More appendices
Character op, not fully settled on the number or type of example characters yet
Character optimization is considered a dirty word in some places. This is because it allows some characters to be better at stuff than other characters. Now, normally this isn't an issue. We don't care on combat the barbarian is awesome, the assassin is a glass cannon, and the cleric is just sort of tagging along and helping out. That's because we assume that the assassin is better at stealthy stuff than the other two, the cleric is good at knowing stuff and casting spells where the others can't, and that all of this is relevant in a game. Where the dislike for 'char op' comes from is when a game is only about combat or the cleric manages to be better at combat than the barbarian, better at stealthy stuff than the assassin, and is still the only person who knows stuff and casts spells. Of course that may not be due to any sort of character building, it could be inherent in the game.

In DUNGEONS THE DRAGONING we've tried to just make everyone awesome so we don't need to care about fiddly pop weenie "balance" or anything. Some effort has gone into trying to make every exalt pretty good in their own way (that's why werewolves got a re-write, they had issues). We've fiddled with the classes a little to make your choice of class track matter a little less. You're still going to want to stick to the fighty type classes for fighting and the magical classes for spell casting, but there's been an attempt to make them all a bit more even and get them all to have more than just 'fight' and 'cast spell' as options. We'll explore some of the extremes in our sample characters.

Note & Assumptions: With the rewrite you can take up to four hinderances, upping starting character XP to 1000. We're assuming that the player gets to apply that XP in any order and that everything taken applies before they spend the next chunk of XP. We'll do everything by the character creation steps - 1) stats, 2) skills, 3) species, 4) exaltation, 5) class, 6) backgrounds, 7) alignment, 8) XP, 9 equipment package (actually we'll ignore this one most of the time). We also have a very strong tendency to take the Veteran O' the Wheel asset. It costs 100 XP and a semi-hinderance, but if it cranks an attribute up to 5 that's 400 XP you aren't paying later. Add getting a skill up to 5 and that's another 200 XP of value. All the class tracks require two skills at 5 to get into the 5th level, so if you're playing the long game it's completely worth it. If you're playing a short game you should consider it anyways since the three combat skills use the skill level as kept dice, and kept dice are a good thing.

A: 6 Weaponry Skill. This is how to start with a 6 in a skill, it can actually be any skill if you try hard enough.
1) strength 4
2) weaponry 3
3) tiefling, +1 weaponry (4)
4) atlantean, weaponry can now go to 6 points, conjuration 1(call item)
5) swordsman
6) artifact 3, mithril bionic arm (+1k1 parry & throw)
inheritance 3, best quality short spear (+1k0 attack, +2 dmg, (s+2)k2 pen3, throwable)
7) maybe khorn
8) 200 XP, +1 weaponry (5)
100 XP, veteran of the wheel, +1 strength (5), +1 weaponry (6)
200 XP, +1 sword school - white raven (gain 1 free style point to use)
100 XP, special attack -> standard attack, cavalry weapon, +0k1 dmg, pen0, not used last round, -1k0 attack
3x hinderance
100 XP, +1 weapon proficiency (melee 1)
200 XP, +2 artifact oralchium shield (+2 damage, +3k0 parry, -0k0 attacking)
So this gets us a basic spear attack of 8k6r1(~45) @ 7k2r1+2(~23) R pen3, a shield parry of 11k7(~53), and a special spear attack of 7k6r1(~42) @ 7k3r1+2(~31) R pen0 & not if used last turn. Next we want to buy the power attack feat, armor feats, and the thrown weapon proficiency. We could also swap in ballistics for weaponry, assimar for tiefling, a gun kata class for swordsman, gun kata for the sword school, and change the artifact to a hunting rifle. This character could still have 3 intelligence & charisma and have a lore, tech-use, and persuasion skills at 3s.

B: Mega-Evoker. This is how you start out throwing around enough magic to nearly one-shot a lesser daemon.
1) charisma 4
2) performer 2, common lore 3
3) any, say gnome for WP(any) & AP(any)
4) atlantean, evocation 1(magic missile), reroll warp effects
5) initiate
6) artifact 3
7) likely tezeench
8) 200 XP, +2 artifact, wraithbone heart (reroll warp effects)
100 XP, linguist asset
100 XP veteran of the wheel, +1 charisma (5), +1 common lore (4)
4 hinderances
400 XP, divine ministration, hatred(heretics), peer(religion), minor magic
completed initiate class, next class is bard (level 2) although preacher is another option and the unallocated skills can allow you to qualify for any 1st level class.
200 XP Power stat +1, can spend 1 resource to +3 level & magic school for the next focus power test
So this character can spend a resource point to roll 9k5(~41) on the Focus Power test of Magic Missile while counting as a level 5 character for it. That averages five raises on the spell which gets us six missiles doing an average of 10 damage each. The default lesser incarnate daemon has 4 Resilience and 9 HP, meaning it takes 2 wounds per missile and dropping it (on average) to a crit 1 & crit 2. Energy crit 2 to the body is 1d5 level of fatigue on it's 3 Constitution, that gives us a (40%*40%) 16% chance of a fatigue KO on a lesser incarnate daemon _FOR A SINGLE HALF ACTION AND ONE RESOURCE POINT_. Plus the character rolls three or four times for any warp effects and chooses which ones they like, and they have a dot in another magic school. Nothing is stopping this character from loading up on physical attributes, acrobatics, ballistics, and buying a nice gun. Or they could have 3s and a 4 in the mental attributes and load up on brainy skills.

