Attacks are divided into the following categories based on delivery method. Note that these are generalities and that some modifiers (such as skills, weapon enhancements, etc.) may apply and change the effect of the attack. Normal effect types are declared in the damage call itself.
Boffer Weapons: Deliver Basic Damage OR Pummel damage depending on the call.
Mystic/Poison Packets: Delivers either an effect or damage.
Weapon Packets: Delivers Basic Damage.
Damage Calls:
Whenever you attempt to damage an opponent with a weapon or spell, a "Damage Call" needs to be stated in a clear voice. Shouting is by no means a guarantee of being understood, and is discouraged, especially when there are only two people duking it out. This call must be made for every attempt to damage the opponent, meaning with every swing, or every shot. Every Damage Call (*except Mystic Arts, see below) has two components, some even have three.
The first component is Amount. This is the number of points you are damaging your opponent for. Melee weapons have a base amount dependent on the size weapon. Any melee weapon with no dimension greater than 24 inches is considered a "small weapon" and does a base damage of 1 pt. Any melee weapon with no dimension greater than 4 feet is considered a "one-handed weapon", and does a base damage of 2 pts. Any melee weapon greater than 4 feet is considered a "two-handed weapon" and does a base amount of 3 pts (except staff, which does 2 points). The Amount of damage can be modified by skills, powers, and other adjusters found within the game. Weapons can, at the character's option, do less points of damage (obviously, damage cannot go below zero points).
The second component is "Flavor". The three most common flavors are Basic, which is considered your standard amount of damage, reduced by Armor, and stopped by a Physical Shield spell; Pummel, which is like Basic, except that it can never reduce you to below zero hit points; and Piercing, which is like Basic, except it is not reduced by Armor. The less common Flavors are Mystic, which is like Basic, except it is stopped by a Magic shield instead of a Physical Shield and it is not reduced by armor, Ancient, which has no spell defense, and Massive, which is Unblockable, ignores Armor Ratings and has no spell defense. A Seventh flavor is "Special". It does not have a damage call associated to it and therefore ignores the effects of armor. Its purpose is to deliver a specific effect. It is defended against by Physical Shield, Evade, Gambler's Luck, and Parry.
The final, less-used component is "Effect". This can duplicate any power-effect in the Scions rulebook (as well as some other effects which are not powers). A character who is hit with a weapon using an Effect component to its damage call only takes the effect if the damage was not reduced in some way (ie Armor, Roll With Hit, or various power effects).
If an Effect is being used, and the Flavor is Basic, the player may opt not call the "Basic" component for the damage call. I.e. A monster that swings "4 Basic Net" may choose to call "4 Net" instead. It is understood that this damage is of Basic Flavor.
Mystic Powers frequently don't follow the rules above. In the case of Powers, the proper damage call is the verbal of the Power (listed with the powers description), a thrown packet, then a modified damage call. For example, if a Mystic wishes to throw a Healing prayer, they would say "I call upon Silveen", "4 Holy Healing", then throw the packet.
Strength:
Some effects may grant a players "Superhuman Strength". This is an amount of strength beyond the ken of normal humans. Superhuman Strength may be applied to melee weapons used in one or both hands. If the weapon being used is one handed, up to half the value of superhuman strength may be added to the damage call. If the weapon is two-handed, then the full value may be added to the damage call. Example: Steve is wearing a strength amulet developed for him by ToeKnee. It grants him +4 superhuman strength. While wielding his Billy Brute Two-hander, he calls his damage adding 4 to the Amount. His opponent, a GeckoBeast, has Superhuman Strength 10. With its single handed claws, it adds 5 to the value of each of its swings.
Contests of Strength:
In certain roleplay situations, players may compete with each other in contests of strength. This does not involve ACTUAL strength competition. A single human vs another single human results in a tied. Otherwise, the contest goes to whoever has the higher superhuman strength value. In the event of combined effort, ie multiple people working together to hold a door closed, all the strength values of everyone on a side are combined. For the purposes of non-superhumans being on one side, they are assumed to have a value of 1, minus one from the total. Example, a Lesser GoreBeast is attempting to push his way through a door being held shut by Steve, Ripley, and Giggles. The GoreBeast has a Superhuman Strength of 5. Steve, with his amulet, has a 4, Ripley and Giggles are normal strength humans, giving their side a combined value of 5 as well. The door remains where it is. If either Ripley or Giggles drops out, their side's combined value drops to four, and the Gorebeast will break through. In resolution of a contest of strength, the losing side must move back at least three feet, allowing for safe movement.
Characters with Superhuman Strength may run with a heavy load for 10 seconds per point of strength, before needing to walk or move slower than a walk for one minute of time. A heavy load is considered to be one fully equipped human-sized person. Multiple people can be carried thusly per additional point of strength per ten seconds. IE Grunt, with a ten strength, may run with one person for 100 seconds, or ten people for 10 seconds, or five people for 20, or some combination thereof.
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