Damage Types

All myriad forms of inflicting damage are grouped into twelve Damage Types. All damage dealt by any weapon or ability belongs to a certain damage type, and every target has specific resistances and vulnerabilities to different damage types. A few damage types also have special interactions with the surrounding environment and certain lines of creatures. 
== How Damage Types Work ==
Damage types determine how much damage is dealt to a specific creature. This depends on whether that creature has a vulnerability, resistance, or immunity to that type of damage. Resistance and vulnerability are applied after any modifiers. You draw your damage cards, add in any bonuses that may apply, and declare the total. Then, factor in the target's resistances, as listed below, and run it against their Guard, as described in the attack. The resultant damage value is subtracted from their Condition. 
* Vulnerability. If a creature has a Vulnerability to a damage type, the amount of damage of dealt by an attack of that type is doubled.
* Resistance. A creature that is Resistant to a damage type will only take half of the damage.
* Immunity. Creatures that are Immune to a damage type take no damage of that type.
* Absorption. Creatures that are listed as Absorbing a damage type are healed, not injured, by that type of damage. Any damage of that type inflicted upon such a creature heals them for half the amount instead.
Each type of damage is calculated separately - which is to say, if an attack possesses more than one damage type, any resistances or vulnerabilities to one of the damage types only applies to the damage of that type, and the rest of damage from that attack continues to be calculated as normal. If the target is resistant to one type and vulnerable to the other, then the first will only deal half the damage, but the second one will still deal double damage.
===Mystical Damage===
While mystical damage isn’t a damage type, it is a characteristic that damage can have. Unless specified, a creature will interact with a mystical damage type in the same manner it interacts with its non-mystical version, and vice-versa. A creature may, however, state different types of resistances for a damage type and its mystical counterpart.
* Ex: Although fire can be conjured trough a mystical technique, the fire itself is mundane in nature, making it deal mundane ("normal") fire damage. However, a certain Mystical Effect may specify that they summon a special type of flame that will deal mystical fire damage.
=== Persistent Damage ===
Some abilities will cause inflict continuous damage to a target, or increase in intensity over time. In such cases, the damage will be stated as being Persistent. When drawing Persistent damage, any cards that fail to deal damage are discarded as normal, but any card that does succeed in dealing damage (i.e. with a value above the targeted Guard) is temporarily set aside before being discarded. At the beginning of the target's next turn, draw an equal number of cards to those that where previously set aside, repeating the Persistent damage draw. If any card succeeds in damaging the target, proceed as before. The process continues until the last card of the Persistent damage draw fails to inflict any damage or the target is cleansed of the Persistent effect. If the target is inflicted with a new instance of Persistent damage of the same damage type, from the same source, the new Persistent damage will stack on top of the ongoing one. Persistent damage from of damage type or from different sources are calculated independently from one-another.
== Damage Types ==
=== Aura ===
Aura damage is anything that wounds its target by using a mass of pure energy focused into a damaging form. 'Breath', as well most supernatural energies devoid of any sort of elemental connection, are the main origins of this type of damage.
* Environmental Effects. An Aura attack that passes trough a crystalline structure will have its range extended by either the entire length of the structure, or by 2 meters for every 1C of damage, whichever is highest.
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=== Burn ===
Anything that would causes burns or combust flammable materials is considered to deal burn damage. Fire, lasers and plasma are typical examples of attacks that would deal burn damage.
* Environmental Effects. A Burn attack that impacts an area will ignite up to 2-meters for every 2C of damage. An area of flammable material will be set ablaze, an area of liquid will evaporate, and an area of ice will be thawed.
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=== Crush ===
Crush damage is inflicted trough impact and brute force. Anything that can be said to be a heavy mass slamming into a creature will deal this type of damage. It is primarily inflicted by bludgeoning weapons, falling objects, crushing weight, and crashing currents.
* Critical Hits. A Critical Crush attack will Stun the target until the beginning of their next turn, in addition to its normal effect.
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=== Freeze ===
Freeze damage is dealt by anything that relies on the sapping of heat or crystallization to damage the target. Anything that would render a target solid falls into this damage type. It is mainly dealt by ice and petrification effects. 
* Critical Hits. A Critical Freeze attack will petrify any injury it causes, disabling actions that require the use of that body-part until it is thawed, in addition to its normal effect. For the purposes of this effect, Head Injuries result in the loss of Sight, Hearing, Smell and Taste.
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=== Purifying ===
Purifying damage is dealt by purifying mystical energies. Sunlight and holy flames are examples of things that deal this type of damage. Although very rare, it is still available to followers of certain deities, and trough the use of sun-based mystical items. Unnatural and corrupted creatures such as undead and monsters, are typically vulnerable to this type of damage.
* Critical Hits. A Critical Purifying attack will make the target vulnerable to the next attack targeting their GLA.
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=== Necrotic ===
Necrotic damage is dealt by attacks that are based on withering away, rotting, degenerating, corrupting, or liquefying flesh and blood, as well as any effect that drains vitality or bodily fluids. It is mainly dealt by acids, the draining of blood or moisture, and the undead, who also typically resist this type of damage.
* Critical Hits. A Critical Necrotic attack will cause the target to suffer one level of Exhaustion.
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=== Piercing ===
Piercing damage is deal by perforation and stabbing attacks. Any pointy object, such as arrows, spears, vine thorns, fangs, and stings would likely deal this kind of damage when used to attack a target.
* Critical Hits. A Critical Piercing attack will make the target Vulnerable to the next attack targeting their AGI.
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=== Poison ===
If the fatality of an attack would mainly be due to a strong toxin, or any other harmful substance delivered by that attack, then it is considered to deal poison damage. A venomous snake, a poisoned weapon, toxic gases and radioactive objects would deal this type of damage. Usually, non-living creatures easily resist this type of damage.
* Critical Hits. A Critical Poison attack will cause the Poisoned Condition, in addition to its normal effect.
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=== Psyche ===
Any attack that mainly relies on causing damage to a target's psyche, be it purely emotional, neurological or by disruption normal functions of the mind is considered to deal psyche damage. Psychic attacks and taboo information are usually the only source of attacks for this type of damage.
* Critical Hits. A Critical Psyche attack will make the target Vulnerable to the next attack targeting their INT.
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=== Slashing ===
Slashing damage is dealt by attacks that cause lacerations and bisections - or, simply put, by 'cutting'. This type of damage is dealt by any edge-based attack, by sharp currents, and by attacks that attempt to divide the target into smaller pieces.
* Critical Hits. A Critical Slashing attack will cause 1C Persistent Necrotic damage for each 1C of Slashing damage in that attack.
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=== Shock ===
Shock damage is caused by electricity, lightning, and high voltage discharges. Any attack whose main method of damaging the target is to cause electrical discharges, it can be said to deal shock damage. Semi-corporeal creatures are typically weak against this type of damage.
* Environmental Effects. A Shock attack that contacts a body of conductible material will spread trough it, for up to 2-meters for every 2C of damage, and target every entity within that range.
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=== Sonic ===
Sonic damage is dealt by powerful shock- and sound-waves. This type of damage is mainly dealt by explosions, sound-based attacks, and harmful vibrations. Creatures with crystalline, gaseous or inflexible brittle bodies are typically weak against this type of damage.
* Critical Hits. A Critical Sonic attack will make the target Vulnerable to the next attack targeting their PHY.
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Category:DnT Rules