(Storyteller System) Car Crash Damage

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Hello all,

Does anyone have any suggestions as to figure the damage inflicted to
a vehicle and its occupants from a collision with a stationary or
moving object? All help is appreciated.

Thanks,
Rex
 
Archived from groups: alt.games.whitewolf (More info?)

Il 27 Apr 2004 09:09:28 -0700, rex@chicagobynight.org (Rex) ha
scritto:

>Does anyone have any suggestions as to figure the damage inflicted to
>a vehicle and its occupants from a collision with a stationary or
>moving object? All help is appreciated.

1'd go with 1 to 3 letal damage per 10 miles per hour of speed.

small vehicles (motorcycles) would inflict 1 lethal damage per 10
miles per hour
medium vehicles (cars and vans) would inflict 2 lethal
large vehicles (trucks) would inflict 3 lethal
--
i hope she fries
i'm free if that bitch dies...
....i'd better help her out...
Domon
per rispondermi, togli il FILTRO!
 
Archived from groups: alt.games.whitewolf (More info?)

Domon wrote:
> Il 27 Apr 2004 09:09:28 -0700, rex@chicagobynight.org (Rex) ha
> scritto:
>
>
>>Does anyone have any suggestions as to figure the damage inflicted to
>>a vehicle and its occupants from a collision with a stationary or
>>moving object? All help is appreciated.
>
>
> 1'd go with 1 to 3 letal damage per 10 miles per hour of speed.
>
> small vehicles (motorcycles) would inflict 1 lethal damage per 10
> miles per hour
> medium vehicles (cars and vans) would inflict 2 lethal
> large vehicles (trucks) would inflict 3 lethal

Size wouldn't matter much unless you were really, really big or really,
really small. The important thing is how long you have to absorb the
impact and how you land afterwards.

William
 
Archived from groups: alt.games.whitewolf (More info?)

niccoloFILTRO@turnipsrl.it postulated:

:: 1'd go with 1 to 3 letal damage per 10 miles per hour of speed.

Someting wrong with your math or you're misreading Rex's request. He's
asking for damage inflicted in a crash, presumably two cars, for example,
crashing, not a pedestrian getting hit by a vehicle. I can drive my car at
10 miles an hour and hit a wall and I'll probably just come away with some
bad bruising and perhaps whiplash. A bit faster and then things start
getting dangerous, but it really depends on the safety of the vehicle and
the age. For instance, is it an old tank or one of these quick crumple
papier-mache Japanese cars? Does it have airbags, are they wearing
seatbelts, etc.? While you don't necessarily want to get *too* technical
with these things in a game, they should be taken into consideration. They
can change the outcome of what might be a fatal crash into being just one
leaving a pain in the neck and a bruised shoulder.

:: small vehicles (motorcycles) would inflict 1 lethal damage per 10
:: miles per hour
:: medium vehicles (cars and vans) would inflict 2 lethal
:: large vehicles (trucks) would inflict 3 lethal

This might work fine as a guideline for pedestrians being hit by a moving
vehicle, but not for vehicle vs. vehicle collision. As a working game
mechanic, use your judgement on what the lethal damage might be if there
were no safety features. In other words, work out just how bad the crash
*could* have been. It doesn't actually take that much to go flying through
the windscreen, so it all gets a bit fuzzy. Look at what kind of safety
features the vehicle has (and the exact circumstances of the crash - did the
car roll or was it a head-on slam?) and use judgement again in converting
potential Lethal into Bashing. If you think they're getting off lightly,
convert 1 Lethal to 2 Bashing. Again, this depends on safety features and
common sense. As I said, safety belts are of much greater benefit at higher
speeds than the damage you'd recieve if you weren't wearing them, so you
can't go on a strict "every 10 mph" for occupants in this case. But after a
certain speed they're next to useless, and that's where airbags have more
worth.

