Exalted: Damage Overwhelming

   There’s always somebody who wants to know how much damage completely ridiculous things do – and how much power their characters are carrying about. So here’s the benchmark chart for our Exalted games, listed by the number of dice of damage followed by a list of things that will do that much damage. If your character insists on throwing around this kind of damage, this will also tell you the kind of side effects you can expect.

  • 20: Light Artillery, Missile Launcher, Medium Implosion Bow, high-speed vehicle crashes. The heaviest repeating man-portable stuff and light crew-served weaponry. The energy level of a moderately skilled mortal Thaumaturge.
  • 25: Medium Artillery, Heavy Mortars, Tank Guns, several-hundred MPH plane crashes. Generally stuff that’s too big to carry around. Attacks at this level and above tend to cause shattered windows and other side effects for at least a hundred feet around their point of impact. Comparable to the energy level of a highly-skilled mortal Thaumaturge, ordinary ghost, or young godblooded.
  • 50: Building-sized weapons: Superheavy Artillery, Heavy Implosion “Bow”, supersonic crash, Starship Energy Weapons. Attacks at this level can be counted on to destroy good sized buildings and cause serious destruction for a hundred feet around their point of impact and minor damage for several hundred more. Comparable to the energy level of a new Terrestrial exalt or an average Godblooded.
  • 75: Enchanted Superheavy Artillery, Plasma Coils, Tactical Nuclear Weapons. Will destroy at least a city block and cause serious damage for quite a distance. Comparable to the energy reserve of a new Lunar or Sidereal Exalt or a highly experienced Terrestrial one.
  • 100: Fission Bomb, Relativistic Projectile. Will usually destroy most of a city. Comparable to the energy reserve of a newly-exalted Solar or an experienced Lunar or Sidereal Exalt.
  • 125: Fusion Bomb, Antimatter Beam. Usually destroys a city and its metropolitan area. Comparable to the energy reserve of a highly-experienced Solar, a common Malfean, or a Major God.
  • 150: Total Conversion Bomb, Quantum Singularity Beam. Causes vast destruction in an area hundreds of miles across. Comparable to the energies tapped by the most powerful Solars in history, of common Primordials, and of the most powerful Gods.
  • 175: Stellar Flare, Gravitational Soliton Beam. Reduces a continent to a sea of molten rock. Comparable to the energies of the more powerful primordials or to large groups of Gods or Celestial Exalted.
  • 200: Nova, Core-Tap Sunbeam. Destroys planetoids, burns off planetary surfaces, shatters mountain ranges. Causes massive damage throughout the local solar system, light damage to nearby solar systems. Comparable to the energies of Autochthon, Gaia, or the massed might of the Celestial Exalted at their peak during the Primordial Wars.
  • 225: Supernova, Seyfert Flare. Destroys nearby planets, may cause severe damage in nearby solar systems.
  • 250: Hypernova, Gamma Ray Burster. Destroys nearby stars, damages much of the local galaxy.
  • 275: Being struck by Cosmic String or a Singularity. Destroys neutron stars and small star clusters
  • 300: Zero-point Phase Transition. Propagates out at the speed of light, gradually overwriting the current universe. Survivors using perfect Soak or Blocks find themselves in a dense plasma-photon cloud.
  • 325: Quagma Inflation Weaponry. Destroys local galaxy and stellar halo and drops the region out of normal space-time to form a new universe with modified natural laws. It will probably expand considerably.
  • 350: Force Inversion, Quintessence Burst. Collapses quarks throughout the universe into singularities, which then detonate in bursts of hard radiation. The universe is reduced to a burst of stray particles. Those using perfect Soak or Block defenses may survive, but will probably have nothing to do for the rest of eternity unless they develop some charms to start rebuilding the cosmos. The fey laugh their heads off.
  • 375: Unshielded Plank-Scale Spatial Inversion/Dark Energy Amplification. Annihilates the universe without further side effects. Space, Time, and Energy effectively cease to exist. The end except for anything out in the deep Wyld. The serious crusaders among the fey throw one hell of a party. Survivors are invited.
  • 400: Cosmic Singularity. Destroys local regions of multiverse (and incidentally creates new ones). Those with perfect Soak defenses survive, but will have to wait for the multiverse to evolve before there will be anything interesting to do. Hibernation or coming up with special rebuilding charms is suggested.

