Charts: Difference between revisions
From Ascension Sojourns
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+ | <div style="float:right;">__TOC__</div> |
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+ | = Other Charts = |
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+ | {|class="wikitable" |
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+ | |- |
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+ | |[[Gear]]||[[Weapons]]||[[Charts]]||[[Mage Charts]] |
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+ | |- |
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+ | |[[Combat Systems Chart]]||[[Dramatic Feats Charts]]||[[Feats of Strength Chart]]||[[Xp Chart]] |
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+ | |- |
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+ | |} |
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+ | = Gauntlet Rating = |
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+ | Typical Active/friendly node/caern 4*<br> |
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+ | Urban caern 5<br> |
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+ | Deep wilderness 5<br> |
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+ | Rural countryside 6<br> |
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+ | Average city street 7<br> |
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+ | Inner city, downtown 8<br> |
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+ | Science lab 9<br> |
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+ | <br> |
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+ | * for nodes/caerns that are not warded and are "friendly" to the character. |
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+ | |||
=Environmental Hazards = |
=Environmental Hazards = |
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= Sample Objects and Surfaces= |
= Sample Objects and Surfaces= |
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{|class="wikitable" |
{|class="wikitable" |
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!Object/Surface!! Durability !!Structure !!Damage!! Notes |
!Object/Surface!! Durability !!Structure !!Damage!! Notes |
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+ | |colspan="5"|<center>'''Barriers'''</center> |
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|Window ||1-3||1-3 ||1|| #1 |
|Window ||1-3||1-3 ||1|| #1 |
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|Metal Fence ||3-4||7-10|| 3|| #2 |
|Metal Fence ||3-4||7-10|| 3|| #2 |
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+ | |} |
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+ | |style="vertical-align: top; padding-right: 60px"; | |
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+ | {|class="wikitable" |
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+ | |- |
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+ | !Object/Surface!! Durability !!Structure !!Damage!! Notes |
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|Chair ||3-4 ||4-6|| 1-2|| |
|Chair ||3-4 ||4-6|| 1-2|| |
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|TV|| 2|| 2 ||2|| |
|TV|| 2|| 2 ||2|| |
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+ | |colspan="5"|<center>'''Street Objects'''</center> |
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|Mailbox ||2-3|| 2-6|| 1-2|| |
|Mailbox ||2-3|| 2-6|| 1-2|| |
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|Tree ||5-10 ||10+ ||3-5|| #3 |
|Tree ||5-10 ||10+ ||3-5|| #3 |
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+ | |} |
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'''Notes'''<br> |
'''Notes'''<br> |
Latest revision as of 07:01, 14 November 2024
Other Charts
Gear | Weapons | Charts | Mage Charts |
Combat Systems Chart | Dramatic Feats Charts | Feats of Strength Chart | Xp Chart |
Gauntlet Rating
Typical Active/friendly node/caern 4*
Urban caern 5
Deep wilderness 5
Rural countryside 6
Average city street 7
Inner city, downtown 8
Science lab 9
- for nodes/caerns that are not warded and are "friendly" to the character.
Environmental Hazards
Fire Damage
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Electrocution
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Explosives
Type | Blast Area | Blast Power | Burn | Notes |
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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 |
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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. |
Objects
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Sample Objects and Surfaces
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Notes
Durability: Overall hardness and/ or thickness.
Structure: Useful integrity; when damage exceeds Structure, the object is broken.
Damage: The number of dice the surface or object adds to an attacker’s bashing damage pool if he uses that object or surface as an improvised weapon.
- 1 = Damage lethal if glass gets shattered before use as a weapon; doubled for heavy-duty glass.
- 2 = Damage reflects being hit with a piece of the wall or being slammed hard into it.
- 3 = Extremely varied, depending on age, type, and size of tree
Holding Breath
Stamina | Holding Breath | Stamina | Holding Breath | |
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1 | 30 seconds | 6 | 15 minutes | |
2 | One minute | 7 | 20 minutes | |
3 | Two minutes | 8 | 30 minutes | |
4 | Four minutes | 9 | 45 minutes | |
5 | Eight minutes | 10 | One hour |