Electrical Damage
Electrical damage is complicated. The source, current, the path of the electricity, and condition of the body all factor in. The source determines the difficulty in adjusting the body to alter its flow through the body. The current and voltage determine the strength of the damage. The path modifies the damage. And the condition of the body modifies the damage.
These charts assume actual electrical damage and not damage from flames created by electricity, which would go to the fire chart.
Source |
Difficulty to adjust (ATH vs. this) |
| Common electric fence |
3 |
| Electric chair |
23 |
| Electric eel |
5 |
| Faulty appliance |
15 |
| Lightning |
25 |
| Loose electrical wire |
17 |
| Static discharge |
1 |
| Strong electric fence |
7 |
| Wall outlet |
9 |
| Wetted appliance |
11 |
Failure level of this roll determines the path the electricity takes through the body, which counts the same as if it were a PRO vs. ATH roll - in other words, Tie means -3 to damage, NF means normal damage, SF means +3, EF +6, CF +9.
The conditions of the body that are relevant is the amount of water or open wounds. Open wounds go by number of wound, not wound level, so it is +1 damage per wound. Wetness is determined by categories: dry (+3 vs. damage), damp/sweaty (-1), wet (-3), soaked (-6), submerged (-9). After a round of battle or five minutes of heavy activity in room temperature, all characters are assumed to be sweaty unless they are of a species that would not sweat.
Current, not voltage, seems to be the determining factor in how much damage electricity will do to a body. Voltage is comparable to pressure, while current is the flow. While voltage may affect current, it is the strength of the current - the flow through the body - that determines damage. As such, we will deal in current for the damage scores. Because .1 amp of electricity can kill a person in 2 seconds (on a critical hit), time is not a factor.
| Current (in amps) |
Damage |
| .1 |
1 |
| 1 |
2 |
| 5 |
3 |
| 10 |
4 |
| 50 |
5 |
| 100 |
6 |
| 500 |
7 |
| 1000 |
8 |
| 2500 |
9 |
| 5000 |
10 |
| 10000 |
11 |
| 20000 |
13 |
| 40000 |
16 |
| 75000 |
19 |
| 120000 |
22 |
Depending on the source, lightning bolts can be anywhere from 5,000 to one-billion amps, so… electricity is absurdly fucking dangerous, folks. Be careful out there.
Effects can vary beyond simple stun/wound:
| Roll |
Effect |
| Critical success |
None |
| Exceptional success |
None |
| Special success |
Tingling (no mechanical effect) |
| Normal success |
Pain (at entry location) and tingling (no mechanical effect) |
| Tie |
Pain (at entry location), numbness, tingling (-1 ATH/PRO/STH for one round) |
| Normal failure |
Pain (at entry location), numbness, tingling, muscle spasms (-1 all scores but STR) |
| Special failure |
Electrical burns, abdominal or chest pain or headache or shortness of breath, vision or hearing difficulties, one issue from the below list of permanent post-recovery issues, plus all of the above (-3 all scores but STR) |
| Exceptional failure |
Broken bones or dislocated joints from muscle spasms, seizure if exceptional stun, all of the above, permanent heart issues, two issues from the below list of permanent post-recovery issues, (-6 all scores but STR) |
| Critical failure |
Heart attack, all of the above, three issues from the below list of permanent post-recovery issues, (-9 all scores but STR) |
These are on top of the normal wound and stun effects (but the penalties do not stack). Even after healing, the character may still have memory loss, electrolyte imbalances, difficulty staying hydrated, immunodeficiency, compartment syndrome, heart issues, anxiety, depression, weakened muscles, kidney failure, cataracts, permanent hearing loss, or other issues.