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- This topic has 3 replies, 3 voices, and was last updated 9 years, 1 month ago by Anonymous.
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- April 24, 2017 at 5:16 am #152606AnonymousInactive
Looking at the most efficient way of dispatching zombies (and random thoughts about how the system would work well for a ‘Zoids game).
All the firearms, with their Impact value, are much more efficient and reliable than using Powers to do the job.
eg. Energy Blast 5 vs Medium Auto-pistol.
Both do d8 (Qu), but the pistol gets +2 Impact, making it much more likely to wound a zombie. The pistol can also do it every action until you run out of ammo (may or may not be a problem depending on setting). Energy Blast burns out very quickly.
The Power Passive Value appears to have no function with many attack Powers.
My suggestion: attack Powers gain Impact equal to the Passive Value of the Power.
ie: Energy Blast 5 gains +3 Impact compared to the +2 of a medium Auto-pistol.
It also makes Penetrating much more attractive as a Perk.
April 24, 2017 at 5:08 pm #275076AnonymousInactiveFirearms are subject to ammo limitations, and in a game based around survival and scavenging, that has a major impact.
Energy Blasts depend only on Burnout. Also, Energy Blasts has the advantage of being able to carry Perks, can (pending on special effects) be of a source that could be a vulnerability to certain foes, as well as work against Energy Defense (which in many cases tends to be lower than Physical and/or Ballistic Defense).
There are really many pros and cons to both.
April 25, 2017 at 12:07 am #275077AnonymousInactiveIf the target has no AR, the damage type is irrelevant (deadheads etc).
April 25, 2017 at 6:13 am #275079AnonymousInactiveTrue, but that won’t change that one will still face limited ammunition constraints in the game and Dead Heads aren’t the only thing one will consistently face

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