Thursday, October 20, 2022

Going DCEU/MCU On The City

In many comic stories and anime structures and other of the setting are often demolished. The MCU is infamous at this point for leveling cities. I also think back to my favorite anime growing up, Dragon Ball Z, and how mountains were leveled in fights. I wanted to come up with a way to emulate this when running supers in 5e. 

When a character is engaged in a fight and using super strength, super speed, telekinetic, seismic, or other physical/force based attacks and they score a critical hit they can roll on the table below (in addition to the normal benefits of getting a critical).

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Property Damage (Physical Powers and Force Attacks)

1-4 - Shockwaves. The attack causes a ripple that blows small debris and knocks light weight objects over, but otherwise causes no damage.

5-7 - Minor Structural Damage. Walls and floors begin to crack. Glass and other fragile items shatter. Small trees and other objects are knocked down.

8-10 - Knocked Into A Wall.  The foe is knocked back into the nearest wall/solid surface or 300 feet, whichever occurs first.

11-13 - Major Structural Damage.  Massive waves of force severely damage nearby buildings and terrain. While the causes no immediate damage all attacks to the structures and objects nearby ignore the items damage threshold until they can be repaired.

14-16 - Knocked Through A Wall. The foe is knocked through the nearest wall until they hit a second solid surface or 300 feet, whichever occurs first.

17 - Sonic Boom, The force of the attack causes a sonic boom. Every other creature within 100 feet must make a DC 15 Constitution or gain the deafened condition for 1 round. Creatures with enhanced and super hearing make this saving throw with Disadvantage.

18 - Pounded Into The Earth. The foe is down through the floor/ground. If in a building they are knocked to the ground level. If already on the ground they are knocked to the sewers, subway, or a cavern below. They are prone until the end of your next turn.

19 - Going, Going, Gone. The foe is launched hundreds of feet straight up. They have a contrail as through the clouds. They land prone at the end of your next turn.

20 - Knocked Into Orbit. The foe is launched hundreds of feet into the edge of the atmosphere. They have a contrail as they fly upwards. They are deafened for one round, prone, and gain one level of Exhaustion when they return to the ground,  

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Though I know these things would cause serious damage and/death if they really happened, that's not what I am going for here. I'm just wanting some optional rules that provide some window dressing for 5e supers. For example, if you super strong hero rolls a 20 and launches a mook into orbit, it's assumed they catch the foe before they hit the ground. Ignore the physics, embrace the genre. 

I will work on an energy table at some point too.

I'm debating what to call this. Collateral Damage is the obvious choice, but considering the phrase's origins and connotations, I'm not sold on it. Property or Environmental Damage also makes sense. Thoughts? 

This is a work in progress and constructive feedback is welcome.

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