C: Mr. Disappointment. This is something like the only character we saw that was truly disappointing. It was originally constructed under the original rules, this is about as close as we can get with the revision.
1) strength 3, dexterity 2, constitution 4, intelligence 1, wisdom 2, willpower 4, charisma 1, fellowship 1, composure 3
2) brawling 3, athletics 3, acrobatics 2, intimidation 3, command 3, perception 3, academic lore 1
3) dragonborn, +1 strength (4), +1 intimidate (4), +1 command (4)
4) dragon blooded, water, +1 strength (5), tearing 1k1 claws
5) peasant
6) artifact 3, inheritance 3, fame 2
7) bahamut
8) 200 XP, +2 artifact, darksteel power-fist
200 XP, +2 inheritance, best quality power armor
150 XP, +1 brawling (4)
50 XP, +1 background, wealth
2x hinderance
100 XP, sturdy, +1 resilience
100 XP, blood of bahamut, claws & breath weapon @ +1k1 damage
Note that character had no feats, no ballistics, no weaponry, and no feats at starting. This means taking -14 to the static defense reducing them to zero defense, ineffective dodge, their only attack was 4k4(~23) brawling with a power-fist over their claws (and a lenient ruling about that letting it all stack) for something like 10k5(~43) pen6 + power & tearing. This character sucked down the damage and burned a Hero Point to survive it's second fight. It punched hard, but not much else. Specifically it's actually pretty bad at anything social because of low attributes and can't do much in the way of mental heavy lifting either. In fact you can very nearly build both of the previous two characters under the original rules, and they have much better options.

D: Hard to Kill.
1) strength 1, dexterity 2, constitution 4, intelligence 1, wisdom 4, willpower 4, charisma 3, fellowship 1, composure 1
2) weaponry 3, acrobatics 3,
3) squat, +1 constitution (5), +1 resilience vs damage, +1 craft (2)
4) daemonhost, reduce damage by con+power, healing 1(cure light wounds), recover resource by will(4k4(~22)) vs 10+2/spent
5) rat catcher (for raising dexterity and the +2 HP exit bonus)
6) artifact 3, hearthstone bracers, +2 ap, mithril hand weapon, +2 defense, +1 parry & feint
inheritance 3, machinator array, +1 strength (2), +1 resilience, -1 dexterity (1), no swimming
wealth 2
7) whatever, the paladin track gets you bonus AP and the rogue track gets you bonus Static Defense, several class tracks give extra Hit Points
8) 100 XP, veteran of the wheel, +1 wisdom (5), +1 weaponry (4)
100 XP, sturdy, +1 resilience
100 XP, +1 inheritance, +1 power armor (+resil +str(2) 12ap -2def 2maxDex)
100 XP, squat asset using Con instead of Dex for defense
100 XP, squat asset halving armor defense penalties
100 XP, asset academy, basic & melee 1
2x hinderances
100 XP, daemonhost asset sloth, +2 HP
100 XP, +1 dexterity (2)
This gives 20 HP, 7 Resilience, 36-7=29 Static Defense, -6 damage from anything not silver or magic spells, AP 14(all), 5k2(~17=8) dodge and 6k4(~30=15) parry. The character can evade and tank a lot of attacks, and you could change things up a bit by moving the artifact to something like an oralchum flak suit, or a necrometal flak helmet. That would let you get at a higher static defense dexterity for dodging, although at the expense of armor points. In that case you may be interested in the mercenary career as a starting point (although you can't get dexterity from it), or possibly peasant. The unallocated skills give you the option of entering the guardsman (although with one less weaponry skill), tech-priest, paladin, priest, and bard class tracks. One thing to do is buy a shield, that will increase your parrying to 8k4(~35=17). The character does suffer from several low attributes though.

