Strategic Damage System

This system is used by both SSE 1E and SSE 2E.
The Strategic Damage system improves on the former Weapon Damage D20 & Armors D20 system expansions utilized in the SSE 1E D20 System. Here, it highlights different body-parts that grant advantages and disadvantages to damage as well as counter-rolls while also improving on the damage rolls for different weapons. Armor plays an integral part in damage reduction as well as verb negation. This system expansion's body-part basis was created by Halo while the basis of armor integration was introduced by Mercy and the whole system was written/came together as well as expanded on by Light.
This is the main damage system for 2E D20 System with additional features listed under 2E and alterations to stamina gain for characters.
Proposed by Halo on October 1st, 2023 and the beginning of its creation started on October 30th, 2023.
== Contents ==
*
== Attack Rolls vs Counter Rolls ==
During turns, characters or units have the opportunity to have an attack/decision action (default once per turn) as well as a specific move action (default once per turn). They can utilize weapons which can include their body, rifles, swords, armor, and more. Depending on the type of attack, there is a benefit as well as drawbacks when trying to aim for certain body-parts of a target. And different weapons have different dice that can be rolled for damage. When attacking, the user can specifically choose to aim at a certain body part of their target. Below explains the upsides and downsides towards aiming at certain parts.
===== Terminology =====
Counter boost is a number boost for d20 counter rolls a targeted entity/player/unit rolls in response to an attack roll.
===== Body-Part Diagram =====
Here is a diagram of a typical humanoid target which are the most common types of characters to come across in the wasteland. These do not represent the unique shapes of other beasts with different armor, body-parts, and traits; but the different colors sectioned are re-used with every type of target entity.
Red is called 'mental' which is a highly sensitive part of an entity that has important organs or parts which can cause the target to be stunned and a higher chance of a lethal kill. When a player/writer attempts to attack an entity's mental, the target will receive a default counter boost of +4 for dodging/evading for dodging/evading the attack(s). If the mental is used for blocking, they receive no default bonus +0. For projections/holograms, the mental is the device they come from and can usually be the only body-part they have. If a target is struck in this body-part, and it lacks armor or if it contains the only source of a "brain", the target can receive a lethal blow but this is dependent on the GM and/or participating players. If attacks to this body-part does not apply lethal, excuses can include grazing.
Green is called 'torso' which represents a large portion of an entity's body that can contain several organs or parts which are important to the entity's daily function. When a player/writer attempts to attack an entity's torso, the target will receive a default counter boost of +0 for dodging/evading for dodging/evading the attack(s). If the torso is used for blocking, they receive a default bonus of +2 to take the hit instead/or resist the attack with certain armor.
Blue is called 'upper limbs' which represents more interactive limbs of an entity like arms or limbs with hands. When a player/writer attempts to attack an entity's upper limbs, the target will receive a default counter boost of +1 for dodging/evading for dodging/evading the attack(s). If the upper limbs is used for blocking, they receive a default bonus of +1 to take the hit with the limbs instead/or resist the attack with certain armor found on the limbs.
Yellow is called the 'lower limbs' which represent limbs that keep the body up-right or is strongly relied upon for movement. When a player/writer attempts to attack an entity's lower limbs, the target will receive a default counter boost of +2 for dodging/evading the attack(s). If the lower limbs is used for blocking, they receive a default bonus of +0.
Certain types of cover, armor, equipment, perks, and other things can increase the counter boost significantly.
====== An example outcome: ======
* Two characters are fighting in close proximity, one being called Tulip and the other Lily.
Tulip has a PER bonus of +5 and a perk that increases her aim with a specific rifle by +2 with the affinity called chance.
Lily has a special MVT bonus of +7 and is currently outside of cover, having no cover bonus. She has full stamina.
# Tulip rolls a Nat20 for the attack roll and fires her rifle at Lily. +20 +5 +2 = 27
# Lily rolls a Nat20 for her counter roll and utilizes her movement bonus to dodge. +20 +7 = 27
# Since they tied, both do a coin flip and Tulip wins.
# Having a natural 20 for her roll, she can add additional attack roll on top of her current attack roll because of her affinity chance. 1d6 + 1d4.
== Stamina & Stat-Boosted Action Rolls ==
Stamina is a key component to utilizing STR and MVT bonuses (as well as certain other bonuses, techniques/species actions, or perks which some are specified below) with certain action rolls like attack or movement during turns. The default would be using a STR/MVT bonus (or another stat depending on perks or specialties) once with the next turn being a cooldown. With stamina, the character/entity can utilize the bonus multiple times in a row depending on their limit and the more they do... the much larger their drawback will be from the exhaustion/cooldown turn they're suppose to have. To improve the maximum stamina limit, the user must have a good NTR (nature stat). If the NTR stat is in the negatives, the character cannot utilize stamina. Certain perks can alleviate the exhaustion.
In SSE 2E, stamina improves using this equation: =ROUND(([MVT]0.25)+([NTR]0.8)) which the official SSE 2E Character/Play sheet utilizes.
