Damage

BASH DAMAGE: Any attack made by a blunt object (fists, baseball bats; anything lacking an edge). Bash attacks reduce LP normally, and are the only attacks that can be used to knock out a victim. They are considered armor piercing.

SLASH/STAB DAMAGE: Any attack made by an object with an edge (knives, swords, claws, fangs, etc). The damage is doubled -after- subtracting any armor or similar protections. Edged weapons can be used to slice off heads or limbs. See the appropriate combat maneuver for those damage mods.

BULLET DAMAGE: For the most part, bullets work like slash/stab attacks - by doubling damage after adding SLs and subtracting armor values. However, there are some differences (or else they wouldn't get their own little damage section!). A lot of Supes are just plain unafraid of bullets, as many are kind of bullet proof. Also, bulletproof vests are good protection against Bullet Damage if you aren't half Clark Kent, but not so great against slash/stab attacks. Unfortunately, bullets fired as a three-round burst (machine gun bursts, that is) are calculated as one single bit of base damage. So if the machine pistol you couldn't dodge hits you but you have a bulletproof vest, it isn't always your saving grace. It is possible - and fairly easy - to obtain armor piercing rounds. For price.

FIRE DAMAGE: When it comes to damage types, fire damage is the worst. Fire damage can scar terribly and heals slower than normal (half your normal rate). A person who has been set on fire takes six points of damage every Turn until they are put out. If more than twenty points of fire damage are inflicted, some scarring will occur.

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