E: Maximus Crappius. This is demonstration of how to create a character that has serious issues.
1) strength 4, dexterity 4, constitution 4, intelligence 1, wisdom 4, willpower 1, charisma 1, fellowship 1, composure 1
2) ballistics 3, acrobatics 3, athletics 2, medicae 3, perception 3, scrutiny 3, intimidate 1
3) human, +1 dexterity (5), +1 ballistics (4), +1 perception (4)
4) paragon, danger sense feat, human perseverance asset, +1 constitution (5)
5) conscript (you actually could do worse)
6) artifact 3,
inheritance 2, flak jacket, flak helmet
7) don't care
8) 100 XP veteran of the wheel, +1 wisdom (5), +1 acrobatics (4)
200 XP armor proficiency light, weapon proficiency ranged 2
200 XP sturdy & sand, +1 resilience & fatigue
100 XP +1 artifact, necrometal bolt pistol, -2k0 dodge
So this one shoots at 5k4 & -2k0 dodge, dodges at 8k4, AP 5(all) x2 vs blasts, Resilience 5, 14 HP, 32 Static Defense, and can do perception-medic-scrutiny all at 8k5. And that's it. Shoot good, dodge, spot, detect lies, and first aid. Outside of combat this character is basically helpless. Socially? This one can intimidate at 2k1 and everything else is at 1d10-1. Intellectually? Aside from medicine you're back at no rolls or 1d10-1. Also, fear effects are going to kick this one's butt.

F: Can Do. This is a character that can do just about anything. Well at least they can try with a real chance of success, unlike some of those other blokes.
1) strength 3, dexterity 3, constitution 3, intelligence 2, wisdom 3, willpower 2, charisma 3, fellowship 1, composure 1
2) common lore 3, performer 2, weaponry 2, ballistics 2, acrobatics 1, pilot 1, arcana 1, forbidden lore 1, medicae 1, politics 1, tech-use 1, disguise 1, persuade 1
3) tau, +1 composure (2), +1 common lore (4), +1 persuasion
4) paragon, danger sense feat, move & shoot asset, +1 intelligence (3)
5) minstrel (a legitimate 'little bit of everything' class)
6) contacts 2, allies 2, backing 2, followers 2
7) maybe slannesh?
8) 100 XP, veteran of the wheel, +1 willpower (3), +1 common lore (5)
100 XP, +1 fellowship (2)
200 XP, luck, jack of all trades
100 XP, academy, melee 2 & ranged 1
50 XP, +1 acrobatics (2)
50 XP, +1 arcana (2)
Now this character has 3s in all attributes but fellowship and composure (those are at 2), dots in all the advanced skills, dots in a lot of other skills, and a maxxed out common lore. Luck adds a daily reroll of anything, Jack Of All Trades gives us a bonus on the skills we don't have any dots in, we can participate in ranged, melee, and social combat without feeling incompetent, and grabbing the "Water" starter equipment package gets us an autopistol, fencing sword, mesh vest, and a good stiff drink. We have lots of friends, someone has our back, and eventually you'll buy into magic and/or sword schools. 12 HP, 4 Resilience, not really any armor yet, 20 Static Defense, 5k3(~23=11) dodge, 4k2(~16=8) parry, 3k2(~15=7) stabbing (aiming and/or ganging up helps), and 3k2 shooting (autofire is 5k3(~23)). Sure, you aren't a combat monster like some of the others. But the basic TN for most things is 15 and you start with 3 pressure points. Get to 3rd level and buy your Power stat up to 3 (OK, that's like 1300 XP away, it's a goal) and you'll have 9 pressure point plus get back 3 every round. Missing a TN by one or two points is something you don't have to worry about. Plus, that characters didn't take any hinderances (beyond the veteran of the wheel side effect, but you could do without that if you had to). You can totally pick something like Will To Live and Law Of The Stars to snag Appearance and Dangerous Beauty or start with a dot of a magic or sword school.