In SSE 2E, stamina level at 0 or negatives means the character cannot use stamina.
In SSE 2E stamina exhaustion occurs when the user utilizes their MED and CFT bonuses for fixing or healing a target physically with the user's body during turn-based encounters after three rounds of using the stat bonuses. This does not apply to the user utilizing devices that can automate these actions to an extent. INT & CFT bonus usage for hacking during turn-based encounters also causes mental exhaustion turns which relies on the user's INT count instead of NTR count.
Exhaustion can still apply to free-form situations and encounters outside turn-based depending on the GM or circumstance. For example, the stamina level can be used to limit the amount of people the user can heal during a time-based situation and failed rolls will still increase the exhaustion turn(s) punishment. During exhaustion turns, perks with stat requirements that aren't used cannot apply their bonuses. This rule can be changed by a GM and it does not apply outside turn-based.
===== Stamina Chart =====
SL	1E Stamina Limit	2E Stamina (limit/Level/Length)	Stat Bonus Usage 	Exhaustion (Stamina) 	Mental Exhaustion (INT)	Exhaustion/Cooldown Length
0 	NTR-1 negatives 	 	Never 	0 	0 	0
1 	NTR 0 	 	1 additional turn 	-3 to next attack & movement roll 	-3 to next hacking roll	1 turn
2 	NTR+1 	 	2 additional turns 	-4 to next attack/movement roll 	-4 to next hacking roll
Disables perk & technique usage	1 turn
3 	NTR+2 	 	3 additional turns 	-5 to next attack/movement roll (cannot apply perks)	-5 to next hacking roll (cannot apply perks)
Disables perk & technique usage	2 turns
4 	NTR+3 	 	4 additional turns 	-6 to next attack/movement roll (cannot apply perks)
-1 to HP (species actions cannot be used)	-6 to next hacking roll (cannot apply perks)
Disables perk & technique usage	2 turns
5 	NTR+4 	 	5 additional turns 	-7 to next attack/movement roll (cannot apply perks)
-2 to HP (species actions cannot be used)	-7 to next hacking roll (cannot apply perks)
Disables perk & technique usage	2 turns
6 	NTR+5 Maximum 	 	6 additional turns 	-8 to next attack/movement roll (cannot apply perks)
-3 to HP (species actions cannot be used)	-8 to next hacking roll (cannot apply perks)
Disables perk & technique usage	2 turns
7 	 	 	7 additional turns 	-9 to next attack/movement roll (cannot apply perks)
-3 to HP (species actions cannot be used)	-9 to next hacking roll (cannot apply perks)
Disables perk & technique usage	2 turns
8 	 	 	8 additional turns 	-10 to next attack/movement roll (cannot apply perks)
-3 to HP (species actions cannot be used)	 	3 turns
9 	 	 	9 additional turns 	-11 to next attack/movement roll (cannot apply perks)
-3 to HP (species actions cannot be used)	 	3 turns
10	 	 	10 additional turns	-12 to next attack/movement roll (cannot apply perks)
-3 to HP (species actions cannot be used)	 	3 turns
== Weapon Verbs ==
A crucial component that differentiates weapons from each other are verbs. Many unique weapons can have their own verbs but the general ones related to the default weapons are listed here. They are often found in perks and can be considered "effects" or different statuses set on an entity/object that can give advantages and disadvantages depending on the encounter's situation(s). These verbs inflict on a target when certain requirements are met, which usually can be the weapon successfully landing an attack on a target.
====== Universal-Inflicting Verbs ======
Burn 	is a verb that occurs when a type of heat causes the person inflicted to catch on fire. The victim must flip a coin, if it lands on tails then they must roll d8 when there's a chance of burning and the number determines the length of the fire will last in turns unless put out early. Every turn they stay on fire, they must reduce their HP by 1. Heat-resistant armor can reduce the tick damage by a certain amount. If the burn verb has a multiplier next to it, the damage reduction of the HP is increased. 	1d8 for tick damage duration.
Gauss 	is a verb that occurs when a gauss gun manages to strike a target. This temporarily disables FP when activated by the entity's next 1 round. If the gauss verb has a multiplier next to it, the target's forcefield round reduction is increased. 	Round extended by multiplier if it lands.
Blind 	is a verb that occurs when a type of flash, liquid, or interference occurs and successfully influences a target's mental body-part specifically organs that give sight. This temporary decreases the target's PER-related actions by -1 for however many turns they get by rolling a 1d4. If the blind verb has a multiplier next to it, the target's perception reduction is increased. 	PER decrease increased by multiplier.
Explosion 	is a special verb that can carry an additional verb effect depending on what explosion releases. The verb itself acts as a radius to bring about the trapped "verb product" inside. This temporarily brings out the "verb product" as well as the product's set damage when activated onto target(s) and has a base radius of 5 tiles/steps. If the explosion verb has a multiplier next to it, the target's radius is increased. The set damage decreases by 5 for every 5 tiles/steps. 	Radius increased by multiplier.
