CORE RPG RULES
Iconoclast -- RPG -- Modifiers
When one is dealing with the normal range of speeds (up to 20 MPH), such as those of participants in combat, modifiers based solely on speed are not usually a consideration. However, what if you're firing at a hovercar which is flying past the alleyway, or firing from one helicopter into another, while the enemy fires back?
When excessive speeds are involved, the key to applying penalties is relative speed. That is to say, the effective speed with which you will apply penalties is based on the difference in speed of the two participants involved. To determine a relative speed modifier, determine the speeds of the two participants on the chart below, and find the difference.
-100 95+ MPH / 151+ KPH
-80 75-94+ MPH / 119-150+ KPH
-60 45-75+ MPH / 67-118+ KPH
-40 25-44+ MPH / 37-66+ KPH
-20 15-24+ MPH / 23-36+ KPH
+20 15-24+ MPH / 23-36+ KPH
+40 25-44+ MPH / 37-66+ KPH
+60 45-75+ MPH / 67-118+ KPH
+80 75-94+ MPH / 119-150+ KPH
+100 95+ MPH / 151+ KPH
An object approaching another uses the positive side of the chart. An object moving away from another uses the negative side of the chart. Thus, if two objects are moving towards one another, their relative speeds are both positive, so you use the right side of the chart. If the two objects are moving away from one another, their relative speeds are both negative, so you use the left side of the chart.
Eg.1: Vehicle A is travelling at 50 MPH towards Jaywalker B, who is
crossing the street at walking speed. Since Vehicle A is approaching
Jaywalker B, it uses the positive side of the chart, and gets a +60
modifier. Since the Jaywalker is moving at less than 15 MPH, he adds no
modifier at all. The relative modifier for both is +60; that is to say,
the vehicle and its occupants are at +60 to hit the Jaywalker, and if
the Jaywalker happens to have a vengeful streak, and a gun, he is at +60
to hit the vehicle and its occupants.
Eg.2: Vehicle A is leaving the scene of a hit and run accident at 90
MPH. Police Car B is in pursuit at 100 MPH. Since Vehicle A is moving
away from Police Car B, it uses the negative side of the chart and
brings a -80 to the equation. Since Police Car B is moving towards
Vehicle A, it uses the positive side of the chart, and brings a +100 to
the equation. +100 and -80 generate a +20 total; thus, should there be a
shootout, everyone will be at +20 to hit one another.