Difference between revisions of "Damage Types (Action)"

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m (Concussion made physical)
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===Fire===
 
===Fire===
 
Searing flame, including lasers, plasma, and explosions.
 
Searing flame, including lasers, plasma, and explosions.
 
==Impact==
 
Kinetic damage, caused by the impact of bullets and other high-speed projectiles. Melee weapons and even primitive missile weapons like bows and crossbows do not have enough impact and generally do [[Damage_Types_(Action)#Piercing|Piercing]] damage. The same goes for shotgun pellets and fleshettes.
 
  
 
==Energy==
 
==Energy==
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The most common damage in the game, crushing damage is caused by things like fists, clubs, falling rocks and fisticuffs. In real life, blunt damage causes internal hemorrhaging and is quite hard to treat; in [[Action]] it is often nonlethal.  
 
The most common damage in the game, crushing damage is caused by things like fists, clubs, falling rocks and fisticuffs. In real life, blunt damage causes internal hemorrhaging and is quite hard to treat; in [[Action]] it is often nonlethal.  
 
===Concussion===
 
===Concussion===
Mainly caused by throws, falls, and collisions with heavy obstacles. When falling or being thrown damage depends on your own body mass, meaning [[Body (Action)|Body]] does not help at all; Concussion damage is more dangerous the heavier you are. Thus, it is soaked using [[Reflexes (Action)|Reflexes]] rather than [[Toughness (Action)|Toughness]]. If the object you collided with is lighter than you are, damage turns [[Damage_Types_(Action)#Blunt|Blunt]]. This applies to the heavier vehicle involved in a colission, for example. Few things are heavier than the ground.
+
Mainly caused by throws, falls, and collisions with heavy obstacles. When falling or being thrown damage depends on your own body mass, meaning [[Body (Action)|Body]] does not help at all; Concussion damage is more dangerous the heavier you are. Thus, it is soaked using [[Reflexes (Action)|Reflexes]] rather than [[Toughness (Action)|Toughness]]. If the object you collided with is lighter than you are, damage turns [[Damage_Types_(Action)#Blunt|Blunt]]. This applies to the heavier vehicle involved in a collision, for example. Few things are heavier than the ground.
 
===Cutting===
 
===Cutting===
Cutting and slashing damage, like scimitars and axes do.   
+
Cutting and slashing damage, like scimitars and axes do.
 +
===Impact===
 +
Kinetic damage, caused by the impact of bullets and other high-speed projectiles. Melee weapons and even primitive missile weapons like bows and crossbows do not have enough impact and generally do [[Damage_Types_(Action)#Piercing|Piercing]] damage instead. The same goes for shotgun pellets and flechettes.   
 
===Piercing===
 
===Piercing===
Slow moving weapons that do damage by penetrating the body . Examples include arrows and spears. Firearms with slow-moving projectiles, such as dart guns and shotgun pellets, do sharp damage.
+
Slow moving weapons that do damage by penetrating the body . Examples include arrows and spears. Firearms with slow-moving projectiles, such as dart guns and shotgun pellets, do piercing damage.
  
 
==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. Objects, automatons, and creatures without a true mind are immune to psychic damage.
 
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. Objects, automatons, and creatures without a true mind are immune to psychic damage.

Revision as of 09:18, 30 October 2010

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Heroic Action Role-Play

Damage comes in many varieties; the following types of damage exist in Action. Most of them work the same, but many special powers and defenses work differently against different types of damage. Physical damage is the most common type. If the type of damage is not specified, the default Blunt.

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. Biological damage and the defenses against it are often used as plot devices. Creatures without a metabolism are never affected by biological attacks.

Infection

This is biological damage that has little or no instant effect, instead killing the target days or weeks later. Examples include disease, metabolic poison, and parasitic infection. A target damaged by infection does not risk immediate death; no Damage Setback is inflicted as you lose your last Hit. But record the total number of Hits taken by infection, even if the character was not defeated by it. For each hit taken, the character will be ill for one day, suffering a cumulative point of Impairment per day starting the day after infection. After the infection is gone, impairments are reduced at the same rate. A Body roll is allowed each day, a result matching the attacker's skill indicates the character did not get more impairment that day. Abilities like Medic can be a great boon here.

Neurotoxin

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

Wounding

Wounds spontaneously open on the body of the target. Generally a supernatural effect. It is typically soaked by Toughness. Some Wounding attacks only affect living creatures.

Disruption

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

Acid

Corrosive action. Action normally makes no distinction between acids and strong alkaloids; most attacks described as acid could just as well be alkaloids or other highly reactive chemicals, even destructive nanomachines or swarms of very small creatures.

Cold

The raw power of frost and the chill of the grave. Causes cells to rupture, objects to turn brittle, and the processes of life and machinery to slow down and fail. Does not include damage caused by frozen objects used as projectiles or weapons; icicles do Piercing damage.

Enervation

Chi drain that destroys cohesion, reducing the essential energy and identity of flesh and objects alike, reducing everything to a fine ash.

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.

Electricity

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

Exposure

Overexposure to light, chi power or radiation causes cellular damage, disrupts the immune system, gives surface burns, and can in extreme cases cut like a knife. Electronic devices and robots can be affected, as their circuits fuse. Other inorganic objects do not take exposure damage, but it can have side-effects on them, making them glow, emit static electricity, or otherwise be jinxed.

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. Traditionally stone, crystal and pottery structures and creatures tend to be sensitive to sonic damage.

Physical

Also called normal 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. Concussion si the odd bird here; still physical but soaked in an entirely different manner.

Blunt

The most common damage in the game, crushing damage is caused by things like fists, clubs, falling rocks and fisticuffs. In real life, blunt damage causes internal hemorrhaging and is quite hard to treat; in Action it is often nonlethal.

Concussion

Mainly caused by throws, falls, and collisions with heavy obstacles. When falling or being thrown damage depends on your own body mass, meaning Body does not help at all; Concussion damage is more dangerous the heavier you are. Thus, it is soaked using Reflexes rather than Toughness. If the object you collided with is lighter than you are, damage turns Blunt. This applies to the heavier vehicle involved in a collision, for example. Few things are heavier than the ground.

Cutting

Cutting and slashing damage, like scimitars and axes do.

Impact

Kinetic damage, caused by the impact of bullets and other high-speed projectiles. Melee weapons and even primitive missile weapons like bows and crossbows do not have enough impact and generally do Piercing damage instead. The same goes for shotgun pellets and flechettes.

Piercing

Slow moving weapons that do damage by penetrating the body . Examples include arrows and spears. Firearms with slow-moving projectiles, such as dart guns and shotgun pellets, do piercing damage.

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.