EMP 	is a verb related to disabling tech usage temporarily. This disables firewall technology at levels 0-2 for one round. If a user has tech that gives them the ability to see, they can become blinded with a full negative perception. If the EMP verb has a multiplier next to it, the target's disabled round length is increased. If the target is a droid or a cyborg, they are damaged by 1 point upon receiving an EMP if there is a multiplier of 2 or higher. 	Round extended by multiplier if it lands.
Cut 	is a verb relating to piercing, sharp bursts, or slashing types of attacks with the increased possibility of major bleeding.
* Major bleeding only occurs when the user is at 5 HP or less and is damaged by a cut-based attack. This temporary decreases the target's STR stat by -1 until patched up by MED or perk and they lose 1 HP each turn. If the cut verb has a multiplier next to it, the target's strength reduction is increased. 	STR decrease increased by multiplier.
Blunt 	is a verb relating to smashing, stunning, and blunt strike/pierce types of attacks with the increased possibility of stunning or major breaking.
* Stunning only occurs when a blunt attack is aimed towards the mental body-part of an entity to reduce their next turn's rolls by -5 but if it is a natural 20, the target is knocked unconscious for a turn. A coin-flip is required to identify if the stun is successful. The stun is guaranteed if the attack had a natural 20 roll. The roll reduction caps out at -10.
* Major breaking only occurs when a blunt attack lands on the user at 5 HP or less. This temporary decreases the target's MVT stat by -1 until properly patched up by MED or perk. Depending on where the major breaking occurs, the target can lose access to the usage of a limb or body movement which can render them fully immobile.	No multiplier.
RAD (2E) 	is a verb representing radiation poisoning. If the amount of damage from any sort of radiation surpasses the user's CON saving roll, they will be put in a state of radiation.
* While in the state of radiation, the character experiences severe drawbacks to all stat rolls by -5 until they consume iodine pills. If they are still in a state of radiation for seven days, the character dies. A child character will only have three days.
* When using an iodine pill, the user must roll and beat CON DC 15 to successfully recover. 	Guaranteed stat reduction increased by 1 per multiplier.
Lead (2E) 	is a verb representing lead poisoning. If the source of the damage is left in an organic target for a day, the limb/body part will fall into a state of lead. Requires MED 4 for a single removal of source. MED 18 for multiple shrapnels.
* A state of lead on a limb will reduce equipment usage performance by -8 until a MED roll is done to it.
* If a limb's body part is in a state of lead, it will have one more day until it has to be amputated. If it is left alone for two IRP days or more, the user will die.
* If it is a torso body part, certain organs may stop working after a set amount of time. 	No multiplier.
Frostbite (2E) 	is a verb representing the stages of frostbite. If a target is dealt with frostbite having no cloth/leather armor, the organic or android/cyborg will fall into a state of frostnip. Requires MED 6 to recover minor frostbite damage.
* Stage 1: A character receives frostbite damage for the first time without unrecovered inflictions previously. Nothing happens.
* Stage 2: If the victim receives 3 or more damage in one go, the victim will no longer be able to keep concentration for more than a turn.
* Stage 3: If a user in stage 2 receives 6 or more damage in one go, the victim will freeze up, and depending on where they are damaged next; the possibility of losing a limb/body part will be to a coin flip. MED 16 for frosbite stage 3 recovery.	Damage dealt to stage 1 and 2 targets multiplied.
Medusa (2E) 	is a verb representing eldritch plant petrification, where organic and metal entities can slowly fossilize. When inflicted with this verb, the target will fossilize and lose function with the body part. They will become brittle and when damaged, the user receives 4 guaranteed damages unless it is equipment which then damages the HP of said item(s). This brittle state disappears when it is shattered or after 6 rounds. These rounds are reduced depending on the target's NTR. If this is applied to a non-organic body part, the damages stay and require a CFT DC 10 repair. 	Guaranteed damage increased by 1 per multiplier.
Eldritch Fear (2E)	is a verb representing the supernatural-like nature of powerful eldritch pressing mental fear using hormones that drive a person into a kind of insanity. When inflicted with this verb, the target's flight response heightens and they must roll an INT DC 8 to snap out of this state after their first unavoidable turn with this status. This verb cannot be applied to the target again on the same day until after rest and/or one IRP day. Androids are immune to the eldritch fear verb. While with this status, the user loses 2 action points. Androids are immune to this status. 	No multiplier.
Rot (2E) 	is a forceful verb representing decomposing organic entities rather forcefully from bacteria or fungi. Targets struck with this denies HP gain by 1 for three rounds before the decomposition reverts/is cured or the target dies. If the target is struck again by rot, the three round de-buff resets. if the rot verb has a multiplier, the reduction of HP gain is increased by 1 per point. 	HP gain reduction increased by 1 per multiplier.
