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.

## **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.

* ***Critical Hits.*** A Critical Aura attack will remove all stockpiled resources from the target, in addition to its normal effect.
* ***Environmental Effects.*** An Aura attack that passes trough a crystalline structure will have its range extended by the by the area of the structure, or 2 meters for every 1C of damage, whichever is highest.

### **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.

* ***Critical Hits.*** A Critical Burn attack will sear any inflicted injuries, preventing them from being healed trough mundane means, in addition to its normal effect.
* ***Environmental Effects.*** A Burn attack that impacts an area will ignite it, affecting up to 2-meters per 1C of the attack's damage. An area of flammable material will be ignited, an area of liquid will evaporate, and an area of ice will be thawed.

### **Crush**

Crush damage is inflicted by trough impact and brute force. Anything that can be said to simply be a mass hitting 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, in addition to its normal effect.
* ***Environmental Effects.*** A Crush attack that impacts a crystalline or metallic surface will cause it to reverberate, forcing every creature within an area equal to two times your PHY in meters prone unless they succeed on an AGI check against the attacks damage as a DC.

### **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.
* ***Environmental Effects.*** A freeze attack that is used in a body of liquid or against a wet target will crystallize them solid, petrifying them. In the case of a body of liquid, the attack can only petrify an area equal to two times its damage in meters.

### **Holy**

Holy 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 Holy attack will will cause Undead and Monsters that witness it to be Frightened of the attacker for 1 minute. A target can end the Frightened condition by succeeding on a Glamor save against the damage of the attack as a DC, which they may attempt at the end of every turn.
* ***Environmental Effects.*** A Holy attack that is used in dim light or darkness will Blind the target until the end of their next turn, in addition to its normal effect.

### **Necrotic**

Necrotic damage is dealt by attacks whose main source of damage relies 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 blood magicks, and the undead, who also typically resist this type of damage.

* ***Critical Hits.*** A Critical Necrotic attack will cause one level of Exhaustion, in addition to its normal effect.
* ***Environmental Effects.*** A Necrotic attack that impacts an area with vegetation or organic objects will cause them to wither and decay, whilst allowing the attack to have its range extended by the area it is consuming, which is 2 meters for every 1C of damage.

### **Piercing**

Piercing damage is deal by perforation and stabbing attacks. Any a pointy object, such as arrows, spears, thorns on a vine, a creature's maw, and stings would likely deal this kind of damage when used to attack a target.

* ***Critical Hits.*** A Critical Piercing attack will cause the target to have disadvantage on their next their PHY or AGI save, in addition to its normal effect.
* ***Environmental Effects.*** A Piercing attack that impacts a surface will pierce it, becoming lodged in place. Brittle surfaces will break over an area of up to 2 meters per 1C of damage instead.

### **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.
* ***Environmental Effects.*** A Poison attack that impacts a surface will leave poison in it, making it poisonous. Plant life will wither and die, and creatures of consume the vegetation or water of an area equal to 2-meters for each 1C of damage, will be inflicted with the Poisoned condition.

### **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 cause one level of Stress, in addition to its normal effect.
* ***Environmental Effects.***

### ***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 living targets to bleed for 1C necrotic damage whenever they take an action, in addition to its normal effect. The bleeding can be stopped by a medicine check against the damage of the attack as a DC, which they may attempt at the end of every turn, or by recovering any amount of Condition.
* ***Environmental Effects.***

### **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.

* ***Critical Hits.*** A Critical Shock attack will Stun the target, in addition to its normal effect.
* ***Environmental Effects.*** A Shock attack that contacts a body of conductible material will spread trough it, for up to twice its damage in meters, and target every entity in contact with it.

### **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 Deafen the target, in addition to its normal effect. The condition persists until the target succeeds on a Physique save against the attacks damage as a DC, which they may attempt at the end of every turn.
* ***Environmental Effects.*** A Sonic attack that contacts a body of crystalline material will spread trough it, for up to twice its damage in meters, and target every entity in contact with it.

## **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. With the exception of psyche damage, damage types **do not** have any extra effects, such as poisoning, burning, or freezing. That said, spells or weapons that deal a specific damage type might inflict a condition derived from it.

Resistance and vulnerability are applied after any modifiers. You roll your damage, add in any bonuses you might have lying around, and then half or double your damage. Typically, you’ll just be telling the GM your damage, and they’ll worry about any instances of resistance or vulnerability that might come into play.

* **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 actually healed 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. This distinction is made, simply, by whether the damage bears mystical power or is mundane in nature. While the term "mystical" only modifies a damage type based on its source, a creature can have resistances, immunities, or vulnerabilities to mystical damage. Sometimes that means mystical damage of any type, and sometimes that includes a list of damage types.

For example, although conjuring fire is a magical act the fire itself is mundane in nature, making it deal mundane ("normal") fire damage, whilst conjuring a specifically magical flame will deal mystical fire damage. This allows certain creatures to resist basic fire attacks while at the same time possessing vulnerability to special fire abilities, as is the case with ghosts and powerful undead.