G: Speeding Ticket. This is a character specced for speed. It also helps that they're really surprisingly hard to kill and all around decently skilled.
1) strength 2, dexterity 4, constitution 3, intelligence 1, wisdom 4, willpower 2, charisma 2, fellowship 1, composure 2
2) arcana 1, academic lore 1, perception 1, medicae 1, forbidden lore 1, politics 1, brawling 3, acrobatics 2, stealth 2, larceny 1, animal ken 2, disguise 1, scrutiny 1
3) halfling, +1 intelligence (2), +1 larceny (2), +1 deceive
4) werewolf, wolf-form, war-form, regeneration, lycan resilience
5) outcast (not actually important, go with whatever you want)
6) artifact 3, mithril bionic legs, +2 speed, +2k0 acrobatics
inheritance 3, good quality bionic heart, fleet of foot feat, +2 armor gizzards
7) probably luna
8) 100 XP academy asset, melee 2 & ranged 1
100 XP veteran of the wheel, +1 dexterity (5), +1 brawling(4)
100 XP halfling agility asset, +4 static defense
100 XP werewolf asset, silent striders, transmutation 1 dot & +1k1 focus power, swift change
100 XP fast asset, +2 speed, run at x7
100 XP sturdy asset, +1 resilience
Here we have a character with 10 HP, 4 Resilience, lycan armor(1/4/6) & +2 gizzards, 40 Static Defense, 9k5(~40=20) dodge, and (part of the point of this whole thing) 11 speed with a run of 77. Fleet of foot lets you double that running speed, at a cost of course. Then there's the Transmutation magic at 6k5(~33) which you will probably mostly cast fettered at 3k3(~18). Swift change (TN 15) is nice but not amazing, next level you pick up Animal Power and you can boost your dexterity with it. You also have the wolf- and war- forms of a werewolf. Combined with the 4 dots of brawling you can fight pretty well, but it's the wolf-form with it's +2 dexterity, -1 size, regeneration, and quadruped trait. Wolf-form increases speed to 26 (run 184, fleet of foot to double that) and static defense to 40+12(halfling & dexterity)+2(size)=54, plus dodge. Sure, even you war-form melee damage isn't amazing at 6k1 but moving your skills around can qualify you for monk or one of the warrior classes that gets damage boosts or sword schools. We do suggest picking up a few dots of ballistics and a grenade or rocket launcher for blasts, or perhaps a good flamer. The 'hard to kill' part comes form your ability to skip into wolf-form (Swift Change, Free Action), run away (Run with Fleet of Foot, Full Action), hide (9k7 in wolf form ~50), and regenerate (might want to pick up healing magic to deal with wounds from silver weapons).

H: Buddy! This is a character with so many friends that pissing them off is like pissing off an army, a fleet, another party of exalts, and a zombie horde.
1) intelligence 4, charisma 3, fellowship 3
2) persuasion 2, scrutiny 2
3) gnome, +1 intelligence (5), any weapon & armor proficiency
4) vampire, +4 backgrounds, easy resource point regeneration
5) negotiator
6) allies, backing, followers, mentor, all at 3
7) don't care
8) 200 XP, +2 backing (5), admiral of a fleet
200 XP, +2 followers (5), 10k loyal troops
200 XP, +2 allies (5), five other Level 1 exalts
1x hinderance
100 XP, vampire asset, tremere, 1 dot necromancy & +1k1 focus power tests
optional 3x more hinderances
250 XP, contacts 4, a spy network?
50 XP, wealth? fame? status? artifact? raise a skill from 1 to 2?
This one is pretty rough on the SM, so get the OK first. You're getting serious social power through the courtier class track, plus another point of backing for each level of completion. You want 3rd level and 3 dots of necromancy to start animating the dead (you could go werewolf/transmutation and get the elemental/spirit allies thing going by changing the exaltation and asset). And you don't have to be bad in combat; take ballistics 3, put on flak armor, requisition a SAW and blaze away on full auto. If you drop the contacts to 3 you can get an asset like appearance (+2k0 some social rolls) or education (5 skill specialties). There's also the option of picking up the first level of the sorcerer class track to get necromancy normally, that frees up the vampire asset to be ventrue which gets you another peerage, a contact, and a wealth test bonus.

I: Speed Run. This character tries to skip through the classes as fast as possible to get to 5th level first.
1) whatever
2) academic lore 3, forbidden lore 3, weaponry 3, craft 2, acrobatics 1
3) dark eldarin, +1 dexterity/charisma, +1 deceive, +1 forbidden lore (4)
4) promethian, ignore all armor proficiency feats
5) initiate
6) whatever, followers and wealth is good for having repair minions around
7) whatever, not khorne though
8) 400 XP, divine ministration, hatred, minor magic(healing), peer
exit initiate, enter preacher via healing magic
200 XP, spell focus, sound constitution
4x hinderances
200 XP, Virgil's guidance, divine grace
exit preacher, enter defender via divine grace & peer
100 XP, veteran of the wheel, +1 attribute, +1 forbidden lore (5)
100 XP, true grit
The character needs to buy weaponry to 5 (250 XP), and 8 feats (800 XP) to get to level 5. After 5 more feats they can exit the chevalier class and proceed into anything they qualify for. This character has no weapon proficiencies (although there is an option to take one in the paladin class), modest healing abilities, and reasonable combat & social ability.