Soak (2E) 	is a status verb representing a target being soaked in fluid that works against burning. If a target is in a soaked state, they resist wax damage's main effect and burn verb x2 or lower. The soak status reduces the target's MVT rolls by 1 and lasts for one round until the user dries up. If the soak verb has a multiplier, the round length and MVT reduction is increased. If an android or cyborg's metal parts are soaked, they will receive the rust verb 1 IRP day later. If the target is soaked in water, electric damage towards the target is doubled, multiplying the electric damage by x2. 	MVT & round length multiplied.
Hysteria (2E) 	is a status verb representing a target in an uncontrollable laugh which negates any use of concentration actions and limits the user's action points to a single point for 1 round. The target must beat the user's CHA roll for this verb to avoid hysteria (this can be different if an action states otherwise). Androids only receive hysteria through hacking and is immune to receiving it from organic species actions that does not utilize hacking. If this verb has a multiplier, the round length is increased. 	Round length multiplied.
Tincture (2E) 	is a status verb representing a target in an enhanced state of mutative recovery which negates all statuses and other verbs placed on the target with this verb and the placement of any further verbs/statuses/reductions on the target for 1 round which is multiplied by a multiplier. 	Multiplier increases round length.
Infection (2E) 	is a status verb representing wounds that have already exist on a target becoming infected. When a target is wounded on a body-part and it has not been cleaned or existed for 1 IRP day minimum, they will lose counter roll bonuses to that body-part. If left for 3 IRP days or longer, the user will fall ill and all rolls will decrease by 10. 	No multiplier.
Rust (2E) 	is a status verb representing androids and cyborgs that have not received or done self-care cleaning for their vulnerable metal parts or was affected by the soak verb. The metal of a target will rust 1 IRP day later from the previously mentioned verb. When a body-part has rust applied, it loses its functionality and counter roll bonus. Depending on the rust lifeline of equipment (5 IRP days is the base) is the length it can stay rusted without repair before breaking. An android will lose 1 HP every IRP day they are in a rust state. It requires CFT maintenance to repair with the correct ingredients.	No multiplier.
Headache (2E) 	is a status verb representing organic and androids when their minds are overloaded. If a target receives this verb, all INT and PER-based actions are reduced by -5 for one round. If there is a multiplier, the round length is increased. 	Multiplier increases round length.
Superheat (2E) 	is a verb that occurs when a type of heat causes the person inflicted to be burned immediately. The victim will have their HP reduced by 4 damage and if dropped to 5, that will be the target's new HP cap until healed after the encounter ends. Heat-resistant armor of higher level can ignore this verb fully but lower level cannot stop this. If the burn verb has a multiplier next to it, the damage is doubled. 	Damage increase.
Bifrost (2E) 	is a verb that is applied to a target, adding up 1 point to a counter maxed at 5. When the counter is maxed out, a magenta-yellow energy bursts and reduces the target's rolls by 5 for their next turn as well as locking them from being healed that turn. If this verb has a multiplier, it doubles the point increase to the bifrost. 	Counter increase.
====== Verb Variations Found On This Page ======
Explosion S-B	S-B stands for shatter-burn. This temporarily brings out heated fragments that do 5 damage on impact (unless altered by equipment) when activated onto target(s) and has a base radius of 5 tiles/steps. If the explosion verb has a multiplier next to it, the target's radius is increased. The set damage decreases by 5 for every 5 tiles/steps. The victim must flip a coin, if it lands on tails then they must roll d4 when there's a chance of burning and the number determines the length of the fire will last in turns unless put out early. Every turn they stay on fire, they must reduce their HP by 2. Heat-resistant armor can reduce the tick damage by a certain amount.	Radius increased by multiplier.
Explosion T-G	T-G stands for tear-gas. This temporarily brings out tear gas that do 0 damage on impact (unless altered by equipment) when activated onto target(s) but if the shell strikes a target, it does 10 damage to that single target and has a base radius of 5 tiles/steps. If the explosion verb has a multiplier next to it, the target's radius is increased. The set gas influence decreases by 5 for every 5 tiles/steps. If inhaled, the target(s) will receive a decrease to their PER, MVT, and INT (concentration) rolls of -10 for their next 2 turns. This can be negated by gas masks with the correct filters for the specific tear-gas(es). 	Radius increased by multiplier.
Explosion P-B	P-B stands for plasma-burst. This creates a miniature explosion of violet plasma energy which deals 6 electric damage on impact (unless altered by equipment) and has a base radius of 5 tiles/steps. If the explosion verb has a multiplier next to it, the target's radius is increased. Targets struck from this electric damage must flip a coin, if it lands on tails then they must roll d4 when there's a chance of burning and the number determines the length of the fire will last in turns unless put out early. Every turn they stay on fire, they must reduce their HP by 2. Heat-resistant armor can reduce the tick damage by a certain amount. 	Radius increased by multiplier.
