Equipment/Explosives
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Explosives
These have come up increasingly frequently, so staff is clarifying how explosive mechanics will work on Fate's Harvest, and how they will interact with goblin fruits etc. and the Hedge.
Much of the information on this page is derived from Chronicles of Darkness - Hurt Locker. See p.134 onward.
All Explosives Have...
Every explosive, custom or not, will have values for the following mechanical fields. If creating a custom explosive with goblin fruit, see
Blast Area
This represents the diameter (in yards) of the explosion.
- Ground Zero
- Primary
- Secondary
The number listed is for the primary blast area. Secondary is Primary x 2.
Damage
This represents the initial detonation.
Ground ZeroAt ground zero, this is Aggravated damage automatically inflicted upon EVERYthing in the radius. |
PrimaryDamage downgrades to automatic Lethal. |
SecondaryDamage downgrades to automatic Bashing. |
When dealing with objects, subtract the object's Durability score from the initial Agg. Any Agg beyond that score bypasses Durability entirely.
Explosives also inflict Tilts on their victims. All explosives which do damage inflict the Deafened tilt in addition to any other tags they possess.
ForceThis does additional damage to victims struck by the explosion. Roll Force as an attack pool. If the roll is successful, add its Damage rating in automatic successes for additional damage. Damage type determined by blast area.
NOTE: This can double the Damage rating if successful. |
RangeOnly explosives capable of being fired or thrown have ranges. To use one of these, roll the following:
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AvailabilityCost in Resources or levels of an appropriate Social merit to obtain the explosive. Most are black market, and very expensive. If you're crafting the thing, talk to staff per the Equipment/Mundane_Crafting page. |
Initiative PenaltyPenalty suffered while wielding the weapon. |
StrengthMinimum Strength necessary to use the weapon. Applies only for explosives fired or thrown. |
EffectsAny special effects pertinent to the weapon, like armor piercing. |
Grenades
See the book for a lot of details, but in basic summary, grenades can be lethal (KABOOM) or nonlethal (tear gas, flashbangs).
- Hand grenades are always considered aerodynamic.
Using a Grenade
- Pull the pin. You now have 1 round to throw it before it detonates, and you are at Ground Zero.
- Roll Dexterity + Athletics to throw it.
- If you get a Dramatic Failure while "cooking" the grenade (see below), the grenade blows up in your hand, and unless you have some serious whopper magic, you're either taking the One Arm Flaw or getting the Arm Wrack Tilt for life.
"Cooking off" a Grenade
Typically speaking, because of the way a grenade works, when you throw the bugger, the person you threw it at has their next turn to dodge out of the way of it, since it isn't going to detonate until your next turn comes up on the Initiative roster.
To limit this, you can hold the grenade in your hand an unsafe amount of time, in effect throwing the thing RIGHT before it's going to KABOOOOM instead of being safe.
Steps:
- Arm the grenade by pulling the pin.
- Delay your action until a chosen Initiative value.
- The grenade can be held into the next turn, and be thrown at your original Initiative, detonating before anyone slower can react.
Grenade Types
- Fragmentation Grenades: "Frag" grenades spray shrapnel in all directions. Shrapnel is deadlier than the explosion itself.
- Stun Grenades: Also called "flashbangs". They cause no permanent damage, and give off only a blinding flash and deafening bang.
- Targets within the primary blast area must roll Stamina + Resolve - 4 and succeed or suffer from the Blinded, Deafened and Stunned tilts. Anyone caught at ground zero takes a -5 penalty. Targets in secondary range roll at -2 instead, and only take the Blinded and Deafened tilts.