Final Advice:
Low attributes are weak points for your character. High attributes are great because they're both rolled and kept dice. In the original edition almost all magical saves were Arcana + Willpower, with a few Arcana + Constitution or Arcana + Wisdom. This revision has worked to vary the saves (and fear effects) so that Willpower isn't a sort of super-attribute. To this end a number of spells now call for saving throws using Intelligence, Fellowship, Composure, Strength, Size, and other attributes. While you're perfectly free to make a combat whore with 1s in Intelligence, Charisma, Fellowship, and Composure, it's going to hurt. It won't just be the rest of the party carrying you through social encounters and puzzles. A Mind Flayer can drop a 8k5 Stun spell on you averaging over 35 on the Focus Power test, meaning you need a 26+ Arcana + Composure to not be stunned for a round and then lose two half actions after that. You need at least 6k3 to average that, and Stun isn't the worst thing that can happen.

Perils of the warp probabilities. The literal worst case scenario character(s) for popping a warp roll, percent chances, simple mitigation, and two ways to make effective and safe (99.5%+ safety) casters.
APPENDIX FOO -- safe, boring, predictable magic
Safe casting

People are amazingly afraid of the magic system, they read the worst results on the perils of the warp charts and assume that they happen regularly. They look at the TNs of the spells and think they can't reliably cast spells without pushing the spell and invoking the warp. Obviously they haven't actually tried the magic system or checked the math. That's what we'll do here. Now let's fire up the calculators.

Let's take out worst case scenarios for having to roll for warp effects, vampire necromancers and werewolf transmuters. A vampire with the Tremere asset and 5 intelligence can roll 7k6 to cast a TN 15 first rank spell. 90% of the results are 28 or higher, massive overkill for a first rank spell. You can reliably cast third rank spells with that, before factoring in rerolls. Checking our handy probability chart (link & page ref) tells us that 5k4 has a 97% success rate for TN 15s, running that on the calculator get us 3.3% of the results in the 1-14 range. The chart is right, so looking at casting fettered we see that 3k3 gets us a 66% chance to cast TN 15 and the calculator says 67% +/- a couple 1/10s of a percent which nicely rounds down to 66%. Get yourself to 2nd level, spend 100xp to pick up the second rank of necromancy and you have 4k4, giving you a 90% chance to get TN 15 and 69% chance to get TN 20. Great, so you don't need to risk warp rolls to cast spells.

But what if you want to? Or maybe the character just has a 3 intelligence and is rolling that 5k4. Ok, probability check time. We'll do this the simple way, it's longer but more illustrative of how the probabilities work.

There is a 10% chance that any one die rolls a 10. All seven dice rolling 1-9s is .9*.9*.9*.9*.9*.9*.9 = .9^7 = .478 = 47.8% chance of rolling no 10s at all. But wait, we can drop a die. OXXXXXX = .9^6 (because we don't care what one of the dice is as we're dropping it) = 53.1% chance of six dice having no 10s. Now that's not the whole story, because we're dropping a die. 90% of the time we don't care if all six of the rest of the dice are _ALL_ 1-9, because we have a 7th die. We only care 10% of the time. And that's only considering if the first die is a 10, one of the later dice could be a 10 and get dropped instead. So working this out; 10%*53.1% is 5.31% which is the chance that the first die is a 10 and the rest are not 10s, and there are 7 dice that can turn up 10s so 7*5.31%=37.18% rounding to 38.3% means that is how often one of our dice is a 10 that we can drop. Add that to the 'no tens' odds and we get 37.2%+47.8% = 85%, or slightly better than a 5/6 chance that we don't get warp effects. Yup, that's pretty dangerous. You might want to consider not blindly casting at maximum power every time.

That's our worst case scenario, and it's a little risky. Too risky for some people. Let's do a bit better. An eldarin can take a racial trait to add +1k0 to all Focus Power tests, a dragon-blooded exalt has a +1k0 to all Focus Power tests, the Apprentice class offers you the feat Implement Focus to reroll any one die on a Focus Power test, a daemonhost exalt can spend a resource point to add their power stat as rolled dice on a Focus Power test, adding a second rank to your magic school adds another rolled die, and an atlantean exalt with their power stat at rank 2 can spend a resource point to add +3 to their rank for a Focus Power test. Let's just take that risky vampire necromancer and take them up to level 2, spending 100xp to get the second rank of Necromancy. Now they're rolling 8k6, dropping two dice (why you've decided not to cast fettered for a first rank spell is your problem). Frankly this is where the math starts getting annoying. We've decided not to write out what hundreds of college statistics book have written over the past century and more, if you want the full explanation you can look it up somewhere. Run through our stats calculator we ended up with a 3.8% chance of having to roll for a warp event on 8k6, that's a 96% safety rate and the warp still isn't guaranteed to be anything more than a nuisance or harmless cosmetic change to the environment. Going with 7k6 and rerolling a die is slightly easier math, that 15% warp chance comes from having 2+ dice on 10s. Now if it's 3+ dice showing 10s you're out of luck, but that's a 2.6% occurrence and the remaining 15%-2.6% = 12.4% of the time it's two dice with 10s. Reroll one of them and you have a 90% chance of it not being a 10, so 12.4%*90% = 11.16% safety in addition to the base 85% safety of 7k6 gives us 97.16% safe spell casting. So adding just a single die reroll takes our worst case scenario from 15% warp events down to 2.8% warp events, even safer than increasing your rolled dice by 1.

