Fighting is dangerous. There are many ways to get oneself killed, and some are more unique than others. Regular DMG represents kinetic damage, where cuts, stabs, blunt strikes and bullet impacts fit in this category. However, in Crimson Blues there are a number of types of damage; except for regular DMG, all others are considered Special Damage. DMG which ignores all saving throws is considered Direct Damage (DR-DMG). DMG which strikes at an enemy's Critical Health Points (CHP) is considered Critical Damage, such as that inflicted by a Critical Hit.
Special Damage
Special Damage types include the following:
- BURN-DMG: Caused by incendiary weapons such as a Flamethrower 🔥 or natural fires. Does x2 DMG against any Animal 🐾 or Plant 🌼.
- CHEM-DMG: Caused by noxious chemical compounds. Does x2 DMG against any Animal 🐾 or Cryptid 🐲.
- RAD-DMG: Caused by radiological weapons and atomic bombs. Does x2 DMG against any Cryptid 🐲 or Eldritch Creature 👾.
- EMP-DMG: Caused by strong electromagnetism, electrical discharges and energy weapons. Does x2 DMG against Robot 🤖 creatures.
- PSI-DMG: Caused by psionic phenomena. Does x2 DMG against Sentient 🧠 creatures.
- EXP-DMG: Caused by explosive weapons. Does AOE damage and produces fragmentation (see Frag Rules)
When a weapon has two damage profiles (for example, EXP-BURN-DMG), the damage dice shall be halved and rolled in separate groups.
Damage Modifiers
Damage profiles may include the following modifiers:
ND - No Damage. Self-explanatory.
NF - Non-fragmenting, this munition does not produce fragmentation (but its blast radius still responds to the Frag Rules).
AOE - Creates a cloud or puddle which has specific effects.
SMK - Smoke cloud which blocks Line of Sight.
LUZ - Inflicts Illuminated.
BLD - Inflicts Bleeding.
RIP - Inflicts Severe Bleeding.
STN - Inflicts Stunned.
BRN - Inflicts Burning.
PSN - Inflicts Poisoned.
ION - Inflicts Ionised.
ELC - Inflicts Electrified.
CRS - Inflicts Cursed.
Modifiers last for a Short Duration, unless they have a plus sign (+), in which case duration increases by one increment. They can never be Permanent.
For example, STN+ would last for a Medium Duration and BLD++ would last for a Long Duration.
Area of Effect (AOE)
Certain attacks deal AOE damage. The most obvious example is explosives, which utilise Frag Rules to deal single-shot damage over an area. Some munitions and weapons, however, generate AOE clouds and poodles which either deal damage or Status Effects to whomever passes through it. This AOE has its own profile, distinct from the original projectile or weapon's, in a parenthesis.
Area of Effect modifiers must dictate their own radius, duration and effect. For example, AOE-CR/SD (1d6 CHEM-DMG | PSN) has a radius of Close Range from the point of detonation, lasts for a Short Duration, does 1d6 CHEM-DMG to anything inside and inflicts Poisoned). AOE effects or damage from a single source cannot affect a creature more than once per Round. They can, however, be simultaneously affected by the AOE effects of different overlapping clouds.