Damage

Damage is a constant threat in Atlas. Different types of damage can have different effects, and different armour and abilities can grant various levels of Resistance and Vulnerability. This effect is called Damage Resistance.

Different damage types can apply certain conditions, as listed below.

Damage Types and Effects
Damage effects can be applied from any source of the damage, though there are some exceptions. Melee Weapons are usually guaranteed to apply the effect for their physical type of damage.

Bludgeoning
Bludgeoning Damage is dealt when blunt force trauma impacts against you. This is usually through the medium of a blunt weapon such as a hammer, a large impact from a body of water or impact against the ground after a large fall.
 * Bludgeoning Damage will affect the target with the Staggered Condition for one turn if they take more than 20 points of Bludgeoning Damage in one hit.

Slashing
Slashing Damage is dealt when a sharp-edged blade is raked across or through the skin, opening a large wound. This type of damage is more rare amongst ranged weaponry, and is mostly seen in close combat.
 * Slashing Damage will affect the target with the Bleeding Condition for every 5 points of Slashing Damage you take in a single hit. For example, if you took 25 points of Slashing Damage, you would receive the Bleeding effect five times, meaning you would take 5d4 Bleed Damage each turn.

Piercing
Piercing Damage is dealt by ballistic firearms, shrapnel, stabbing knives and various sharp objects. It is by far the most common type of damage in the Atlas System.
 * Piercing Damage will apply the Bleeding Condition if it deals 10 or greater Piercing Damage in one hit. When using a Piercing Melee Weapon, the character deals a Crit on a roll of 19 or 20 on the attack roll.

Fire
Fire Damage is another incredibly common type of damage in the Atlas System. It tends to be dealt by laser weaponry and, well, fire.
 * Fire Damage will apply the Burning Condition if you take 10 or more points of Fire Damage in a single Turn. This is different to the physical damage types. The extra Fire Damage from Burning will not be applied if there are already rulesets that cause greater levels of immolation to the target, such as from Napalm or the Metahuman's Pyro Lung ability.

Plasma
Plasma Damage is a quick way to a violent, agonising death through vaporisation. When a Plasma Weapon fires, it is a sound that chills the blood in every person who can hear it. That is, of course, except for the target.
 * Plasma Damage will apply the Burning Condition upon hit, regardless of the damage.
 * If a character is reduced to 0 Hit Points by Plasma Damage, they are immediately turned to vapor by the Plasma. This means they cannot be revived, and even Player Characters are instantly killed.
 * If a character takes 15 or more points of Plasma Damage in a single hit, they are Staggered until the end of their next turn.

Lightning
Lightning Damage is another very common type of damage in the Atlas System, and it is generally applied by powerful Tesla Weaponry, Electrolasers, and jamming a fork in an electrical socket.
 * Lightning Damage will rarely apply any effect. If a character takes 30 or greater points of Lightning Damage in a single hit, they must make a Constitution Save with a DC equal to half the damage. On a Failure, they are Stunned until the end of their next turn.

Magnetic
Magnetic Damage is a special type of damage that does not affect organic beings. All regular lifeforms are Immune to Magnetic Damage, but all electronic items are not. No Electronic Equipment can become Immune to Magnetic Damage. By default, non-shielded technology takes Lethal Damage from Magnetic Attacks.
 * Magnetic Damage can shut down electrical equipment such as cybernetics or vehicles. When a Shielded piece of technology takes 20 points or greater of Magnetic Damage, the Operator must make either a Constitution Save (if it is a part of their body) or an Intelligence Save if it is something they are controlling, as they are trying to minimize the damage to the equipment. The DC is equal to half the damage. On a Failure, the technology is shut down for one minute. If it is a piece of vital life-saving technology, such as a cybernetic organ or similar, the wearer is instead knocked unconcious for that time.

Thunder
Thunder Damage is a very common type of damage in the Atlas System. Thunder Damage can be dealt by many types of attack, from a simple explosive's shockwave to a colossal blast of sound that shatters buildings.
 * Thunder Damage will force the target to make a Strength Save if they take 15 or greater points of Thunder Damage in one hit. On a Failure, they are knocked Prone. If they take over 30 points of Thunder Damage in one hit, they are Deafened until the start of their next turn.

Poison
Poison Damage is dealt when a character is Envenomed or when they are exposed to toxic materials.
 * Poison Damage will usually call for a Save against the Envenomed Condition, but if not then the following rule applies. For every 10 Points of Poison Damage the target takes, they gain the Envenomed Condition. They can make a Consitution Save (with a DC equal to half the Poison Damage they took initially) at the end of each of their turns, but otherwise they are affected by the condition for one minute.

Cold
Cold Damage is dealt by Cryogenic Weaponry and Cold Environments, and is a very uncommon type of damage as Cryo Weaponry is uncommon in the Atlas Coalition.
 * If a character takes more than 30 points of Cold Damage in one hit, they must make a Constitution Saving Throw with a DC equal to half the damage. On a Failure, the target gains the Wet Condition for one minute. After combat has ended or after the one minute timer has expired, the target gains a level of Exhaustion. They can only gain levels in this manner once every hour.
 * Alternatively, if they take more than 50 points of Cold Damage in a single hit, they most make a Strength Save as ice hardens around them. The Strength Save DC is equal to half the Cold Damage, and on a Failure the target is Petrified for one minute. At the start of each turn they are Petrified in the ice, they take 1d6 Cold Damage. They can repeat their Strength Save at the end of each of their turns, and the DC is lowered by two for each Failed Save. They can also be freed from their icy tomb by dealing 50 points of Fire Damage to them. Once freed, they suffer the Wet Condition for ten minutes, after which they gain two levels of exhaustion. They can only gain levels in this manner once every hour.

Acid
Acid Damage is dealt by corrosive compounds, and is seldom used as a weapon... Except for its many uses in warfare by the Atlas Coalition that is!
 * If a character takes 15 Points or greater of Acid Damage, they gain the Corrosive Burning Condition. For each 15 points of damage they take, they gain the condition again. For example, if they take 47 Points of Acid Damage, they gain the Corrosive Burning Condition three times.

Necrotic
Necrotic Damage is dealt by Radiation.
 * If a character takes 20 Points or greater of Necrotic Damage in a single turn, they must make a Consitution Save equal to half the Damage. On a Failure, they gain a Level of Exhaustion. This level cannot be removed by sleeping it off normally, and requires anti-rad treatments to remove.

Bleed
Bleed Damage is dealt by the Bleeding effect. There is no way to be Resistant to Bleed Damage.
 * If a character takes Bleed Damage equal to or greater than 1/4 of their Maximum Hit Points, they must make a Constitution Save with a DC equal to 10 + their current level of Bleeding. On a Failure, they are Stunned until the start of their next turn, in which they must repeat the Save to remove the effect or it will apply again.

Radiant
Radiant Damage is only dealt by extremely bright visible light. It has no extra damage effect.