Explosion L-L	L-L stands for liquid-laser. This creates a burst of liquid laser that instantly disperses after contact from heat. This deals 6 acid damage on impact (unless altered by equipment) and has a base radius of 5 tiles/steps. The victim must flip a coin, if it lands on tails then they must roll d4 when there's a chance of burning and the number determines the length of the fire will last in turns unless put out early. Every turn they stay on fire, they must reduce their HP by 2. Heat-resistant armor can reduce the tick damage by a certain amount. 	Radius increased by multiplier.
====== Chart of several common ammo-types and the verbs or variations of verbs they have. ======
Note that this does not cover all ammo types and unique ones crafted by players/writers. Variations of ammos found below or unique takes can be made through the crafting recipe system or through the imagination with participants in a group.
====== Universal-Inflicting Ammo Verbs ======
For SSE 2E, the best place to view details on the ammo below is on the 2E Equipment Compendium Lists page.
Arrows & Bolts 	Arrows & Bolts 	Arrows & Bolts 	Arrows & Bolts
Bullet Point 	Cut 	A Small Barbed Head Arrow: Utilized for hunting small game or target practice, efficient for animals like rabbits. Increase to attack rolls for small game-hunting by +5 when shooting this arrow. Medieval arrows under this would be type 3. 	Bow
Blunt Point 	Blunt 	A Small Blunt Head Arrow: Utilized for hunting small game or target practice, efficient for animals like rabbits. Increase to attack rolls for small game-hunting by +5 when shooting this arrow. 	Bow
Large General 	Cut/Blunt 	Broadhead Arrows: Utilized for hunting big game usually, arrows under here have different effectiveness depending on the shape but have a general increase to attack rolls for big game-hunting by +5 when shooting this arrow. 	Bow
Non-Barbed General	Cut 	Non-Barbed Arrows: Utilized to pierce armor, these arrows are designed for combat against other individuals. They can armor-pierce plate armor and would penetrate at close-range. Ammo found under this would be arrows like bodkin types. 	Bow
Full-Metal Bolts 	Cut 	A common bolt that can be shot underwater with enough pressure from the weapon used to fire it (bolt-guns only) but will be less impactful in such environment. Has no additional damage but subtracts -1 damage from damage roll when shot in water.	Bow/Crossbow/Bolt-Gun Ammo-Type
Haywire Bolts 	EMP 	A special bolt that creates a short duration EMP on impact and is effective against unprotected droids and prosthetics. Cannot be shot underwater. EMP-resistant armor or tech can counter this and render the verb useless. 	Bolt-Gun Ammo-Type
Brimstone Bolts 	Explosion S-B 	Highly effective bolts for unarmored targets at closer ranges but shatter when shot at armor, creating a spray of heated metal fragments upon impact. Cannot be shot underwater. 	Bolt-Gun Ammo-Type
Darts 	Cut 	Darts can be laced with specific types of poisons or hallucinogens commonly which introduce their own verbs. 	Blow-Dart
Bullets & Grenades	Bullets & Grenades	Bullets & Grenades 	Bullets & Grenades
Explosive Grenade 	Explosion S-Bx2 	A grenade that explodes shattered metal upon impact when shot out from a hand mortar or thrown by a user. 	Grenade Launcher/Throwing
Gas Grenade 	Explosion T-G 	A grenade that releases a gas upon impact when shot out from a hand mortar or thrown by a user. If the shell lands on a target, it does blunt damage. 	Grenade Launcher/Throwing
Standard Shells 	Cut 	No modification to damage. Different shells and rounds are used for specific gun-types. Does not pierce armor. 	Depends
Hollow Point 	Cut 	 	Depends
Armor-Piercing 	Cut 	These rounds can come in different levels and sizes. Depending on what level they are, certain armors can be pierced. 	Depends
== Weapon Damage Chart ==
While firearms and projectile weapons can do more damage overall, melee attacks/weapons have more flexibility through techniques and combinations.
1E Only: To find these techniques, head to the breathing styles and martial arts page.
2E Only: To find weapon, combat, equipment, practices, and other techniques which may utilize the weapons below, head to the SSE 2E Technique Lists page.
Coin Flips are considered 1d2 for damage or crits.
===== The Damage Chart =====
Weapon Archetype 	Damage 	Crit 	Explanation 	Range/Technique Limit 	Cooldown/Drawbacks 	Verb
Weapon name here 	Dice or set # 	Nat 20 	Details 	Perk Extensions 	Verb/Weapon Usage cooldown 	Verb Name
Melee Combat 	Melee Combat 	Melee Combat 	Melee Combat 	Melee Combat 	Melee Combat 	Melee Combat
Weapon Archetype 	Damage 	Crit 	Explanation 	Range/Technique Limit (1E) 	Cooldown/Drawbacks (1E) 	Verb
Body Usage 	1 	+1 	Utilizing parts of the body in combat like the fist or one's elbows. 	
# Certain perks & techniques can increase damage and amount of attacks per turn.
# 1E These melee weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.
# 2E Can attack different parts of the target's body with different parts of the body but every additional body attack has a decrease in roll by -5. The third body attack is a -10 within the same turn.
