Damage by Type, Armor by Effect

The Weapons have a classification for damage (or more than one, if possible) and a specified value (size, impact, range, and such mollify or exacerbate this) Damage type is culled from modern medicine, and falls into the following categories:     Abrasion - Scrape - 'Road Rash' - 'roughing' - When the damage is due to the skin tearing across an area. The kind of damage is usually a result of falling or sliding along the ground or cliff walls   Concussion - Shatter - 'Bonebreaker' - splinter, - is the result of When the damage is internal, compromising the skeletal integrity. The kind of damage dealt by a narrow-headed heavy-weighted weapon like a hammer, mace, or flail   Laceration - Scratch - Cut - "Slice -n-Duce: - when the damage is linear, and generally is localized. the kind of damage dealt by a sword or knife swept laterally.   Puncture - Stab - Poke, Thrust, "Run Through" - when damage is the result of the insertion of the weapon directly into the flesh. The kind of damage dealt by an arrow, spear, or thrust blade.   Avulsion - Smash - Crush, Pulverize, "Flatten" - when the damage is the result of the broad-area impact. The kind of damage done by a great fall, or collision with falling rocks   Alchemical - Scald - sizzle, cook, "Greek Fire" - the damage caused when flesh interacts with alchemical material that burns without heat, like dragon spittle   Heat - Scorch - burn, fry, "Char" - the damage caused by extreme heat and flames. The kind of damage done by conflagration or bonfire.   Cold - Shiver - freeze, chill, "Cold Touch" - damage dealt by extreme cold, the kind of damage done by blizzard and weather exposure.   Emanation - Shimmer - Radiation, Glisten, "Inner Fire" - damage dealt by an emission source. The kind of damage done by a fallen star or some dimensional beings   Electrical - Struck - Electrocution, overcharged, "Bolt of Energy" - damage dealt by a higher or lower electrical potential. The kind of damage done by lightning or capacitive trap  

Armor-Damage Crosscheck

  Terms Clarifcation
NEGATE: Nullify damage of that source. Resolve secondary source damage
HALVE: cut the damage in half, rounding DOWN - 3 becomes 1, 5 becomes 2, and halves any Secondary Damage as well.
REDUCE: Deduct one point of damage from that source. Cancels any secondary source damage
NOTHING: Does nothing to adjust the damage. Does not affect Secondary Source Damage
WORSEN: Add one point of damage to that source. Does not enhance secondary source damage.
 

Weapon and Damage Crosscheck

Cosmetic - Clothing meant to provide minimal coverage that appears to be stylized as armor. Most often ornamental, not usually depended on for defense. Provides minimal defense potential and is easily destroyed.   Padded - Layered and quilted to give at least some protection.   Mail - small linked pieces of metal. can look like leaves, scales, rings, even interlinked metal ringlets. Moderate protection at higher production cost.   Brigantine - Combination between mail and some strategic plating. Most versatile and differentiable of the armor types, of moderate cost.   PlatedĀ - Interlinking plates that provide maximum physical protection. Usually very expensive as they must be made, fundamentally as custom suits for individuals.
Type
Natural
IMPROVISED weapons are everyday items turned into smashing, stabbing, or slashing devices.
  • IMPROVISED WEAPONS made from Cosmetic items can only be used once, and then are either destroyed or discarded in the act of using them.
  • IMPROVISED WEAPONS made out of Useful items can only do damage up to the Quality of the item, and then are either destroyed or discarded. If they survive the encounter, they can be REPAIRED
  • IMPROVISED WEAPONS made from Essential Items can be repaired, even if the act of use destroys them.
BASIC weapons are made or used specifically to deal damage.
  • BASIC weapons that are COSMETIC in nature will do damage as the weapon the first time, and thereafter no damage (not built or made to last, or to be actually used)
  • BASIC Weapons that are USEFUL deal full damage on the first turn of use, and can be REPAIRED.
  • BASIC Weapons that are ESSENTIAL always do their damage and are only destroyed by Consequences or Outcomes that call for it. Can still be REPAIRED thereafter.
EXOTIC Weapons are non-standard for the SystemBook being used. The Director must Approve the existence of EXOTIC Weapons following Basic Weapons Damage stipulations.
  • EXOTIC Weapons offer a 5% benefit to Feature Scene DD, as it is an innovative Tactical Advantage.
  • EXOTIC Weapons that are destroyed cannot be REPAIRED if destroyed by a Consequence or Outcome.
Generally, weapons apply only when the SystemBook in use allows it. Damage is determined by the weapon size and type, and generally accepted use for it. Most have more than one damage type, as they are meant for general combat value. Directors can, of course, change out the damage type as they see fit, and allow non-weapon items to be treated as such as he or she sees fit.

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