Electricity
Highly variable, from momentary stunning, to instant death!
Metallic armor provides only 1 DR, and if grounded attracts electrical attacks, giving the attacker +2 to hit.
All electrical damage falls into one of two categories, non-lethal, or lethal.
Non-Lethal Electrical Damage
HT roll is required.
On a failure the victim is stunned for 1 second.
- An instantaneous jolt allows the victim to roll against HT once per second to recover.
- A continuous shock stuns for as long as the victim is in contact with the source and for 20-HT seconds after that, after which they roll against HT once per second to recover.
- Electromuscular Disruption (EMD): Ultra-tech introducing convulsions through a powerful current. The HT roll is at -5 and if the victim fails is paralyzed and knocked down, instead of stunned.
Lethal Electrical Damage
Inflict burning damage, anywhere from 1d-3 to 6d+ for lightning etc.
Roll against HT at -1 per 2 points of injury suffered.
On failure fall unconscious as long as current is applied and for (20-HT) minutes after (min 1 minute).
-2 DEX for (20-HT) minutes when recovered.
Failure by 5 or more causes a heart attack (see Mortal Conditions)
Localized Injury (Regular Electric Damage)
Attacks that don’t affect the target's whole body (including most magical attacks) cause pain and burns, but not unconsciousness or hart attacks.
Treat it as normal burning damage, but make a HT roll at -1 per 2 points of injury.
On failure stunned for 1 second, after which the target can roll against HT once per second to recover.
If the injury is to the hand, the target must also make a Will roll or drop anything in that hand.