Attacks

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When you attack in T13 the attack type is determined by the Channelling or Root Facet of the annex (usually Channelling). Each Facet has its own type of attack , which may have its own special rules.

Awe ___ ♦

Attack

Duck

Duck attacks force the defender to duck and dive for cover. Duck attacks are often the result of Fear based attacks. Duck attacks cause double damage (x2) when causing Distract or Flesh wounds.

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Burden _ _ ♣

Attack

Pound

Pound attacks are crushing and pulverizing, they rarely break the skin instead breaking bones more often. Pound attacks do triple damage (x3) when causing Maiming wounds.

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Craft ___ ♦

Attack

Crash

Crash attacks affect vehicles and equipment, people generally have to be hit by a vehicle or be in a vehicle to suffer a crash attack. Technology and vehicle Descendants and Characters receive triple as many wounds from Crash attacks (x3).

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Dominion ___ ♣

Attack

Explode

Explode attacks do exactly that. They cause the target to partially or completely explode. The Explode wound will multiply itself to affect a number of additional Targets equal to the total Wound Class +1 (see Ordeal Cards) however all Range costs apply from the original Target as Braced firing, so the damage reduces with distance from the centre. You may still add additional targets with a +3 to Difficulty for each target.

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Enigma _ _ ♥

Attack

Ambush

Ambushes are attacks designed to surprise and shock the enemy. Ambushes double the damage (x2) of any Distract or Flesh wounds that they manage to land.

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Fury ___ ♣

Attack

Bedlam

Bedlam attacks affect the mind of the target, they can be used to represent terror/horror attacks, shell shock and direct mental blasts as well as prolonged contact with Madness. Bedlam attacks do double damage (x2) against Inspiration, Dreams and Lie Incarna and double (x2) Distract Wounds.

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Gossamer ___ ♠

Attack

Rip

Rip attacks are the types of attacks made by strong powerful forces, like a bear’s claws. Maiming and Crippling attacks created by a Rip attack are doubled (x2).

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Heresy ___ ♥

Attack

Malign

Malign attacks are not physical in nature, they destroy the perceived character of the target. They can be considered as simple as name-calling, can be complex witty and cruel, or can be a targeted destruction of their character in the press. Distract wounds created by Malign attacks are Tripled (x3).

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Inertia _ _ ♠

Attack

Slash

Slash attacks are the classic Wound Dæmon. Teeth, claws, and knives cause them, a deep scratch that bleeds and can include cut muscle tissue. Slash wounds triple the number of Flesh wounds caused (x3).

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Jeer _ _ ♥

Attack

Freeze

Freeze attacks can consist of Cold or more likely simply causing people to stand confused and ineffectually. Freeze attacks can result from a Fear/Terror/ Horror test or from cold based attacks. Distract and Flesh wounds caused by Freeze attacks are doubled (x2).

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Key ___ ♠

Attack

Jab

Jab attacks are a standard of punches and quick stabs. Most bayonet wounds are Jab type; bullets also generally leave a Jab wound behind too. Jab attacks are particularly helpful against creatures that bleed (Flesh Incarna) and double Mortal Wounds (x2).

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Liberty ___ ♥

Attack

Overload

Overload attacks like crash attacks work best on equipment, however Overload attacks work best on delicate electrical equipment. Character senses can also be overloaded. Distract wounds are doubled (x2) for Overloads and Maiming and Crippling wounds target sensory proficiencies and Annexes.

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Miasma _ _ ♠

Attack

Toxin

Toxin attacks are any attack where the body is poisoned rather than a direct physical assault being the major factor. Toxin wounds automatically stack with each other, so two Toxin Distracts become a Toxin Flesh, Three is a Toxin Maim etc. Toxin attacks can take several days to have their affect, others can kill instantly the difference depends upon the toxin, Chi Duration table can be used to determine the time, also Props and creatures may have handicaps such as “Slow poison” that reduce the speed.

