Charts: Difference between revisions
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+ | =Toxins= |
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+ | Toxin Rating Difficulty Disease Poison or Drug |
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+ | One 6 Cold (B) Alcohol (B), Cocaine (B), Tear Gas (cloud, B) |
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+ | Two 7 Chicken Pox (B), Food Poisoning (B), |
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+ | MRSA (L) |
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+ | Methamphetamine (B), Methanol (L) |
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+ | Three 7 Influenza (B); Cancer, Early (L); |
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+ | Pneumonia (L) |
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+ | Ptomaine (B), Tainted Water (B), Belladonna (L) |
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+ | Four 8 HIV (L); Leprosy (L); Cancer, Advanced |
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+ | (L) |
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+ | Salmonella (B), Ammonia (L), Fouled Water (B) |
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+ | Five 8 Severe Flu (B/L); Cholera (B); Cancer, |
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+ | Extensive (L) |
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+ | Bleach (L), Industrial Waste (L), Chlorine Gas (L) |
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+ | Six 9 Bubonic Plague (L), Anthrax (L) Strong Acids (L) |
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+ | Seven 9/T3 Ebola (avoid as cloud, L) Sarin (L), Cyanide (L), Acidic Sludge (L) |
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+ | Notes: Clouds of toxins inflict damage per turn spent within the cloud without gas protection gear and cannot be dodged; to |
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+ | avoid the effects, a character needs protective gear or Life 2 magick. Many toxic chemicals work on skin contact and cannot |
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+ | be avoided by holding one’s breath. Clouds also drift with wind and may be dispersed or spread with Forces 2 or higher |
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+ | Effects. |
Revision as of 06:23, 27 April 2023
Environmental Hazards
Fire Damage
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Electrocution
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Explosives
Type | Blast Area | Blast Power | Burn | Notes |
---|---|---|---|---|
Toxic Gas Grenade | 4 | N/A | No | See Toxins chart |
Concussion Grenade | 3 | 8 dice | No | Bashing damage, not lethal |
Fragmentation Grenade | 3 | 12 dice | No | |
Molotov Cocktail | 2 | 8 dice | Yes | Aggravated damage. |
IED | 3-5 | 8-15 dice | Depends | #4Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Suicide Bomb | 4-6 | 10-15 dice | Depends | Strapped to, or inside of, user; kills user upon ignition. Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Gasoline | 3 | 2 | Yes | Aggravated damage. |
Gas Tank (car) | 5 | 12 dice | Yes | Aggravated damage. |
Car Bomb | 5 | 20 dice | Depends | Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Truck Bomb | 20 | 30 dice | Depends | Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection). |
Blasting Powder | 1 | 1 | Yes | #6 Loose gun- or flash powder; also creates blinding flare when ignited |
Dynamite | 3-5 | 6 dice/ stick | Yes | |
Nitroglycerin | 4 | 3 | No | Liquid, unstable; may ignite upon impact. |
Plastique | 1-6 | 1-20 | No | May be shaped for precise explosion area; stable until ignited by electronic detonator. |
Napalm | 10-50 | Special | Yes | Jellied gasoline; aggravated damage. Storyteller rolls one die to determine how much flaming napalm hits a given character,
then rolls that many dice per turn for 10 turns. Not extinguished by water, only by total lack of oxygen. Successful dodge reduces damage dice pool by one die per success. |
Small Rocket | 3-6 | 10-15 dice | No | |
Artillery Shell | 10 | 20-30 dice | No | |
Nuke | 1-30 miles | Seriously? | Yes | Aggravated damage. |
Dodging the Blast
Difficulty | Size of Explosion |
---|---|
6 | Small detonation (grenade, Molotov cocktail) |
8 | Large explosion (gas tanks, small bombs, IEDs) |
9 | Huge explosion (artillery rounds, tanker trucks, truck bomb |
Toxins
Toxin Rating Difficulty Disease Poison or Drug One 6 Cold (B) Alcohol (B), Cocaine (B), Tear Gas (cloud, B) Two 7 Chicken Pox (B), Food Poisoning (B), MRSA (L) Methamphetamine (B), Methanol (L) Three 7 Influenza (B); Cancer, Early (L); Pneumonia (L) Ptomaine (B), Tainted Water (B), Belladonna (L) Four 8 HIV (L); Leprosy (L); Cancer, Advanced (L) Salmonella (B), Ammonia (L), Fouled Water (B) Five 8 Severe Flu (B/L); Cholera (B); Cancer, Extensive (L) Bleach (L), Industrial Waste (L), Chlorine Gas (L) Six 9 Bubonic Plague (L), Anthrax (L) Strong Acids (L) Seven 9/T3 Ebola (avoid as cloud, L) Sarin (L), Cyanide (L), Acidic Sludge (L) Notes: Clouds of toxins inflict damage per turn spent within the cloud without gas protection gear and cannot be dodged; to avoid the effects, a character needs protective gear or Life 2 magick. Many toxic chemicals work on skin contact and cannot be avoided by holding one’s breath. Clouds also drift with wind and may be dispersed or spread with Forces 2 or higher Effects.