Resistance

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Resistances are ways characters or entities can reduce or mitigate damage and affects dealt to them. From properties of the character or their equipment, to circumstantial effects or Deflections.

Resistance Properties

Resistance X

Resistance reduces the damage and/or magnitude from the specified type/property by half. Whenever Resistance is suffixed with a value, that value denotes the Damage Reduction that is subtracted by the remaining damage/magnitude after halving.

"A Fireball is thrown in the direction of the Golem, it would normally deal 14 Fire damage, however the Golem has Resistance 5 to all damage including Fire. After halving the damage to 7, 5 is subtracted from the remaining damage, meaning the Golem only takes 2 Fire damage."

Absorb X

Absorb works similarly to Resistance, except the property always requires a value, Absorb does not work at value 0. Absorb takes damage, up to its value, and heals the user after taking damage. The user will not die or be defeated if their health remains above 0 after Absorb resolves.

"The Fire Elemental is struck with a Fireball, the Fireball deals 13 Fire Damage this time. The Fire Elemental has Absorb 10 to Fire sources. When they take the Fire damage, the first 10 points of damage is negated, the, the remaining 3 damage is dealt to the Fire Elemental, then it heals itself 10 points of damage. The net gain is 7 health gained."

Immunity

Immune makes the character take no damage and no magnitude from the type of damage/effect specified.

Penetration X

Penetration X is a modifier that can be made to certain attacks that can ignore a certain amount of Resistances in order to deal damage or magnitude to the resistant target. Penetration always comes with a value, a value of 0 doesn't work. Unlike Resistances, Penetration doesn't need a specific type to function, if it reduces damage/magnitude of an attack, it bypasses an amount up to X.

As Penetration can be added to attacks, it can have the value of a regular or Meta die. When used against a target with Absorption, it reduces the value of Absorb to make easier calculations, and stop it from healing as much.

"The Master Wizard takes on the Fire Elemental and casts a special Fireball, one that has Penetration 5. It deals 14 damage to the Elemental. Penetration reduces Absorption by 5, down to 5. Fire Damage is reduced to 9, the damage is taken and then the Fire Elemental heals 5 damage, net loss of 4 health."