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Nature _ _ ♥

Attack

Gouge

Gouge attacks represent removing a scoop of the target, the standard gouge attack is a bite or an eye gouge. Gouge attacks can kill easily, but can also leave other Handicaps behind if the attacker wishes and the Ref agrees. Loss of sense would be appropriate for eye gouges for example. Gouge attacks do double damage at Mortal and Carnage level (x2) as things get eaten in a few short bites.

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Orthodox _ _ ♦

Attack

Lecture

A Lecture attack represents a stern talking to. It is a common way to install Duty, Madness and Paranoia Handicaps amongst others. Lecture attacks cause triple Distract (x3).

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Phoenix ___ ♥

Attack

Fry

Fry attacks are the attack type used when things are hit by fire, or massive electrical bursts, plasma weapons are another good source of Fry attacks. Fry attacks can leave behind “Burns” rather than other scars, and can alter a targets Incarna to Phoenix whilst they are dying. Fry attacks do double damage to wood and flesh incarna (x2).

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Quiet _ _ ♦

Attack

Erode

Erode attacks can take millions of years to affect a mountain or rock, but a sandstorm can have the same effect on a person or vehicle in a few minutes. Accelerated time, like a Never-Time, Paradox or Chronoclysm Bomb can also have Erode effects. Targets are usually “destroyed” rather than “killed” by Erode attacks. Erode attacks do double damage (x2) against Earth, Metal and Toil Incarna.

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Rook _ _ ♣

Attack

Quash

Quash attacks are designed to destroy Descendants (especially weapon and armour props), rendering a victim open to other forms of attack.They have a tendency to destroy weapons, shields and armour props before affecting the characters own abilities. Quash attacks do double damage (x2) against Descendants (against Skill Descendants this is a +1 Wound Level automatically).

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Sin ___ ♣

Attack

Curse

Sin attacks range from Distracting offensive language to turning someone into a demonic lawn chair with Carnage level magic and may have a variety of final effects. It is not uncommon for the Curse attack to create Doomed Handicaps or through Malformed Handicaps turn the target into a frog- they can, of course, kill, blind and even change a Character's Personality or Core too). Curses do triple damage (x3) against Fate, Time and Illusion Incarna.

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Trial ___ ♠

Attack

Hack

Hacks are an attempt to cut sections of the target off or, in the case of Computer systems, Hack wounds can allow the hacker to control the system. Assuming the wounds created produced a “Hacked” Handicap. Hack scars can include malformed Handicaps for the loss of limbs etc that can occur. Hacks do double damage (x2) against Wood (Quiet), Flesh (Nature), Orthodox (Data), and Toil (Craft) Incarna.

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Virtue _ _ ♦

Attack

Convert

Conversion wounds often create new Handicaps in the targets, these can be religious Duty Handicaps or similar, or alter Core, Personality or Incarna. Convert attacks do triple damage (x3) when they create Carnage wounds.

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Wyrd _ _ ♣

Attack

Snare

Wyrd attacks can be used to capture (and Confine) as well as kill. Additionally snares can be set, and left to attack later on their own. A prepared snare wound can sit waiting as a trap, until someone blunders into it (in fact all traps are essentially snare attacks [although the actual wound type does vary from attack to attack]). Disabling a Snare requires defeating it twice (initially dodging, parrying or ignoring it with a Club ♣ and then disabling it with a Diamond ♦ of equal or higher Pips) otherwise it may affect anyone else that moves through the area/Stage. Snares usually take a while to set (you can't dig a pit trap as easily as swinging a shovel at someone) unless using Magic. Ref's decide.

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Yonder _ _ ♠

Attack

Yank

Yonder attacks can capture and bind (creating Confined Hanicaps), Yank attacks can unbalance the target, pulling them off balance, etc. Yank attacks do triple damage (x3) to moving targets.

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Zeal ___ ♦

Attack

Kick

Kick attacks are exactly what they say on tin. A kick, whether it be from someones extended leg or the type of powerful knock that you get when you misfire a shotgun. A Kick wound draws a second card immediately that signifies the damage taken by being knocked down.

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