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Re: (TFT) football stuff
----- Original Message -----
From: "Jay Carlisle"
Subject: (TFT) football stuff
Seeing as the Rosetta Stone 'Jay to English' course hasn't been released
yet...
coaching staff - Figures that fill posistions in the coaching
power-structure are responsable for the checks required from their Job.
Coaching can be viewed as providing a modifier on the randomizer used to
determine the outcome.
All these numbers are written as factors on gametools and I find them hard
to talk about in text.
Ownership is playing NOMIC with the rules of football (Rollerball) as well
as moving around the megabucks on (and out of) the teams power-structure.
The gnomes of zurich would probably run a team for profit while the cult of
He Who must not be named would probably be like a Debartalo of yore,
building the most powerful team possable.
The teams power-structure is laid out like Illuminati.
The teams owner has his control group as henchmen (Job) or Followers.
A gnomish type owner would probably have a general manager henchman and
that's about it. As long as the team makes a heafty proffit then the
henchmans Job is safe (not listed on the Jobs table).
A Jerry Jones, hands on, type owner is likely to have several
henchmen/Followers in Leadership possistions.
I view a basic "head coach" as the Figure responsable for the
henchmen/Followers Figures that make up the assistant coaching staff.
Assistant coaches provide direct Leadership to Units (cards in the
power-structure) such as the offensive line.
This is similar to how command structures are set up for organizations like
the military and the coaching modifier on the randomizer used to determine
the outcome is an example of a command structure check, where the generals
result affects the majors results, and so on down the hill till the players
Figure is reached.
A perfect rating requires at least a 77.5% completion rate, at least 12.5
yards per attempt, a touchdown on at least 11.875% of attempts, and no
interceptions.
13 or less occurs about 83% of the time on rolls of 3d6.
12.5 yards is about 9 hexes.
Assuming Throwing Weapons (+2) the mod for distance is -7.
20 - 7 = 13, a "hit" about 83% of the time at 9 hexes.
I should have pointed out more clearly that the 20 here is DX 20.
With ST (for a realistic campaign) set at 30, and a fixed unit for 1pt of
ST, ST 30 is a Figure three times as forceful as a ST 10 Figure.
Of course, an offensive line fumble might be a huge negative modifier...
"The max the sin term can possibly be is 1, for a throw at a 45 degree
angle,
as we might have suspected. Now you might notice that the range is
proportional to the square of the initial velocity. Throw twice as fast,
the
ball goes four times as far. Plugging in the numbers, even at a 45 degree
angle you'd have to throw at about 30 m/s = 67 miles per hour to throw the
100
yard length of the field. Short passes are much easier, but they're thrown
fast anyway to make up for the fact that a 45 degree angle throw is
usually a
suicidal move at short range. Lower angles and correspondingly higher
speeds
are required."
67mph ~ 100fps
a football is about 1 pound
100 (fps) / 5.5 (foot pounds) ~ 18 ST
Denneys QB long distance throw was just on ESPN2 for this years crop of NFL
prospects.
About 65 yards was long, and they had an alley of the center of the field
from hashmark to hashmark.
Several throws went out of bounds.
No pads, and I'd call it 3d checks.
Defently no over-efforts (65yrds + 35% ~ 88yards).
30 on 5d6 is about a hundredth of a face on a d20
This is why I perfer multipul d6's rather than a fixed d20
A +1 to a d20 is always +5%.
A +1 to a set of d6's is intresting, roll on the ends of the curve and it
makes a LOT more difference than a stat-avg roll.
I feel I have much more precission with a multipule d6 roll.
I wonder...
As you add more dice to a d6 roll the curve gets flatter and it matters
less, but is it fair to just divide 100 by 16 and call the average of a
"face" (result) on 3d6 is 6.25% or is that too misleading?
2d6 check is a 'half-speed' check. Actions only recieve half the Figures
max
effort force, but no fST for Action at half-effort.
3d6 check is a 'full speed' check. Actions approach the Figures max effort
if
successful and cost 1 fST.
4d6 check is a 'maximum effort' check. Actions are near or at the Figures
max
effort if successful and cost at least 2 fST.
A Figure can exert over-effort at a rate of +5% per +1 die added to the
check
to a maximum of 35% (at least for physical strength) and at a cost of 1
fST
per die up to 9 fST total for a 11d6 max over-effort check.
Average resperation rates are about 12 breaths per minuet with little or
no
activity, or about 1 breath per 5 second turn.
