Difference between revisions of "Damage Types (Action)"

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Damage comes in many varieties; the following types of damage exist in [[Action]]. Most ofthem work the same, but many special powers and defenses work differently against different types of damage.
 
Damage comes in many varieties; the following types of damage exist in [[Action]]. Most ofthem work the same, but many special powers and defenses work differently against different types of damage.
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===Biological===
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Biological damage attacks body chemistry, and thus has no effect on objects. It is soaked using [[Body (Action) | Body]]. While armor is of no use against biological weapons, bio-hazard suits, gas masks, anti venom, and various inoculations can increase resistance or even give complete immunity. Most of these are pot devices.
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====Disease====
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Stub
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====Metabolic Poison===
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Stub
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====Neurotoxin===
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Most poisons used as attacks are neurotoxins, fast-acting and deadly. Threat these as regular attacks, except that they are soaked with [Body (Action) | Body]] and follow the other rules of biological damage.
  
 
===Concussion===
 
===Concussion===
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===Disruption===
 
===Disruption===
Disruption, heat, and chemical reactions that seek to break down the structure of the target. Common causes include cold, fire, poison, and acid.
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Disruption, heat, and chemical reactions that seek to break down the structure of the target.  
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====Acid====
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Corrosive chemicals. This includes agents which are technically alkaline.
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====Cold====
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The raw power of frost and the chill of the grave.
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====Fire====
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Searing flame, including lasers, plasma, and explosions.
  
 
===Energy===
 
===Energy===
An overdose of energy, causing the target to fuse internally and cease to work normally. Commonly caused by electricity, radiation, as well as the corrupting influence of undead and other sources of negative energy
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An overdose of energy, causing the target to fuse internally and cease to work normally. Commonly caused by electricity, radiation, as well as the corrupting influence of undead and other sources of negative energy.
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====Chi====
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An overdoes of life energy can be deadly, leading to nerve damage and cellular collapse. Objects turn brittle like over-baked china.
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====Electricity====
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Electrical damage disrupts neural activity and leads to internal burns. Objects crack and shatter.
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====Enervation====
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Chi drain destroys flesh and objects alike, reducing everything to a fine ash.
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====Radiation====
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Radiation cause cellular damage, disrupts the immune system, and gives surface burns. Objects are generally not harmed by radiation, but may become radioactive themselves (which is beyond the scope of the game except as a plot device).
  
===Impact===
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===Physical===
 
Also called normal damage, this is basic kinetic damage, caused by the impact of bullets, blades, and other moving physical objects. This is without compare the most common type of damage, and is the standard against which the others are compared. If the type of damage is not specified, it is impact damage.
 
Also called normal damage, this is basic kinetic damage, caused by the impact of bullets, blades, and other moving physical objects. This is without compare the most common type of damage, and is the standard against which the others are compared. If the type of damage is not specified, it is impact damage.
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====Blunt====
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Crushing damage caused by things like fists, clubs, falling rocks and being hit by a car. In real life, blunt damage causes internal hemmoraging and is quite hard to treat; in [[Action]] it is often nonlethal.
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====Impact====
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Impact damage from high-speed objects like bullets. Melee weapons and even primitive missile weapons like bows and crossbows do not have enough impact and generally do piercing damage.
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====Piercing====
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Slow moving weapons that do damage by penetrating the body and doing damage to interior organs. Examples include arrows, spears, and rapiers.
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====Slashing====
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Slashing weapons cause open wounds, often accompanied by bleeding. Generally poor at penetrating armor, slaching weapons do great damage to soft targets. The archetypal slashing weapon is the [[Melee Weapons (Action)#Katana | katana]].
  
 
===Psychic===
 
===Psychic===
 
This damage is mental; it inflicts fear and pain directly to the mind. Thus, it is soaked using [[Mind (Action)|Mind]] instead of [[Toughness (Action)|Toughness]]. Most psychic damage is supernatural in some way.
 
This damage is mental; it inflicts fear and pain directly to the mind. Thus, it is soaked using [[Mind (Action)|Mind]] instead of [[Toughness (Action)|Toughness]]. Most psychic damage is supernatural in some way.

Revision as of 21:58, 13 September 2007

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Heroic Action Role-Play

Damage comes in many varieties; the following types of damage exist in Action. Most ofthem work the same, but many special powers and defenses work differently against different types of damage.

Biological

Biological damage attacks body chemistry, and thus has no effect on objects. It is soaked using Body. While armor is of no use against biological weapons, bio-hazard suits, gas masks, anti venom, and various inoculations can increase resistance or even give complete immunity. Most of these are pot devices.

Disease

Stub

=Metabolic Poison

Stub

=Neurotoxin

Most poisons used as attacks are neurotoxins, fast-acting and deadly. Threat these as regular attacks, except that they are soaked with [Body (Action) | Body]] and follow the other rules of biological damage.

Concussion

Mainly caused by throws, falls, and collisions, concussion damage is more dangerous the heavier you are. Thus, it is soaked using Reflexes rather than Toughness.

Disruption

Disruption, heat, and chemical reactions that seek to break down the structure of the target.

Acid

Corrosive chemicals. This includes agents which are technically alkaline.

Cold

The raw power of frost and the chill of the grave.

Fire

Searing flame, including lasers, plasma, and explosions.

Energy

An overdose of energy, causing the target to fuse internally and cease to work normally. Commonly caused by electricity, radiation, as well as the corrupting influence of undead and other sources of negative energy.

Chi

An overdoes of life energy can be deadly, leading to nerve damage and cellular collapse. Objects turn brittle like over-baked china.

Electricity

Electrical damage disrupts neural activity and leads to internal burns. Objects crack and shatter.

Enervation

Chi drain destroys flesh and objects alike, reducing everything to a fine ash.

Radiation

Radiation cause cellular damage, disrupts the immune system, and gives surface burns. Objects are generally not harmed by radiation, but may become radioactive themselves (which is beyond the scope of the game except as a plot device).

Physical

Also called normal damage, this is basic kinetic damage, caused by the impact of bullets, blades, and other moving physical objects. This is without compare the most common type of damage, and is the standard against which the others are compared. If the type of damage is not specified, it is impact damage.

Blunt

Crushing damage caused by things like fists, clubs, falling rocks and being hit by a car. In real life, blunt damage causes internal hemmoraging and is quite hard to treat; in Action it is often nonlethal.

Impact

Impact damage from high-speed objects like bullets. Melee weapons and even primitive missile weapons like bows and crossbows do not have enough impact and generally do piercing damage.

Piercing

Slow moving weapons that do damage by penetrating the body and doing damage to interior organs. Examples include arrows, spears, and rapiers.

Slashing

Slashing weapons cause open wounds, often accompanied by bleeding. Generally poor at penetrating armor, slaching weapons do great damage to soft targets. The archetypal slashing weapon is the katana.

Psychic

This damage is mental; it inflicts fear and pain directly to the mind. Thus, it is soaked using Mind instead of Toughness. Most psychic damage is supernatural in some way.