Page 179 - World of Darkness
P. 179

your character. Electrocution automatically causes bash-  (see below) may not reach the intended target. A dra-
                  ing damage per turn of exposure. No attack roll is made.  matic failure may put the grenade at your character’s feet
                      If harm from electricity is more than just instanta-  or in the lap of an ally. Note that if an explosive has a
                  neous — there’s a constant flow such as through power  large blast area and the item isn’t thrown far, the thrower
                  cables — a victim may not be able to escape. His muscles  could be caught in the explosion.
                  contract, which can prevent him from pulling away. Roll  If your character sets a bomb in a strategic place such
                  Strength as a reflexive action in each turn of contact. Fail-  as on a bridge support or in a mailbox, and the bomb has
                  ure means your character is still connected to the source  a timer or trigger, roll Intelligence + Stealth to actually
                  and suffers its damage each turn until a successful roll is  put it in place without it being detected. The relative
                  made.                                           subtlety of the explosive may apply modifiers to this roll
                  Source                       Damage             (+2 if it’s small, -2 if it’s homebrewed and clunky). Then
                  Minor; wall socket           4 (B)              roll Intelligence + Science to determine whether your
                                                                  character locates, sets and detonates the bomb correctly.
                  Major; protective fence      6 (B)              Modifier dice based the explosive’s reliability are applied
                  Severe; junction box         8 (B)              to your pool (+1 if the technology is proven, +3 if the
                  Fatal; main line feed/subway rail  10 (B)       item is almost foolproof, -1 if it’s homebrewed and -3 if it’s
                      Worn armor provides no protection against electro-  jury-rigged). On a failure, the bomb is mistriggered, its
                  cution. A magical kind conjured up by supernatural be-  explosion is muffled or its placement is flawed. A dramatic
                  ings might at the Storyteller’s discretion.     failure while using a set explosive may detonate the bomb
                                                                  at the wrong time or the device proves a dud.
                  Explosives                                          A grenade or bomb has a Blast Area and Damage rat-
                                                                  ing as indicated on the Explosives Chart. Blast Area is
                      The best way to do a lot of damage in a short amount  the diameter in yards in which the explosion takes effect.
                  of time is with an explosive. They’re often used commer-  Anyone in that area suffers the listed Damage automati-
                  cially to clear rock or to demolish buildings, or by the  cally. The same number of dice is also rolled, with any
                  military to take out resilient targets such as tanks, bridges  successes being added to the total damage done. So, an
                  or enemy installations. Explosives in the hands of anyone  explosive with a Damage of 4 inflicts four Health points
                  else in the world usually suggests one thing: desperation.  automatically, and four dice are rolled. Each success adds
                  The user is prepared to go to extreme lengths to destroy  another point of damage to the total. If three successes
                  something or someone. Assuming your character can even  are rolled, total damage in this case is seven.
                  lay his hands on and use explosives properly, he probably  Damage can be bashing or lethal, depending on the
                  seeks to lay waste to an enemy, be it human or inhuman,  item used. (Someone who jumps on an explosive to save
                  or to destroy something important to that foe. Alterna-  others nearby might be the only one to suffer harm, but
                  tively, he may be desperate to get through a door or to  he could take aggravated damage. An ordinary person
                  gain access to a safe.                          might muffle a grenade this way, but larger explosives can-
                      The Storyteller must remember that these weapons  not be smothered.)
                  aren’t widely available, and many of them are strictly ille-  As with most Firearms combat, a target’s Defense is
                  gal. The Status Merit (p. 116) is required to have personal  useless against explosives. A potential target can, how-
                  access to explosives. The Resources, Allies or Streetwise traits  ever, go prone as a reaction to the threat of an explosive.
                  might also be applied to acquire these weapons. Of course,  See “Going Prone,” p. 164. Doing so automatically de-
                  characters can always steal what they need.     creases damage inflicted by two. (A prone target does not
                      Your character may throw explosives, such as grenades  impose a penalty to a roll to throw an explosive at him.
                  or pipe bombs, or set them in a stationary location and  The attack isn’t necessarily aimed at the target, but at his
                  wait for a target to pass, as in the case of a timed or trig-  vicinity. If at least one success is rolled, the explosive lands
                  gered bomb.                                     where intended and the prone target could suffer dam-
                      See “Throwing,” p. 67, to determine how far an ex-  age.)
                  plosive can be thrown. Items marked with a “†” on the  Armor automatically protects against explosive im-
                  Explosives Chart are considered aerodynamic. Those with-  pact and burning with its rating against gunshots. So, a
                  out the symbol are not aerodynamic and cannot be thrown  flak jacket provides three points of protection. These
                  as far (or at all). If your character throws an explosive,  points are automatically subtracted from the explosive’s
                  roll Dexterity + Athletics to determine whether she gets  damage, rather than subtracting from any dice pool. Thus,
                  it where she intends. Some thrown explosives such as gre-  if your character wears a flak jacket and a bomb does four
                  nades offer bonus dice to your attack roll, while clumsy  damage, your character suffers only one Health. (“Bullet-
                  ones such as Molotov cocktails can impose penalties. Any  proof” armor such as a kevlar vest, flak jacket or full riot
                  successes on your throwing roll indicate that your charac-  gear does not downgrade damage from explosions like it
                  ter lands the explosive where she intends. On a failed roll,  does damage from Firearms attacks. See “Armor,” p. 166.)
                  the explosive doesn’t land where your character intends.  Anyone who is concealed behind a barrier or object
                  The Storyteller decides where it lands, and the blast area  or who is fully covered when an explosive goes off also


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             Chapter 7- COMBAT
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