Durring strenuous exercise the bodys heart beats about 3 times faster (from
about 60bpm at rest to 180bpm for Athletics), resperation increases about 4
fold (~45 breaths per minuet, about the same rate as a newborn), and about 6
times more blood pumps through the circulatory system (from 5 to 30 quarts,
again for Athletics).
...
Does anyone REALLY want their obese wizard who spends no Downtime for
exercise dieing of a heart attack just because Jay can tie heart rate to
fear and do Cuth.... uhhhhhh..... you know Who, style fear pretty nifty like
to any other "damage" w/o a seperate stat/system?
I figure to treat THAT sort of detail like many other GM's treat
encumbrance, i.e. not use it except in extream circumstances.
So Figures hit within a damage range married to damage dice and required ST
just like TFT for a 3d6 check.
A 4d6 check, when it hits, does damage across the upper half of the 3d6
damage range.
Other Talents allow a further narrowing of the damage range.
5.5 ft-lb W 12 = 66 in-lb
"The Home Office and the Forensic Science Service considers that the lowest
level of muzzle energy capable of inflicting a penetrating wound is one foot
pound force (1.35 J): below these power levels, weapons are "incapable of
penetrating even vulnerable parts of the body, such as the eye".[54]
However, more recent analysis by the Forensic Science Agency for Northern
Ireland has indicated that a more reasonable assessment of the minimum
muzzle energy required to inflict a penetrating wound lies between 2.2 and
3.0 ft7lbf (3 to 4 J)."
"a "domed"5, 0.177 pellet weighing 8.25 grains (0.345 grams) would penetrate
skin at a velocity of
290 f/s (KE 1.54 ft lbs. or 2.08J, while a similar 0.22 pellet weighing
16.5 grains did so at 223 f/s (KE 1.79 ft lbs. or 2.42J)."
"Di Maio and his colleagues also determined the velocities at
which pellets would "perforate" skin, which they defined as passing
completely through the skin and into the underlying soft tissues. They
determined that for perforation, a velocity of 331 f/s was required for a
0.177 pellet (KE 2.0 ft lbs. or 2.71J) and 245 f/s for a 0.22 pellet (KE
2.16 ft lbs. or 2.92J)""
"~ .73J to draw blood"
"a Paint Ball (3 grams @ 300fps) would have a force of .72J per cm3 @ 12.5J
total"
About 850psi to launch a 3.5g (~0.0077 lbs) Paint Ball @ ~300fps at the
muzzle, with straight-line flight of about 125 to 150 ft.
". Death of a 16-year-old youth, shot penetrated left eyelid, passed the
eye and penetrated bone at the rear of the orbit and penetrated
5 inches into the brain. Shot fired from a distance of between six
And ten inches. Relum .22in rifle. V 333 ft/sec8, KE 4.1ft.lb. (5.56J)"
"The skin, or integument, consists of two layers, the epidermis and the
dermis. Below the skin is another connective tissue layer called the
hypodermis. Most of the skin is 1 to 2 mm thick. It ranges, however, from
about 0.5 mm thick on the eyelids to 6 mm thick between the shoulders. The
difference in total thickness is due to variation in the thickness of the
dermis. The epidermis accounts for only 0.007 to 0.12 mm of the total. A few
special areas of the skin are classified as thick or thin skin based on the
relative thickness of the epidermis alone, especially the surface layer of
dead cells called the stratum corneum. Thick skin has a very thick, tough
stratum corneum. It is limited to the palms, the volar (anterior) surfaces
of the fingers and toes, and the plantar surfaces (soles) of the feet."
http://discovermagazine.com/2008/the-body/11-turn-your-fist-into-a-blocking-breaking-machine
Feld and McNair found that beginning students can throw a karate chop at
about 20 feet per second, just enough to break a one-inch board. But a black
belt like McNair could chop at 46 feet per second. Hitting a piece of wood
at that speed, a 11/2-pound hand can deliver a wallop of up to 2,800 newtons
(one newton is roughly equal to the force exerted by the weight of an
apple). Splitting a typical concrete slab 11/2 inches thick actually takes
less, about 1,900 newtons.
Jearl Walker, a former tae kwon do student who now teaches physics at
Cleveland State University, set up a study much like Feld's and McNair's. A
well-thrown fist, he found, reaches its maximum velocity when the arm is
about 80 percent extended.
Warrior and Veteran work like hardbody training but if you've got no fST to
use them...
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