Difference between revisions of "Damage Types (Action)"

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m (Removed Impact from Physical)
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===Fire===
 
===Fire===
 
Searing flame, including lasers, plasma, and explosions.
 
Searing flame, including lasers, plasma, and explosions.
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==Impact==
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Kinetic damage, caused by the impact of bullets and other high-speed physical objects. Melee weapons and even primitive missile weapons like bows and crossbows do not have enough impact and generally do piercing damage.
  
 
==Energy==
 
==Energy==

Revision as of 16:38, 26 November 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 plot 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. Action makes no distinction between acids and strong alkaloids in this matter; most attacks described as acid could just as well be alkaloids or other highly reactive chemicals.

Cold

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

Fire

Searing flame, including lasers, plasma, and explosions.

Impact

Kinetic damage, caused by the impact of bullets and other high-speed physical objects. Melee weapons and even primitive missile weapons like bows and crossbows do not have enough impact and generally do piercing damage.

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.

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.

Overexposure

Overexposure to Chi power or Radiation causes 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).

Sonic

Sonic attacks include loud noise, but are mainly vibrations outside the audible range. They cause vertigo and nausea; in extreme form they induce vibrations that cause blood vessels to burst and muscle tissue to collapse.

Physical

Also called normal damage or melee damage, this is basic physical injury, caused by the blades, points, and bludgeoning. This is without compare the most common type of damage, and is the standard against which the others are compared. If a type of damage is not specified, the default is physical/blunt 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.

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, slashing 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. Objects, automatons, and creatures without a true mind are immune to psychic damage.