Ace has an Ingenuity of 5?! She's a Biochemical Genius?! Nah...
I'd lower her Ingenuity to 3 and raise her Strength to 4. Drop Science to, at most, 1, and that only after she's traveled with the Doctor for a while. Subterfuge and Technology should probably go up to 2.
I mean, maybe I'm forgetting some line in "Dragonfire" where she says something about chemistry at school, but a Special trait of "knowledge of explosive chemicals, +2" would probably cover that.
Can you "gadget" explosives out of household items without "Biochemical Genius"? I thought that was the chemical equivalent of Boffin?
That depends on what you've got around the house . There's still a fair amount of nasties that can be made from household chemicals, cyanides for example are easy to make with quite basic chemistry skill.
That said I'd agree that Ace's expertise at the fabrication of explosives goes well beyond the realistic, into 'Boffin' country. However it's quite a limited expertise, she's never shown (as far as I recall anyway) producing poisons, corrosives, tranquilisers et cetera. Nyssa had Biochemical Genius and was confident of producing a cure for Lazar's disease I don't see Ace managing that.
Time, time,time, see what’s become of me. While I looked around for my possibilities... My AITAS files.
So she should have The Biochemical Boffin trait. But her Science Skill should only be Area of Expertise Explosives +2.
That makes sense. She is a 'potential' biochemical genius, but has only taught herself explosives so that's all she can make rolls for. She could have become a Nyssa if she'd ever got the proper academic education.
I don't seen the dommage for her Baseball Bat. I was thinking (2/4/S) But maybe her Strength as to count in the dommage. S is for Stun. What did you think ?
I'm glad that you brought this up. Recently I've been going over the weapons listed on character sheets and, I must say, I'm a bit confused. I would expect most weapons to be accompanied by damage stats, as you proposed here. A great many sheets, however, simply list the relevant bonuses (such as +2 to strength in close combat). Am I missing something? Has anyone ever compiled a list of common weapons and their damage stats?
Damage for hand-to-hand weapons is fairly straightforward and is always the wielder's Strength plus a bonus determined by the following questions:
Is it sharp? - i.e. does it have a blade or a point? Is it heavy? - i.e. does it require two hands to wield properly? Is it dangerous? - i.e. does it have any other properties that make merely touching it dangerous (examples include a Sycorax whip, a laser sword or a chainsaw)?
For each of these questions that you answer yes, the bonus is +2.
Examples: A knife is sharp but not heavy or dangerous, so it does Strength +2 damage. A large battle axe is sharp and heavy but not dangerous, so it does Strength +4 damage. Abslom Daak's chainsword is sharp, heavy* and dangerous, so does it Strength +6 damage. (*Although Daak is usually depicted wielding it one-handed, I'd rule that most people would need two hands to use a chainsword properly.)
In the case of Ace's baseball bat, it is heavy (Ace uses it with both hands) so it does Strength +2 damage; Ace's Strength is 3, so she'd do 5(2/5/7) damage with the bat. As it's neither sharp nor dangerous, its damage reduces Resolve only and knocks opponents out (Stuns them) if their Resolve reaches zero. There's a text box on page 87 of the core rulebook (Capaldi edition) that explains this in more detail. If Ace had to use the bat one-handed (she's injured her other arm or she's carrying something else perhaps), then she'd lose the +2 damage bonus and just do Strength damage: 3(1/3/4).
Thank you, Mr Harry. It was bladed weapons, in particular, that threw me on this, I think. The damage inflicted by a knife, for instance, can be considerably different based on the scenario and how its wielded. A knife might merely cut or it might be used to slit a throat.