Cost: 10/level
Fatigue Attack (fat) is a nonlethal attack that reduced FP not HT and so doesn't do damage. It can be an Innate Attack.
Basic[]
B379 "Any damage left over after subtracting DR from a Fatigue Attack is treated as injury"
Damage Resistance and Hit Location[]
- attacks that cause FP are subject to no special wounding effects for hit location.
- You can pick any body part on your target and attack it at the usual penalty for hit location.
- If the target has FP, then the attack reduces those FP by the amount rolled minus any DR on the body part,
- unless the attack happens to ignore DR
- (not an intrinsic property of attacks with the fat damage type).
- The only limit on how many FP can be caused is the target's usual floor of -FP.
In much shorter terms, it's mostly a statement that you can't get bonus FP by aiming at the skull or vitals, and don't inflict fewer FP just because you hit a hand or an arm.
Powers[]
Note that Hazard was expanded to include Heat which was missing. Very useful. This was perhaps forgot by Sorcery which used the No Injury approach on Burning Attack instead.
Supers[]
S127 Psychic Duels and Mental Crippling both allow Will-based thrust attacks on FP. however the setup is mutual Telesend or Mind Reading
Powers Built from Fatigue Attack[]
Supernatural Attacks[]
Supernatural Attacks can be chi, divine, magical, psi, or spirit abilities โ add power modifiers as necessary.
- Chilling Touch (+290%): Fatigue Attack 1d+1 (Cosmic, Irresistible attack; Freezing; Melee Attack, Reach C, Cannot Parry; Variable) [51]
- P142 note: that this buys irresistible so it works "regardless of clothing or armor" implies this would normally subtract from Fatigue Attack's basic damage.
- Cryokinetic Attack (+210%): Fatigue Attack 1d+2 (Based on HT; Freezing; Malediction 2; No Signature) [50]
- similarly here, Malediction is used to avoid DR
- Mental Blow (+160%/+150%): Fatigue Attack 1d (Costs Fatigue, 2 FP; Malediction 2; No Signature) [26] + Affliction 1 (HT; Follow-Up, Fatigue Attack, ) [25] Total [51]
- Pestilence (+1,560%): Fatigue Attack 1 point (Based on HT; Costs Fatigue, 6 FP; Cyclic, 1 hour, 72 cycles, Highly Contagious; Malediction 1; No Signature; Onset, 1 hour) [50]
- Sleeping Gas (+230%): Fatigue Attack 1d (Area Effect, 2 yards; Cyclic, 1 minute, 3 cycles, Resistible; Drifting; Missed Sleep; Persistent; Resistible, HT-2; Respiratory Agent) [33]
Statements[]
PK[]
DR applies http://forums.sjgames.com/showthread.php?p=442874
- read Wounding Modifiers and Injury on p. B379
- -- the first two normal paragraphs basically boil down to (in this case)
- "Any damage left over after subtracting DR from a Fatigue Attack is treated as injury."
Except... not exactly RAW it only talks about HP loss not FP loss. However... "fat" IS there:
- burning (burn), corrosion (cor), crushing (cr), fatigue (fat), piercing (pi), and toxic (tox): x1 (damage is
unchanged).
(fat) thus DOES have a "wounding multiplier" meaning penetrating damage is considered INJURY.
That said, they neglect to mention it's an exception to the HP note here.
Kromm[]
In a 2012 post by "Not another shrubbery" http://forums.sjgames.com/showpost.php?p=1305364&postcount=107 he alleges Kromm said the following:
- This could go either way, as you are probably aware if there's a thread on it (I surely haven't had time to follow that). Some folks will say that "giving up" the ability to cause HP is a limitation; others will say that the guarantee of safety is an enhancement. As for me, I know why Fatigue Attack costs more than other Innate Attacks
- 1. Most big, tough targets have fewer FP than HP. A ST 100, HT 14 'zilla has 100 HP but just 14 FP.
- 2. It's safe, within reason. You need to roll a lot more dice to knock someone down from full FP, through -FP, and on down or past -HP.
- 3. It defangs FP-powered abilities along the way. Wizards and martial artists without the optional ER rules are disempowered as well as knocked out.
- Frankly, I'm with you: The guarantee of safety feels like an enhancement, because it's boosting my selling point #2. Why would anybody pay 10 points/level for a Fatigue Attack if lethality were their goal? Just buy a Toxic Attack for that!
- On the other hand, it's no big thing. I'd call the safest version +10% at most and the next-safest one +5%. What those levels actually are would need discussion, but I'd propose "can't inflict HP at all" as safest and "can't inflict HP past -FP" as next-safest.
No URL can be found for this though so maybe it was deleted?
See also[]
References[]
- GURPS Powers pg 142-145