Briefly under construction: (This project will be maintained as first priority)
(Types of damages so far = 45)
Updated 03/10/2016. (dreaming, adding kinetic damage and pressure damage, deleting gravity damage)
DAMAGING YOUR PLAYERS:
In rpg's players tend to get the best armor there is as fast as possible. I have had a long tradition with a "safety is always temporary" gaming style, so I always collect and invent new types of damage. This compilation can be used to beef up your ordinary exonomes or can be used as spells or enchantments. Most of the damagetypes are not based directly on hp, but those that are will be added together.
Acid will deal the exonomes normal damage over x turns (X = exonome level + 1). Note that Various acid's will deal damage to armor first, with any excess damage dealt to hitpoints. (Only when the armor is dissolved)
Age damage is covered in the laundry rules book, page (xx)
Certain parts of spacetime are "angular" in nature and in oppossition to our "curved" space. As a result, angular damage penetrates most earthly types of armor. The hounds from Tindalos are wellknown angular creatures.
If dealt to ordinary matter, this will deal thrice the damage of the exonomes normal attacks. Note that the attacker is dealt the same amount of damage simultaniously. Added damage from any special success the exonome rolls is not dealt to the exonome.
Ghosts and most exonomes placed in the beyond may be capeable of attacking through the borderline of the astral realm. Normal armor may not protect against this. If Dealt astral damage, a victim rolls difficult endurance or is dealt the astral damage. If it surpasses the major wound threshold, the victim goes unconscious. If dealt more damage than hp, the victim loses it's soul. There is a link between sickness damage and astral damage, so if astral and sickness damage together is above the victims hp, the victim passes away with a 1% extra chance of becomming a ghost for each type of damage involved.
BREATHING DAMAGE: (gas, drowning, pollen, strangulation, vacuum)
There are many ways to suffer breathing damage, but most of the time it's dealt by drowning, gas or pollen.
Initially it's best to use the general rules for drowning, but breathing damage should be different from damage dealt to hitpoints. Add damage dealt to hp and breathingdamage together to see if it exceeds the hp of the victim.
If the victim survives, drowning damage regenerates at a very fast pace. (rules for leftover substances in lungs)
Chemical damage is rather tricky to define as it behaves like poison or acid most of the time and may even leave burns. For easy purposes, treat it as ordinary physical damage.
Colddamage cannot be regenerated until the victim has restored a normal body temporature. Sometimes colddamage also drains on a victims strength (average endurance roll or -1 strength per hit). If colddamage surpasses hitpoints, the victim is frozen solid which only very few organisms survive. If colddamage surpasses the major wound threshold, the victim suffers a fit of shivers (hypothermia) causing 1 hitpoint of damage each turn until normal bodytemporature is restored.
CUTTING DAMAGE: (blades, claws, saws etc)
Does damage to hp. If you are the nasty type of master such wounds should cause bleeding (see rulesbook p.xx)
Yes, your dignity can be actually be harmed, and this sort of attack is usually done by beings from the dreamlands, like faeries, goblins and trolls. Dignity damage is usually double as much damage as an ordinary attack, and the damage is done to both status and etiquete, and if witnesses also to persuade and command.
(It's easier to keep track of the dignity damage and then subtract from the skills when they are used). If any individual gets below 15 status they become apathic, and at 0 they simply die from a lack of will to live. If etiquette goes below base skill (xx%) the individual will go berserk and try to kill everyone. Dignity damage regenerates 1 point each 5 minutes. Creatures succesfully dealing dignity damage (it can be dodged) will suddenly get the edge on an individual and do something weird that causes the individual to lose dignity (A small attack could be done by a gardengnome by picking it's own nose and fling the bugger at an enemy, while a larger attack would be using the enemy's ass as a trumpet, blowing the theme melody of the "hi ho"-song from snowwhite and the seven dwarves.