So, ya want to case spell safely? Let's go all-in on safety here. Dragon-blooded eldarin apprentice with an implement and a wraithbone bionic heart. That's 3 background points, 100xp for a 4th background point, 100xp for a racial asset, 200xp for a magic school, and 100xp for the Tested feat. If they have the full 5 attribute for the magic school they roll 7k5, reroll one die, and roll four times on the warp tables, finally picking the roll that they like best. So 7k5 gives us a 2.57% warp rate, of which 2.3 of that is three 10s, rerolling saves us 90% reducing it to 2.57-2.3+(2.3*.9) = 0.5% chance of rolling on the warp tables. We roll twice on the default Book 1 chart (p.152) at +5, each has a 30% chance of kicking up from the Psychic Phenomena table to the Perils of the Warp table, and each has a 18% chance to get an actually potentially dangerous result on the perils table. Those run out to a 9% chance at both rolls being Perils, a 3.78% chance at one roll being Perils and the other being dangerous, plus a 3.24% chance of both rolls being dangerous. Which all comes to a grand total of .00045% chance of Perils of the Warp and .00035% chance of a dangerous Psychic Phenomena roll, all-in-all a .0008% chance of actual danger. This means that for this character casting spell has a similar chance of causing a warp roll as a random American driving 330 miles (530 km) will have of having an automobile accident, and the rate of potentially dangerous warp events is about twice that as the American has of being killed in the accident.

Another method of achieving safety is an atlantean exalt with a wraithbone bionic heart using their rank 2 power stat ability to add +3 to a magic school for a Focus Power test. That gives them three more rolled dice to drop, and being an atlantean they could already roll a warp effect twice and choose which result they wanted. Combined with the wraithbone bionic heart they'll roll any warp effects four times and get to choose one.

Also a Chosen of Tzeench is quite safe as they, personally, don't suffer from the warp effects. Sure, you can still tech scorn (Book 1, p.152) the helicopter you're riding in. But being an exalt in a helicopter in this game is just asking to get blown out of the sky anyways. Besides, you should have remembered to pack a parachute.

Surviving an orbital strike. Or, "how I learned to stop worrying and stat up the npcs coming for revenge"
Appendix K -- Surviving orbital strikes. ************************************************** *********************

So your players decided the best thing to do was to take off and nuke a city from orbit, or maybe there's just one person in the city they really don't like and they don't care about collateral damage. Your question now is "who lived? and just how pissed off are they?". Well we've tried to do some calculations for you on the 'who' part of that.

First, who is how tough?
resilience chart
size level 1/2/3/4/5
2 3/3/4/4/5
3 3/4/4/5/5
4 4/4/5/5/6
5 4/5/5/6/6

Second, how many of them are there?
assumption - 70% per level, therefore 70% of the population is level 1, then 70% of the remaining 30% is level 2, etc.
Second part two, how many hit points do they have?
assumption - 70% per dot > 1, therefore 70% have con+will of 4, then 70% of the remaining 30% have a con+will of 6, etc.

L1: [email protected] 4/6/8/10 => .49=16, .147=24, .0441=32, .0189=40
L2: [email protected] 4/6/8/10 => .147=16, .0441=24, .01323=32, .00567=40
L3: [email protected] 4/6/8/10 => .0441=20, .01323=30, .003939=40, .001701=50
L4: [email protected] 4/6/8/10 => .01332=20, .003939=30, .0011907=40 .0005403=50
L5: [email protected] 4/6/8/10 => .00567=24, .001701=36, .0005103=48 .0002187=60

Third, rounding happens, we multiply HP by resilience to get a damage threshold
This gives us how much damage it takes to run someone out of hit points
16=.64, 24=.25, 32=.075, 40=.03, 50=.0041, 60=.0008, more=.0001

Fourth, more rounding, assuming that half the hits are explosive and half are energy we check the critical charts to determine the percentage chance of a level of critical damage resulting in death (bleeding + stun/KO = death here). Cross referenced with our damage limits we get how many of what hit point levels will survive a specific amount of damage.

tuf=>.5 .1 .05
16=>28,32,36 => 25=.68, 30=.42
24=>36,40,44 => 35=.23, 40=.13
32=>44,48,52 => 45=.07, 50=.04
40=>55,60,65 => 55=.02, 60=.008
50=>65,70,75 => 65=.003, 70=.0013
60=>78,84,90 => 80=.0005, 85=.0002

