even "highly resistant" items instantly, which takes 30 points of damage – average damage for 8d+2.
- Poison: Most poisons inflict 1d or 2d toxic damage per cycle, and rarely exceed 12d total. The deadliest poisons inflict up to 6d immediately.
- Radiation: The most lethal radiation accidents actually inflict less than 1 rad/second. Attacks should rarely exceed 1d rads.
- Weapons: The strongest man is unlikely to inflict more than 4d with a muscle-powered weapon. Pistols range up to 3d; submachine guns, to 4d; rifles, to 9d; grenades, to 10d; and machine guns, to 13d. Rocket launchers and cannon start at 6d×2. The heaviest portable weapons (missiles, mortars, etc.) go to 6d×10. Most anti-tank and ultra-tech weapons have armor divisors, too.