Equipment/Explosives

From Fate's Harvest
Revision as of 14:46, 28 September 2019 by Annapurna (Talk | contribs)

Jump to: navigation, search

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.

  1. Ground Zero
  2. Primary
  3. Secondary

The number listed is for the primary blast area. Secondary is Primary x 2.

Damage

This represents the initial detonation.

Ground Zero

At ground zero, this is Aggravated damage automatically inflicted upon EVERYthing in the radius.

Primary

Damage downgrades to automatic Lethal.

Secondary

Damage 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.

Force

This 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.

  • Defense does NOT apply to this attack unless the target has supernatural speed.
  • Mundane armor only applies half of its ballistic rating, and none of its general rating.
  • Supernatural armor is applied fully.

NOTE: This can double the Damage rating if successful.

Range

Only explosives capable of being fired or thrown have ranges.

To use one of these, roll the following:

Thrown
Strength or Dexterity + Athletics
Fired
Dexterity + Firearms

NOTE: When firing an explosive, take -1 to the attack if you don't have a Heavy Weapons specialty while firing man-portable artillery. An (A) next to the range denotes an aerodynamic weapon.

Availability

Cost 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 Penalty

Penalty suffered while wielding the weapon.

Strength

Minimum Strength necessary to use the weapon. Applies only for explosives fired or thrown.

Effects

Any special effects pertinent to the weapon, like armor piercing.