Electricity

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Electricity

If an uninsulated person is exposed to electricity, he may receive a shock. The effects of electric shock are highly variable, ranging from momentary stunning to instant death! This section helps the GM assess these effects if a character receives a shock during an adventure. If a specific attack or scenario gives different rules, they over- ride the guidelines below.

All electrical damage falls into one of two classes: nonlethal or lethal. Against either, metallic armor (e.g., plate armor) provides only DR 1 – and if the wearer is grounded, he actually attracts electrical attacks, giving the attacker +2 to hit.

Nonlethal Electrical Damage

High-voltage, low-power shocks are unlikely to kill, but can stun the victim or even render him unconscious. This is called "nonlethal electrical damage." Examples include electric stun weapons, realistic electric fences, and static shocks on a cool, dry day. The GM should require an immediate HT roll whenever someone is zapped.

Modifiers: From +2 for a short circuit in a battery-powered gadget down to -3 or -4 for a specially designed stun weapon. Nonmetallic armor gives a bonus equal to its DR – but surface shocks (e.g., from a cattle prod) tend to flow over armor rather than through it, and have an armor divisor of (0.5), while energy weapons designed to arc through armor have an armor divisor of (2) or even (5).

On a failure, the victim is stunned. An instantaneous jolt (static electricity, electrolaser, etc.) stuns for one second, after which time the victim may roll vs. HT once per second to recover. A continuous shock (stun gun, electric fence, etc.) stuns for as long as the victim is in contact with the source, and for (20 - HT) seconds after that, with a minimum of 1 second. After this time, the victim may roll vs. HT each second to recover. The basic HT modifier for the strength of the shock (but not for DR) applies to all recovery rolls.

Electromuscular Disruption (EMD): Some ultra-tech weapons deliver a more powerful current that induces convulsions. The HT roll is at -5, and if the victim fails, he is knocked down and paralyzed instead of merely stunned. Otherwise, the effects are as above.

Lethal Electrical Damage

High-power shocks cook flesh and inflict real damage; they can even stop the victim's heart! This is called "lethal electrical damage." Examples include power mains, lightning bolts (natural and magical), and cinematic electric fences.

Lethal electric shocks inflict burning damage: only 1d-3 to 3d around the house, but 6d on up for lightning, transmission lines, etc. A victim who suffers any injury must make a HT roll at -1 per 2 points of injury suffered. On a failure, he falls unconscious for as long as the current is applied, and for (20 - HT) minutes afterward, with a minimum of 1 minute. He will be at -2 DX for another (20 - HT) minutes when he recovers. Failure by 5 or more, or any critical failure, results in a heart attack; see Mortal Conditions Lethal electrical damage also causes "surge" effects in victims who have the Electrical disadvantage.

Localized Injury: Attacks that don't affect the target's entire body – including most magical electricity attacks – cause pain and burns, but not unconsciousness or cardiac arrest. Treat this as normal burning damage, except that the victim must make a HT roll at -1 per 2 points of injury suffered. On a failure, he is stunned for one second, after which time he may roll vs. HT once per second to recover. If the injury is to the arm or hand, he must also make a Will roll or drop anything carried in that hand.