Someone might provide you with some rules for this, but I don't think any
set of hard and fast rules can completely deliver a believable result since
there's so many factors to consider. I'd say use a bit of common sense,
really, coupled with drama (unless you're going for gritty realism). Think
about the event. Would that likely kill someone? In which case ensure the
*risk* that it could kill the PCs. To avoid death, perhaps substitute a
driving roll for a soak (especially if they have no soak against lethal) to
try to minimise the damage (if that's possible - this could be slamming
breaks, swerving so that it's not head-on, etc.). Safety features might take
away fatal levels of Lethal but then they also need to soak against all the
Bashing it would also cause. If you're going for gritty then you might find
the levels of damage inflicted, if the crash is bad enough, leaving everyone
Crippled, Incapacitated or dead. If you're going for dramatic, then at very
worst it should be Incapacitated, with the possibility of crawling away just
Mauled. Likewise, cinematically, a crash that should leave them at least
Mauled will have them staggering away a little dazed, aching and no Lethal
much above Injured.

In a Werewolf game I put my players in a train wreck and the only one to
actually recieve any real damage was the poor Theurge who while in his
native Homid form was Incapacitated by falling luggage! 🙂

In short, use judgement and just decide as to whether or not you think the
crash deserves to be potentially fatal or not.

After all, it's a game and unless the crash is a particularly profound
moment - like a PC driving at 180mph into the bad guy's vehicle to prevent
them from escaping with the Uber-Doohicky of World Conquest - then most
players don't want to have their characters die in a car crash. They want to
heroically survive it. That's assuming you have the "hero" approach to your
game. If it's gritty realism, then, well, just about any crash you see in
the movies would likely kill or permanently cripple them or something.

Just my thoughts,

Nimrod...
--
"I'm going to sing the Doom Song now." -- G.I.R., 'Invader Zim'
 
Archived from groups: alt.games.whitewolf (More info?)

Nimrod Jones wrote:

>
> After all, it's a game and unless the crash is a particularly profound
> moment - like a PC driving at 180mph into the bad guy's vehicle to prevent
> them from escaping with the Uber-Doohicky of World Conquest - then most
> players don't want to have their characters die in a car crash. They want to
> heroically survive it. That's assuming you have the "hero" approach to your
> game. If it's gritty realism, then, well, just about any crash you see in
> the movies would likely kill or permanently cripple them or something.
>
> Just my thoughts,
>

I echo this, before adding my damage guidelines:

Figure out damage according to what you want the results to be, not the
other way around. If you want the PC's to get banged up, toss out about
12B dice of damage. If you want them maimed, 8L dice is enough. If you
want them to run the actual risk of death, 16L dice. Pre-soak,
naturally. If they're super-resistant to damage, or super-vulnerable
(like mages with no time to toss up a defensive effect), adjust damage
as neccasary to get the desired result.

There's no point in coming up with a mechanical formula for
damage:speed, in this instance. Car crashes are too unpredictable. Just
go with the desired result.
 
Archived from groups: alt.games.whitewolf (More info?)

"Domon"
> (Rex)

> >Does anyone have any suggestions as to figure the damage inflicted to
> >a vehicle and its occupants from a collision with a stationary or
> >moving object? All help is appreciated.

> 1'd go with 1 to 3 letal damage per 10 miles per hour of speed.

> small vehicles (motorcycles) would inflict 1 lethal damage per 10
> miles per hour
> medium vehicles (cars and vans) would inflict 2 lethal
> large vehicles (trucks) would inflict 3 lethal

He's asking about occupants. Those should be reversed. More damage from a
motor cycle, less from a large truck.
 
Archived from groups: alt.games.whitewolf (More info?)

Il Tue, 27 Apr 2004 18:34:13 +0100, "Nimrod Jones"
<Nimrod_V01D@doleos.demon.co.uk> ha scritto:

>Someting wrong with your math or you're misreading Rex's request. He's
>asking for damage inflicted in a crash, presumably two cars, for example,
>crashing, not a pedestrian getting hit by a vehicle.

quite easy: add the speed together for a fron crash, add and multiply
per 0.66 for a T crash. then each car does his damage multiplyed for
the total speed

> I can drive my car at
>10 miles an hour and hit a wall and I'll probably just come away with some
>bad bruising and perhaps whiplash. A bit faster and then things start
>getting dangerous, but it really depends on the safety of the vehicle and
>the age. For instance, is it an old tank or one of these quick crumple
>papier-mache Japanese cars? Does it have airbags, are they wearing
>seatbelts, etc.? While you don't necessarily want to get *too* technical
>with these things in a game, they should be taken into consideration. They
>can change the outcome of what might be a fatal crash into being just one
>leaving a pain in the neck and a bruised shoulder.

