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.
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3 Responses

  1. […] Damage Overwhelming: When you want to know just how much power an Exalted character has, and what the side effects of using it will be like. […]

  2. […] Damage Overwhelming: When you want to know just how much power an Exalted character has, and what the side effects of using it will be like. […]

  3. […] Damage Overwhelming: When you want to know just how much power an Exalted character has, and what the side effects of using it will be like. […]

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