Damage Types and Attributes

From FuturePath
(Redirected from Damage Types)
Jump to navigation Jump to search

This is a page dedicated to explaining the different Damage Types in the game. To learn about Weapons and customizing there Damage Type go here.

Kinetic
This is the most common as well as primitive form of damage. Normally associated with a blunt object like a sword a bullet hitting the target with energy from momentum. The hardest to defend against and the easiest to use. The rules for Kinetic DR are different in that it takes more to make Kinetic specific Damage Reduction then the other types.
Thermal
This is likely the second most common type of damage. Thermal is a reference to the rapid exchange of atomic energy via an interface or medium. It can refer to extreme heat being induced onto an object which is the default Thermal damage. IE: Thermal (Hot). There is also the heat leaving the object rapidly. IE: Thermal (Cold). There is also radiated exchanges of energy. IE: Thermal (Radiation). Technically Radiation can be from anything like excessive sunlight exposure to gamma rays which is usually felt as heat if felt at all. However we distinguish the difference between Thermal (Cold), Thermal (Hot), and Thermal (Radiation) as being 3 different Damage Type.
Electrical
This is raw electric power being focused in a way as to harm. It is attempting to utilize the 3 strongest fundamental force of physics to destroy a target enough said.
Chemical
This is any damage that comes from chemical reactions on the target. Although fire is considered a chemical reaction by default it is Thermal (Hot). Chemicals are often used in grenades and have the 'Linger' status or used in Chemical Throwers to create walls of deadly chemicals, often burning, to persuade an enemy not to go that way.
Double Types
IE: Kinetic-Kinetic, Thermal-Thermal, Electrical-Electrical, Chemical-Chemical. These types are effectively 'doubling down' on there damage type. If a target has a weakness the damage is triple instead of double and if a target has a Strength toward a certain type it is ignored.
Combination Types
IE: Kinetic & Thermal or Electrical & Chemical. In this situation the weapon effectively does both types of damage. You do not change the way you roll for damage. Instead if a enemy has DR for one type it takes into affect. If the target has a weakness or strength to either one it counts. Weakness's trumps strengths so if a Character has a Weakness for Thermal but a Strength against Electric and that Character is hit with a 'Thermal & Electric' Damage Type it counts as a weakness. You cannot combine more then two types.
None
This is a damage that is not able to be defined by any known explanation or category. It ignores all DR.
ALL
This damage type basically is like a Combination of all damage types. IE: Kinetic & Thermal & Electrical & Chemical. The only Damage Reduction that counts against it is Total DR. Damage specific DR has not effect against the ALL damage type.
None & ALL
This is a specially cruel type. It ignores ALL DR like None does however it doubles down on ALL damage types as if it was an ALL/Double Type. This means that targets cannot count on there DR at all and if they have a weakness of anytype it counts as triple damage.
MASS
Mass is a special type that can be applied to any of the above types. It is added to all Space Ship Weapons by default. It implies that weapons of large enough caliber produce far more damage then normal on a logarithmic scale. The weapon size determines the MASS magnitude. Small is MASS 1, Medium is MASS 2, Large is MASS 3, Large is MASS 4. Each number is actually how many extra '0's that are added to the damage total. In Ship to ship combat this is not necessary as ship shields account for these numbers. This also means that if a Character attempts to use there normal weapons which are MASS 0 against a shield they have to divide by 10 as the damage is considered non-lethal.
Weakness
Damage Type Weakness is when a Species or object has a weakness to a particular type of damage. For example a planet may have a Weakness against Thermal (Hot) damage. When calculating damage dealt against a target that has a weakness for the damage type used then simply double the total. In some cases like with 'Double Types' you can triple the total.
Strength
This is the opposite of Weakness. A Species or object may have a Strength against a particular Damage Type. In this case the damage is halved.