You can use this chart to find the chance that any particular person survived a particular bombardment. Multiply their hit points by their resilience and look it up in the 'tough' column, rounding up or down based on armor, feats, traits, and your estimation of their circumstances. Check your damage amount from the bombardment. If it's in the range of the three numbers you can roll percentage dice for their survival; the '.5' column is 50%, the '.1' column is 10%, and the '.05' column is 5%. Remember that bleeding + being incapacitated (stun/fatigue) results in a fair number of the deaths at the .5 and .1 levels. If something is immune to bleeding, stunning, fatigue, etc., then it is pretty much certain to survive in those columns.

Fifth, we collapse step four into a general chart to tell up what the overall population survival rate is.

damage done in area = survival rate
25=68% (~half are 1st level)
30=42% (~90% are level 2+)
35=23% (~half are 2nd level)
40=13% (~90% are level 3+)
45= 7% (~half are 3rd level)
50= 4% (~90% are level 3+)
55= 2% (~half are 4th level)
60= .8% (~90% are level 5)
65= .3% (~99% are level 5
70= .13% (~99.9% are level 5)
80= .05% (level 5s)
85= .02% (level 5s)
90+=.001% (level 5s)

Find the amount of damage done to an area and you'll know what percentage of the population survived and have some idea of what levels they are. These numbers are for non-exalts and normal people. So NOT stuff that doesn't bleed, stun, fatigue, have double HP or inherent armor, has Con/Will/Level stat(s) at 6+, has Resilience/Size at 7+, gets Hero Points, etc. We aren't considering being inside buildings, being under cover, behind a car, etc., because a lot of that stuff is going to fall down, explode, or catch fire. We just assume that the resulting wreckage kills as many people as being covered saves.

As an example say a city has a million people. It takes an array hit that covers 60% of the city, 600,000 bodies. Damage is rolled at 53, evenly spread across the whole area because it's an array bombardment. Look at the chart... 4% survival, that's 24,000 survivors, 90% are level 3+. If we want more detail we check that 1% of the 32s survived, about than 50% of the 40s survived, and everyone higher made it out OK. 32=.075*.05=2250, 40=.03=18000, 50=.0041=2460, 60=.0008=480, more=.0001=60 == 23250, so what's 750 missing people between friends anyways? Now the 60s are all level 5, the 50s are .001701 level 3s with 5s in stats, .0005403 level 4s with 5s in stats, and .0005103 level 5s with 4s in stats. Meaning the 50s are about a 3/1/1 split between 3s/4s/5s, 2450/5=490 yields about 1500 level 3s, 500 level 4s and 500 level 5s (there's 50 of our missing people, rounding errors). Repeat for the 40s gives us .001701 L5s, .003939 L4s, .01323 L3s, .00567 L2s, and .0189 L1s, sum is .04344. Now .0189/.04344=.435, .435*18000=7830, that's how may level 1 people with 5s in constitution and willpower survived. You can repeat all that to find and population segment you want.

Modrons: Our games ended up with lots of "blast the place from orbit and run away real fast" where modrons were concerned. Even when the place being blasted was an inhabited space. So lets use them as an example of how we handled exceptional critters getting nuked. The base monodrone has Resilience 5, 10 HP, True Grit (half critical damage), AP 4(all), Regeneration(1), Stuff of Nightmares, and 'We'll Be Back'. So they're a 5*10=50, but instead of the +15 more damage to reach crit-3 the True Grit feat makes it +30 more damage, except that Stuff of Nightmares and Regeneration makes it take a full crit-5 to put one down. That looks like another +20, meaning we need around 100 damage to reliably crit-kill a monodrone. Then 'We'll Be Back' gives them a 34.5% chance to just stand back up anyways. This actually makes all out math easier. We simply ignore any bombardment less than 100 damage, then 35% survive each bombardment (blame any rounding errors on armor and cover). Duodrones are 6*16 = 96+(30[crit-5]*2[true grit]) = 156 damage and a little more armor plus they still get the same 'We'll Be Back'. It's a shame that the PCs never stuck around to find out just how ineffective their array based area saturation orbital bombardments were. Modrons are practically immune to anything short of direct hits by lance weapons and torpedoes.

Buildings & Cover: -- 2 column format
damage, effect on cover/buildings, this gives you an idea of what sort of structures will still be standing after a bombardment. check the cover table on page ?? of book 1 for examples of types of cover.