of course, each car should have a soak value (raging from 5L to 15L, i
guess). in the case of a crash agaist a solid object, the car inflicts
her damage to herself

>This might work fine as a guideline for pedestrians being hit by a moving
>vehicle, but not for vehicle vs. vehicle collision. As a working game
>mechanic, use your judgement on what the lethal damage might be if there
>were no safety features. In other words, work out just how bad the crash
>*could* have been. It doesn't actually take that much to go flying through
>the windscreen, so it all gets a bit fuzzy. Look at what kind of safety
>features the vehicle has (and the exact circumstances of the crash - did the
>car roll or was it a head-on slam?) and use judgement again in converting
>potential Lethal into Bashing. If you think they're getting off lightly,
>convert 1 Lethal to 2 Bashing. Again, this depends on safety features and
>common sense. As I said, safety belts are of much greater benefit at higher
>speeds than the damage you'd recieve if you weren't wearing them, so you
>can't go on a strict "every 10 mph" for occupants in this case. But after a
>certain speed they're next to useless, and that's where airbags have more
>worth.

damage for occupantes becomes difficult to calculate with rules. i'd
say give the occupant the same damage the car took, but give him the
soak of the car, too. then, make the damage bashing in case of safety
belts OR airbag. halve the damage in case of both safety belts AND
airbag. and, the place near the driver gets always +2L damage 😉
--
i hope she fries
i'm free if that bitch dies...
....i'd better help her out...
Domon
per rispondermi, togli il FILTRO!
 
Archived from groups: alt.games.whitewolf (More info?)

Il Tue, 27 Apr 2004 21:25:10 GMT, "Shane Graves"
<lobsterhut@earthlink.net> ha scritto:

>> small vehicles (motorcycles) would inflict 1 lethal damage per 10
>> miles per hour
>> medium vehicles (cars and vans) would inflict 2 lethal
>> large vehicles (trucks) would inflict 3 lethal
>
>He's asking about occupants. Those should be reversed. More damage from a
>motor cycle, less from a large truck.

this was damage inflicted by the vehicle to a pedestrian, another
vehicle, or a wall.
for damage to the driver, i postulated some more ideas in a successive
post
--
i hope she fries
i'm free if that bitch dies...
....i'd better help her out...
Domon
per rispondermi, togli il FILTRO!
 
Archived from groups: alt.games.whitewolf (More info?)

"Domon"
> "Shane Graves"

> >> small vehicles (motorcycles) would inflict 1 lethal damage per 10
> >> miles per hour
> >> medium vehicles (cars and vans) would inflict 2 lethal
> >> large vehicles (trucks) would inflict 3 lethal
> >
> >He's asking about occupants. Those should be reversed. More damage from
a
> >motor cycle, less from a large truck.

> this was damage inflicted by the vehicle to a pedestrian, another
> vehicle, or a wall.
> for damage to the driver, i postulated some more ideas in a successive
> post

Which were equally ignorable and proved you just didn't read what he wrote
in the first place.
 
Archived from groups: alt.games.whitewolf (More info?)

niccoloFILTRO@turnipsrl.it postulated:

:: quite easy: add the speed together for a fron crash, add and multiply
:: per 0.66 for a T crash. then each car does his damage multiplyed for
:: the total speed
<snip everything else>

All seems like too much mechanics for me to be bothered with personally...
Someone might be happy with charts and maths and so forth. Me, I like to use
reasonable guesswork and dramatic assumption. 🙂 YMMV

Nimrod...
--
"It's not stupid - it's *advanced*." -- Almighty Tallest, 'Invader Zim'
 
Archived from groups: alt.games.whitewolf (More info?)