# Stealth advantage allows for takedowns and increased unconscious stun chance for blunt attacks.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.
# Every extra attack action taken is at an additional -5 to the action (stacking). This is subtracted from your total bonuses for said attack.
* Ex: First Attack: +-0
* Second Attack: -5
* Third Attack: -10	Cut/Blunt
Small Knife/Dagger/Short Sword 	1 	+2 	Utilizing short and sharp objects for combat. 	
* Certain perks & techniques can increase damage and amount of attacks per turn.
* 1E These melee weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.
* Stealth advantage allows for takedowns and increased unconscious stun chance for blunt attacks.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.
# Every extra attack action taken is at an additional -5 to the action (stacking). This is subtracted from your total bonuses for said attack.
* Ex: First Attack: +-0
* Second Attack: -5
* Third Attack: -10	Cut
Bat/Rock/Small Blunt Objects 	1 	+2 	Utilizing short or somewhat long blunt objects for combat. 	
* Certain perks & techniques can increase damage and amount of attacks per turn.
* 1E These melee weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.
* Stealth advantage allows for takedowns and increased unconscious stun chance for blunt attacks.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.
# Every extra attack action taken is at an additional -5 to the action (stacking). This is subtracted from your total bonuses for said attack.
* Ex: First Attack: +-0
* Second Attack: -5
* Third Attack: -10	Blunt
Whip/Flail 	Coin Flip 	+2 	Utilizing a longer reach, swinging a sharp, blunt, or both at the end. 	
* Certain perks & techniques can increase damage and amount of attacks per turn.
* 1E These melee weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.
* Stealth advantage allows for takedowns and increased unconscious stun chance for blunt attacks.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.
# Every extra attack action taken is at an additional -5 to the action (stacking). This is subtracted from your total bonuses for said attack.
* Ex: First Attack: +-0
* Second Attack: -5
* Third Attack: -10	Cut/Blunt
Trench Mace/Larger Blunt Objects 	1d4 	Coin Flip 	Utilizing larger blunt objects for combat. 	
* Certain perks & techniques can increase damage and amount of attacks per turn.
* 1E These melee weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.
* Stealth advantage allows for takedowns and increased unconscious stun chance for blunt attacks.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.
# Every extra attack action taken is at an additional -5 to the action (stacking). This is subtracted from your total bonuses for said attack.
* Ex: First Attack: +-0
* Second Attack: -5
* Third Attack: -10	Blunt
Machete/Swords/Etc... 	1d4 	Coin Flip 	Utilizing larger and longer sharp objects for combat. 	
* Certain perks & techniques can increase damage and amount of attacks per turn.
* 1E These melee weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.
* Stealth advantage allows for takedowns and increased unconscious stun chance for blunt attacks.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.
# Every extra attack action taken is at an additional -5 to the action (stacking). This is subtracted from your total bonuses for said attack.
* Ex: First Attack: +-0
* Second Attack: -5
* Third Attack: -10	Cut x2
Heated Melee Weapon 	Dependent on Weapon Archetype	Dependent on Weapon Archetype	Dependent on Weapon Archetype 	Dependent on Weapon Archetype	Dependent on Weapon Archetype	Burn
Polearms/Spears/Lances/Etc... 	1d4 	Coin Flip 	Utilizing really long weapons for combat. 	
# Certain perks & techniques can increase damage and amount of attacks per turn.
# 1E These melee weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.
# Every extra attack action taken is at an additional -3 to the action (stacking). This is subtracted from your total bonuses for said attack.
* Ex: First Attack: +-0
* Second Attack: -3
* Third Attack: -6	Cut/Blunt
Heavy Blunt Weapons & Objects 	1d6 	1d4 	Utilizing heavy blunt weapons which can be long or somewhat short in range. 	
# Certain perks & techniques can increase damage and amount of attacks per turn.
# Blunt stunning reduction is now -10 for the target's next turn's rolls.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect.	Blunt
Projectiles 	Projectiles 	Projectiles 	Projectiles 	Projectiles 	Projectiles 	Projectiles
Weapon Archetype 	Damage 	Crit 	Explanation 	Range/Technique Limit (1E) 	Cooldown/Drawbacks (1E) 	Verb
Bows/Crossbows/Bolt-Guns 	1d4 	Coin Flip 	Dependent on the ammo, a long-ranged weapon for combat. 	
# The Old-School Archery Perk grants access to certain techniques which can increase damage and amount of attacks per turn for Bows and Crossbows only.
# Bolt-Guns have access to more specialized ammo.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect or if a friendly is nearby, attacks them instead.
# Bolt-Guns only have a reduced accuracy to PER by -1.	Cut/Blunt
Slingshot/Throwing 	2 	Coin Flip 	Dependent on the ammo, a long-ranged weapon for combat. 	
# Certain perks & techniques can increase damage and amount of attacks per turn.
# These ranged weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect or if a friendly is nearby, attacks them instead.