Some exonomes are capeable of attacking our dimension rather than it's inhabitant's but the harm to our dimension causes spacetime ripples that harm the intended target. No armor from this dimension may stand against such an attack, and it's unlikely that any ward created in our world will do anything either.
Most wards are made to reduce direct harm, so draining attacks may be able to pass through most wards. Draining damage is also done to different stats depending on the exonomes preferred "prey". Most exonomes focus on pow or con. Such draining isn't always permanent, and allows for the recovery of 1 statpoint with a months treatment.
Nightmarish (and ordinary) creatures visiting earth from the dreamlands can deal dreaming damage. This bypasses armor and wards, but just deals damage to hp. The reason for this is that reality is just a thin layer, while dreams are a much more purified reality. A player traveling to the dreamlands will suffer the same fate unless travelling in an astral or dreamlike form.
Bypasses armor. Electrical damage may be avoided by an endurance roll. If electrical damage reaches major wound, 1 in 10 victims suffer permanent memory loss (-1 int). The electrical damage also deals the same damage to hitpoints due to musclespasms. (Sometimes spasms may cause a gun to fire or drop)
Cultists and priests have allways been able to hurt other beings with their worship, and most beings from the dreamlands are hurt by this more than most (Which is why there is more gods and religions gathered there)
HEAT DAMAGE: (Fire, sun,)
Intense heat damage will cause the target to roll luck or start burning (The target will suffer d4 heat damage each turn until the flames die out). Heat damage travels through armor at the speed of 1 turn per 3 points of armor (Heat travels through Asbestos armor at the rate of 3 turns pr point of asbestos-armor), but all damage will eventually reach the armored target unless the armor is cooled down or removed. For each point of heat damage there is also 1 point of dehydration, and when dehydration becomes larger than the individuals con, it suffers a fatal system failure. Heatdamage can be regenerated, but dehydration cannot and is only removed by consuming water.
When something moves and then impacts on a being, it can be considered kinetic damage.
Most forms of damage can be considered to be kinetic damage.
On earth, science is agreeing that all matter (Both biological and chemical and anti-matter) is actually information. Why it's information is irrellevant to exonomes that are capeable of wrecking any information in our world. This type of damage usually warps a lot of stats on a playercharacter, though it can also deal normal damage instead.
(if you feel nasty you can let knowledge damage target any stat or skill you want. most 0-stats means a being dies)
This functions just as heatdamage does, except it starts from the inside and bypasses armor. Armor will delay heat from escaping a microwave victim with 1 turn pr 3 armorpoints (3 turns pr 1 point of heatresistant armor)
One of the harsher laws in the universe states that you cannot observe anything without affecting it! This is the damagetype behind scorpion-stare, which humbles any evileyed observer.
This type of "plasma" is not the physicist type of damage, but a sort of ecto-pulse.
Beings suffering atmospheric pressure will take damage equal to the speed it happens at, and must roll endurance or die from a systemchock.
Some beings hurt your senses rather than you.
Bacteria, virusses and parasites all cause sickness damage to their victims. Sickness damage is added as ordinary physical damage, but if a victim has been dealt more sickness damage than their major wound rate, the victim becomes unconscious until enough sickness damage is healed. There is a link between sickness damage and astral damage, so if astral and sickness damage together is above the victims hp, the victim passes away with a 1% extra chance of becomming a ghost for each type of damage involved.
This damage is especially harsh on vampires and trolls (vampires burn, trolls turn into stone) and most ghosts must roll luck or think it's dawn and go inactive.
THAUMIC RADIATION DAMAGE:
(May merge with sensory damage)
You go blind!
This type of damage is especially good at destroying any wards on anything.
physics, consciousness, elemental, dimensional, gravity, forces.
There are things out there, in the weirder reaches of space-time where reality is an optional extra. Horrible things, usually with tentacles. Good thing there's a bureaucracy to deal with them. Based on the Laundry Files novels by Charles Stross. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-laundry/
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