Exalted: Modern Weapons

   Back when we were playing Exalted in a modern setting, we needed some quick statistics on modern weapons and a few bits of other equipment – and the Exalted scaling is rather different from the various World of Darkness sourcebooks. Ergo, here’s a quick chart covering some modern equipment for Exalted:

Modern Firearms Chart (Personal Weapons)

Type

Dam

Ranges

Clip

Str

Size

Acc

Rate

Cost

Light Pistol

6L

20/40/80

18

2

1

+2

6

*

Heavy Pistol

8L

35/70/140

8

3

1

+1

5

**

Shotgun (1)

10L

20/40/80

6

3^

2

+3

3

*

Rifle

10L

200/400/800

12

2^

3

+0

3

**

Sniper Rifle

12L

500/2K/5K

1

2

3

+4

1

***

Machine Pistol*

6L

25/50/100

30

2

1

+1

4

***

SMG*

8L

50/100/200

60

3^

2

+0

4

***

Assault Rifle*

8L

150/300/600

42

3^

3

+1

4

***

Concussion Grenade

8B

10/20/30

1

2

1

-1

2

**

Fragmentation Grenade

6L

10/20/30

1

2

2

-1

2

**

Incendiary Grenade

8L

10/20/30

1

2

2

-1

2

***

Grenade Launcher

Var

50/100/150

6

2

2

-1

3

***

LAW

24L

50/100/200

4

3^

3

+0

1

****

   Special Notes:

  • Damage: Indicates the base damage of the weapon.
  • Ranges: Short/medium/long ranges in yards. Attacks at medium/long range take a -2/-4 penalty.
  • Clip: The number of shells a gun can hold.
  • Str: The minimum strength required to hole the weapon steady. Weaker wielders suffer a -1 die penalty.
  • Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person
  • *Can autofire 3/10/20 bullets for +2/3/4 dice. 10 and 20 bullet bursts can be spread over multiple targets as multi-actions.
  • ^ +1 if used one-handed.
  • A shotgun can hit two targets next to each other.
  • Full-automatic weapons usually require special permits.
  • Grenades affect a fifteen-foot radius.
  • LAW’s are armor-piercing versus hardness only.
  • Light pistols through Assault Rifles work nicely with the Righteous Devil martial arts style.
  • Laser Sights reduce Firearms target numbers by 1 at a cost of **.

Modern Armor Chart

Modern Armor

Soak

Str

Fat

Mob

Cost

Heavy Clothing

2/1

1

0

0

Leather Outfit

3/2

2

0

0

*

Light Kevlar*

4/2

1

0

0

**

Tailored Kevlar*^

5/2

1

0

-1

***

Heavy Kevlar*

5/3

2

1

-1

**

Flack Jacket*

5/5

3

1

-1

**

Full Riot Gear*

7/7 (3)

3

2

-2

***

Military Ceramic*

9/9 (5)

4

3

-3

****

   Special Notes:

  • Soak: Lethal/Bashing. The number in () is the armor’s hardness rating.
  • Strength (Optional): If you don’t have at least this Str your armor will slow you down, adding +1 difficulty to your attack and parry rolls. Few exalted characters worry about this, but mortals often do.
  • Fatigue: The difficulty of the armors fatigue check. This must be made every so often on (Sta + End) to avoid a cumulative -1 penalty on all actions.
  • Mobility: The penalty imposed rolls involving agility or balance while wearing the armor.
  • * Bulletproof. Downgrades bullet damage from lethal to bashing
  • ^ Tailored to look like normal clothing. A must for the wealthy.

   Other Equipment:

  • Kit/Shop/Facility for a particular skill; +1/2/3 dice at a cost of 2/3/4. Superior and even “Perfect” versions are available, but if you want it enchanted you’ll have to do it yourself. This includes computers and programs (Lore and similar skills). You normally can’t carry anything bigger than a “kit”.
  • Surveillance Gear has ratings of 1-5 and a similar cost. Roll it’s rating to see if it catches anything about an action, extra successes indicate more information. Counter- surveillance gear has exactly the same costs and rolls an opposed check to try to find Surveillance gear. Jammers cost (rating-1) and roll against surveillance gear to reduce its successes.
  • Vehicles range from * (A used car) through *** (A light plane) on up through ***** (an aircraft carrier). In general, they can be assumed to be available.