# Attacking a second time in a turn has an attack roll reduction of -6.	Cut/Blunt
Handgun/Pistol (Non-Automatic) 	1d4 	1d4 	Dependent on the ammo, a long-ranged weapon for combat. 	
# Certain perks & techniques can increase damage and amount of attacks per turn.
# These ranged weapons can be used to attack twice in one turn without perks but the second attack will have a drawback.	
# Dependent on perk(s). If none, then no cooldown. Nat 1's (critical failures) reduce damage to 0 and no verb effect or if a friendly is nearby, attacks them instead.
# Attacking a second time in a turn has an attack roll reduction of -6.	Cut
Slug Shotguns 	1d10 	1d4 	A closer distance projectile-based weapon for combat. Specializes in distance/reach. 	 	
# When shot at a farther distance, the effectiveness of the attack roll drops -5 every estimated 25 steps/tiles.	Cut
Buckshot Shotguns 	2d6 	+2 	A closer distance projectile-based weapon for combat. Specializes in maximizing damage up-close.	
# If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green.	
# When shot at a farther distance, the effectiveness of the damage roll drops -5 every estimated 10 steps/tiles.
# If attacking up-close point-blank, the user will still be able to use PER stat bonus and PER perks.	Cut
Automatic Weapons (SMGs, Handguns, Assault, Marksman) 	2d4 	1d4 	A long distance automatic projectile-based weapon for combat. 	
# If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green.	
# Attacking a second time in a turn has an attack roll reduction of -10.	Cut
LMGs 	2d6 	1d4 	A heavier long distance automatic projectile-based weapon for combat. 	
# If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green.	
# When moving with an LMG, the user has a consistent -5 in MVT for evading.	Cut
Sniper rifles, Bolt-Actions & other greater distant weapons	1d12 	1d4 	A long-ranged rifle designed to attack from really far distances. 	
# Shooting with a sniper rifle increases attack and PER benefit by +2.	
# If a target moves or they switch their target, the user must take a turn to redial their sniper rifle's scope.	Cut
Lever-Actions & Old Rifles 	1d10 	1d4 	Ancient rifles designed to attack at long distances. 	
# Hunting game with these weapons receive a bonus of +5 to attack rolls.
# Can benefit from sniper perks.
# Ammo for these rifles can be readily found or crafted yourself with the right components.	
# Damage is decreased to most armors by -2 and do not support modern, special or high-tech bullets. 2. These ranged weapons take an action to rechamber another round following shooting	Cut
Grenade Launchers 	Ammo 	+2 	Launchers that thrust container shells that release a product or explosion. 	 	 	Cut/Blunt
Explosion
Rocket Launchers 	Ammo 	+5 	Launchers that fire self-propelled grenades to release an explosion or product. 	 	
# The weapon requires an entire turn after use to be recharged or reloaded.	Explosion
Ranged Incendiary Devices (Flamethrower, gas-spreaders) 	1d4 	+2 	A weapon built for usually spreading fire. 	
# Can attack multiple targets in close proximity as long as they are within 3 steps/tiles from each other.
# The burn/spreading verb is guaranteed on successfully-landed targets unless they have armor to negate this.	
# The weapon requires an entire turn after use to be recharged or reloaded.	Burn x4
Hand-Held Rail Guns 	1d12 	1d6 	A long-ranged rifle designed to attack from really far distances at an extreme velocity. 	
# This is considered a high-tech weapon. There are perks that benefit using this weapon.	
# If the rail gun attack roll is tied with a counter roll or another attack roll of an automatic or LMG, it loses.	Burn x2
Gauss
Energy Weapons 	Dependent on Weapon Archetype	Dependent on Weapon Archetype	Dependent on Weapon Archetype 	Dependent on Weapon Archetype	Dependent on Weapon Archetype	Depends
Laser/Heating Rifles 	Dependent on Weapon Archetype	Dependent on Weapon Archetype	Dependent on Weapon Archetype 	
# This is considered a high-tech weapon. There are perks that benefit using this weapon.
# Weapon can be overcharged, taking 1 action, to increase the damage of the attack by 1d6. After rolling damage roll a 1d10, on a 10 the attack does 0 damage to the target and does 1d6 to the wielder instead.	
# There is technology that can negate the damage of laser rifles entirely.	Burn
Gauss Rifles 	Dependent on Weapon Archetype	Dependent on Weapon Archetype	Dependent on Weapon Archetype 	
# This is considered a high-tech weapon. There are perks that benefit using this weapon.
# Weapon can be overcharged, taking 1 action, to increase the damage of the attack by 1d6. After rolling damage roll a 1d10, on a 10 the attack does 0 damage to the target and does 1d6 to the wielder instead.	 	Gauss
== Armor Damage-Reduction Chart ==
1E Only: Armors are used to negate damage and protect the user. This can be natural armor or crafted. For specific armors, go to the Armors D20 page and for other lists on materials to the recipe page. The armors listed down here don't contain power armor.
