In the famed case where a verser teleported a starship, but forgot to teleport himself, he arrived outside the spaceship sans suit.
So, do you roll for an attack to hit?
Can you instead assume an automatic hit, and simply say--'Lethal damage, roll for amount.' And then any number from one to 100 is used to provide damage information.
Or can you even just say "Vaccuum does ten points of damage to humans per six second period" and leave it at that?
Basically, I want to simplify the sun doing damage to Devlin. Devlin is not Dawkins, a rebel against the Sun. Devlin is vulnerable to UV radiation because of how his body changed.
I've been thinking about this for my own vamps. What I'm doing for the Venompires (the name being a reference to the biological nature of their powers and to their salivary sedative, and certainly not to any hypothetical symbiotic supervillain) is treating it like a biological weakness, similarly to how intense cold is handled for humans. When exposed to sunlight, I give them a resistance check per time period. Failure has consequences; success buys them another time period, at the end of which they have the opportunity to "chain" the resistance check. Each consecutive check is more difficult and each successive failure (not necessarily consecutive failures, just failures during the same exposure) has increasingly more severe effects.
For Devlin, you might give him a resistance check against UV-based attacks, with the kind of check determined by the RS on the attack roll (RS=simple/difficult/none), and have failure award either a damage category bonus to the attack or a damage rider that uses the attack's damage roll. Against the sun, just have a failed resistance check indicate automatic damage - roll a d% and compare to the damage category of your choice. You might have him take damage (of a lesser category) even if he succeeds, depending on how vulnerable you want him to be.
How are we piddly little humans supposed to fight this guy if he has resistance to sunlight? I'd make it
Sunlight=Instant Death
UV light bulbs=resistance check.
I mean a vampire just ain't a vampire if the sun doesn't kill it.
I was thinking along the lines of one check every six seconds. It's not a question of will he die, it's a question of when or how long. This mechanic also creates the possibility that especially old and powerful vampires may be able to last longer in the sunlight than young vampires.
It could be a "save or die" check, where success means you just take damage.
OK, something like that I could go along with. I could understand a strong vampire being able to survive in the sunlight for a few seconds, maybe a minute tops. It's just like I said, how are we piddly little humans supposed to fight these things if it can resist one of our most powerful weapons?
I'll note that Scott's handling of the solar radiation effect is very much the way we handle the radiation effect in The Playground, for anyone who goes to the surface.
As to the teleporting spaceships, my thinking is that it's a successful hit in reverse--something on the order of what would happen if you punched the man's swordpoint. Chris was hit by the vacuum of space because he rolled a successful teleport roll which put him there. If I'd thought there was even the slightest chance that he could have saved himself, I might have given him a resistance check to avoid death in the first fifteen seconds, but after that I don't think I'd have allowed anything.
--M. J. Young