3, ap 2 @ 50% -> now ap 1
5, ap 2 destroyed
4, ap 3 @ 50% -> now ap 2
8, ap 3 destroyed
9, ap 4 @ 50% -> now ap 2
10, ap 5 @ 50% -> now ap 3
12, ap 4 destroyed
17, ap 5 destroyed
16, ap 6 @ 50% -> now ap 3
19, ap 7 @ 50% -> now ap 4
23, ap 6 destroyed
27, ap 8 @ 50% -> now ap 4
30, ap 7 destroyed
31, ap 9 @ 50%
38, ap 8 destroyed
41, ap 10 @ 50%
47, ap 9 destroyed
52, ap 11 @ 50%
57, ap 10 destroyed
59, ap 12 @ 50%
64, ap 13 @ 50%
68, ap 11 destroyed
78, ap 14 @ 50%
80, ap 12 destroyed
85, ap 15 @ 50%
93, ap 13 destroyed
101, ap 16 @ 50%
107, ap 14 destroyed
109, ap 17 @ 50%
122, ap 15 destroyed
127, ap 18 @ 50%
135, ap 19 @ 50%
138, ap 16 destroyed
155, ap 17 destroyed
156, ap 20 @ 50%
166, ap 21 @ 50%
173, ap 18 destroyed
188, ap 22 @ 50%
192, ap 19 destroyed
199, ap 23 @ 50%
212, ap 20 destroyed
223, ap 24 @ 50%
233, ap 21 destroyed
255, ap 22 destroyed
278, ap 23 destroyed
302, ap 24 destroyed

You can also use this chart for general cover damage, but be aware that this is calculated as 'big hit to the whole thing' damage. Generally smaller weapons (bullets, lasers) put smaller holes in stuff, that's why cover AP degrades one at a time. We like to degrade cover AP multiple levels at a time for explosives, short range shotguns, and big full auto bursts (reduce AP by # shots at the max, no matter how much damage was done). That's where this chart could come in handy, when you're talking wide structural damage to the cover instead of little holes.

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APPENDIX L -- how to throw bombs

The blast vs. bag of rats issue. So you chuck a krak grenade at someone, there's no blast radius on it so you have to hit their static defense. Ok, no problems, works like all the other attacks. You chuck a frag grenade with a blast(4) at them and miss... Where'd the grenade go? Say you want to blow up several people at once (not minions) so you're trying to land the grenade in the middle of them... What's the TN? Blast radius makes this important and it's unaddressed in the original base rules. You can theoretically place a small shielded remote control vehicle (rarity uncommon, size 1, static defense 5 @ mom 1-5, man -4, vtol, remote control, void shield 1, 6m/mom, speed 1, accel 3, and going to size 2 with a void 15 for the same price isn't hard) next to your target and throw explosives at that. We tried TN 5 & TN 10 to land a shot at an unmoving spot, that had issues because it meant nobody ever missed dropping a grenade exactly 1m away from their target. What to do?

We came up with the following setup for blast weapons:

You shoot directly at the person and miss? You miss by 1m per range increment per check on the attack roll (1m at short, 2m at normal, 3m at long, 4m at extreme). Estimate the surrounding area and randomize a scatter (we have a die with arrows on it or use a d12 for a clock face directional). If it's not some indirect, arcing, attack (or a shot from above?) then don't just scatter it across a flat map on the table. Figure what it would look like from the shooter's point of view and scatter that way (make pictures), the shot could go off into space or hit a low wall right in front of you.

You want to shoot at a point near someone to catch them (or several people) in the blast? Roll your attack and add the blast number to the total (roll a 24 with a blast(4) and it's 24+4=28). Check that number against all their static defenses and see if there's a spot that would get everyone hit and exclude everyone missed. That's where it lands. The nice bit about this is that as it's not a direct attack it can't be dodged without a stunt that uses the environment to gain cover, and then that's just cover so it can still potentially penetrate to deal damage. If you missed the shot do the normal scatter as above but the minimum distance is whatever is required to miss then whole group.

The explanation behind all this, the 'fiction layer' or 'narration' if you like that terminology, is that the character is trying to hit a moving target. When you do that you lead the target, shoot at where it's going to be when the shot gets out to that range. Since most explosives are thrown or launched at lower velocities you have to take a bigger lead with them. So you try to anticipate where the target will be when your shot/pitch will get there and make the throw. The misses are potentially a combination of bad guessing, bad timing, bad aim, and/or the target being able to see the incoming projectile and move somewhere else.

Yeah, it doesn't fix a knocked out rat 1m from someone being auto-hit (unconscious & helpless conditions, book 1, p.??) and automatically catching the other guy in the blast. We can't fix everything for you. Just don't be a jerk-ass about it and everything should work out. If someone is being a jerk about it point out that the rules work the same for the NPCs as it does for the PCs. What one person does, another person can replicate.

Oops. Accidentally copied the blast weapon advice too. Ok.