2E Only: To find all armors, options for materials as well as recipes, and any relevant actions/perks then head to this page: 2E Equipment Compendium Lists.
===== What are Armor Types? =====
They are specific and worn by certain body-types, most being humanoid while some could garner to more natural or different shapes like canines to eldritch. A character cannot wear the same armor type and different armors protect specific body-parts that an enemy would likely target. Generalized armor types specify what body-parts are protected in the chart below. Materials often come with perks that grant specific coverage for different damage-types or situations for protection. Though they are all not listed here, the common and universal ones are. Armor-piercing levels are important to track as they can negate damage from certain levels of armor-piercing rounds. Durability is also important to track as it represents the lifeline of said armor piece.
Durability (also known as HP for equipment in 2E) is an optional feature and can have different rules for it dropping. The most common rule would be it dropping if the attack on the armor does 3 or more damage to the armor-piece.
Base damage reductions can be increased depending on the material(s) used.
===== The Armor Chart =====
 	 	 	 	
 	 	 	 	
Material Name 	Material Perk 	Armor-Piercing Level 	Durability Addition	CFT-Roll Requirement
Basic scraps 	Does nothing special. Covers what it can.
Different Ingredients:
* Metal Scrap
* Fabric
* Plastic
* Rubber
* Spring	1 	0 	DC 2
Armor Types 	Base Damage Reduction	Usual Body-Type Wearer(s)	Base Durability 	Body-Part Coverage
Full-Body Cloak 	None 	Humanoid 	1 	Mental, Torso, Lower Limbs (Head, back, back-legs usually)
Helmet 	1d4 	Humanoid 	5 	Mental (Skull, sometimes cheeks and jaw)
Mask 	Coin flip 	Humanoid 	2 	Mental (Overall face, nose, eyes)
Goggles 	Coin flip 	Humanoid 	2 	Mental (Eyes, can be used to resist blind verb)
Full-Body Skin 	None 	Humanoid 	3 	Torso, Upper Limbs, Lower Limbs (Neck to entire torso and limbs)
Neck-Guard 	2 	Humanoid 	3 	Mental, Torso (Neck, can come attached with suits)
Shoulder Pad 	2 	Humanoid x2 	3 	Torso (Shoulders and sometimes upper limbs biceps)
Bullet-Proof Vest	1d6 	Humanoid 	10 	Torso (Chest, stomach, and sometimes lower hips)
Arm-Sleeve 	2 	Humanoid x2 	5 	Upper Limbs (Entire arms and sometimes hands)
Leggings 	1d4 	Humanoid x2 	5 	Lower Limbs (Thighs to knees or entire legs, sometimes feet)
Footwear/Boots 	2 	Humanoid x2 	5 	Lower Limbs (Feet)
== Cleaning & Repairing Chart ==
Cleaning and repairing weapons + armor is an essential practice in the wastelands. To ensure weapons do not fail on the user or to make repairs so equipment can be reused is a key factor to successful encounters. Certain weapon types and armors require higher needs in the cleaning and repair department. Certain materials cannot be repaired casually without factories or machinery. The same could be said for high-tech equipment. This part of the system like most systems is optional but is relatively used to enhance encounter realism and challenge.
== 2E Damage Types ==
If equipment states blunt/cut damage, this refers to it applying the blunt/cut verbs to reduce equipment description but is still treated as normal/kinetic damage.
2E Damage Types
Damage Name 	Effect 	
Sonic 	Without ear protection, sonic damage decreases PER hearing by 1 for their next turn if it is applied successfully and has a chance to apply blunt verb's stun feature no matter where the sonic damage is aimed. Flipping a coin is required. 	
Radiation ("rad")	When a target is damaged by radiation, they must roll a CON D20 saving throw to avoid gaining the RAD Verb. Characters resistant to incoming radiation damage do not need to roll. 	
Wax 	When a target is successfully damaged by wax, they are vulnerable to any possible action that can trigger a fire and apply the burn verb x3 during that round. Wax disappears only when the user cleans the substance off. 	
Lead 	If the source of the lead damage is left in an organic target for one IRP day, the user will have a lead poisoning verb applied. The target must flip a coin to decide whether the lead damage source (usually specific weapon bullets) pierces through or stays. 	
Electric 	When electric damage is dealt with, any targets at least 2 tiles nearby receive the same damage as well. Ignores all armor that isn't grounded. If utilized from personal equipment, damages the user if they do not have grounded armor. Grounded armor negates incoming electric damage depending on material.	
Acid 	Erodes armor, doubling the damage when the target has an armor roll. If the acid hits an organic's skin, it sets a guaranteed burn verb x2. If it hits an android's metal body, it deals double damage like they have armor. 	
Lag 	Damage applied only in the virtual-reality networks and abandoned internet. This decreases the target's FOV, reducing their virtual PER and MVT by a point for every damage inflicted which lasts until next turn. 	
Magnet 	If a target is wearing metal on them, they receive +2 additional damage and cut verb x2. This deals increased damage to metal androids always unless they have synthetic features.