Il Wed, 28 Apr 2004 22:52:27 +0100, "Nimrod Jones"
<Nimrod_V01D@doleos.demon.co.uk> ha scritto:

>All seems like too much mechanics for me to be bothered with personally...
>Someone might be happy with charts and maths and so forth. Me, I like to use
>reasonable guesswork and dramatic assumption. 🙂 YMMV

i, too. but that would have not be a useful suggestion: i assume that
if someone is going to use his judgement, he won't ask for a way to do
it on the ng...
--
i hope she fries
i'm free if that bitch dies...
....i'd better help her out...
Domon
per rispondermi, togli il FILTRO!
 
Archived from groups: alt.games.whitewolf (More info?)

rex@chicagobynight.org (Rex) wrote in message news:<95d66a68.0404270809.10fa849a@posting.google.com>...
> Hello all,
>
> Does anyone have any suggestions as to figure the damage inflicted to
> a vehicle and its occupants from a collision with a stationary or
> moving object? All help is appreciated.
>

Halfway remembering visions of Car Wars rules....

For crashing into a stationary object like a parked car, tree or house
wall, I'd say 1 die bashing damage for every 10 mph. Wearing old
fashioned across the lap seat belt would be 1 die of "armor" to aid in
soak. Across the lap and over chest would be 2 dice of "armor". Full
five point resraint like you'd find in a race car would be 3 dice
"armor". Helmet would be one die "armor" that could be added to the
rest. Single air bag (almost any new car in a front or rear collision)
would be an aditional 2 dice armor. For all surround air bags (really
nice new cars) would be 3 dice reguardless of direction of crash.
Going through a guard rail or other roadside obstruction subtracts 10
mph off speed.

Crashing into another vehicle in a T-bone type collision would be as
above with the speed used being the bottom part of the T. Head on
collisions would be the addition of their speeds. Side swipes or
ramming from behind would be the difference in their speeds.

If there is a vast size and wieght difference between the two cars
such as a monster truck versus an older import or a car crashing into
a reasonably solid stationary object (reinforced concrete wall),
double the smaller cars damage and halve the newer cars damage. I
wouldn't worry too much about newer smaller cars because they are
built for such things. The crumple paper mache feature actually makes
them safer because the car breaks insread of the person inside. If
there is massive difference such as a semi or train versus any car or
the car crashes into a completly solid imobile object (cliff face),
then car takes three times damage and the larger object's occupants
take none.
 
Archived from groups: alt.games.whitewolf (More info?)

"Domon"
> "Nimrod Jones"

> >All seems like too much mechanics for me to be bothered with
personally...
> >Someone might be happy with charts and maths and so forth. Me, I like to
use
> >reasonable guesswork and dramatic assumption. 🙂 YMMV

> i, too. but that would have not be a useful suggestion: i assume that
> if someone is going to use his judgement, he won't ask for a way to do
> it on the ng...

Wow.

I wish Doug was around right now. He'd have the perfect thing to say about
that.

I mean...this is where people come to ask other ST's (who've actually RUN
games, mind you) advice. They ask for other people to give their input,
especially about things they've never had to do before, or weren't ever
covered in the book.

Then you mis-read his post, give a pretty stupid answer. Then you go off an
insult the person for not being able to think, when you, yourself, have
shown a lacking in the abililty to facilitate ANY mental process
what-so-ever.
 
Archived from groups: alt.games.whitewolf (More info?)

Il Thu, 29 Apr 2004 22:30:58 GMT, "Shane Graves"
<lobsterhut@earthlink.net> ha scritto:

>Then you mis-read his post, give a pretty stupid answer. Then you go off an
>insult the person for not being able to think, when you, yourself, have
>shown a lacking in the abililty to facilitate ANY mental process
>what-so-ever.

how could my post of apology insult anyone?
--
i hope she fries
i'm free if that bitch dies...
....i'd better help her out...
Domon
per rispondermi, togli il FILTRO!
 
Archived from groups: alt.games.whitewolf (More info?)

"Domon"
> "Shane Graves"

> >Then you mis-read his post, give a pretty stupid answer. Then you go off
an
> >insult the person for not being able to think, when you, yourself, have
> >shown a lacking in the abililty to facilitate ANY mental process
> >what-so-ever.

> how could my post of apology insult anyone?

If you were apologizing, you shouldn't have said "If he could use his own
judgement". Saying someone has no judgement, to me, is pretty insulting.
After all, he was asking for an opinion.