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Damage represents harm dealt to a creature’s body, equipment, or supernatural form. This system separates **health damage**, **posture damage**, and **damage mitigation** to clearly distinguish lethality, pressure, and defense.
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Unless explicitly stated otherwise, all creatures, including players, humanoids, monsters and bosses, follow the same damage rules.
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---
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## Damage Types
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Damage is always assigned a **type**, which determines how it interacts with armor, resistances, and effects.
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### Physical Damage
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- **Blunt** (hammers, fists, shockwaves)
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- **Slash** (blades, claws)
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- **Pierce** (thrusts, projectiles)
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### Elemental Damage
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- **Fire**
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- **Ice**
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- **Lightning**
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- **Gale**
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- **Shadow**
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- **Iron**
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Some attacks may deal **multiple damage types**. Each type is resolved separately.
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---
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## Dealing Damage
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When an attack successfully resolves (i.e., it is not parried or dodged):
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1. **Determine Base Damage**
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- Roll the weapon’s or effect’s damage dice.
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- Apply relevant modifiers (ability modifier, proficiency bonuses, talents, mantras, etc.).
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2. **Apply Critical or Conditional Modifiers**
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- Critical hits, posture-based bonuses, talents, or special effects apply here.
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- These always modify damage **before** mitigation.
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3. **Apply Armor Reduction**
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- Damage is reduced by the target’s applicable Armor Class (see below).
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4. **Apply Remaining Damage**
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- Any remaining damage is dealt to HP.
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- Additional effects (Bleed, Burning, Shock, etc.) are then applied.
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---
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## Penetration
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Some attacks or weapons have **Penetration**, allowing them to ignore armor.
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- Penetration reduces the target’s relevant AC before damage reduction is calculated.
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- Penetration cannot reduce AC below 0.
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- Penetration does **not** affect posture damage.
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Example:
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A weapon with **3 Penetration** ignores 3 points (3%) of all AC.
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**Total penetration from all effects cannot exceed 50%.**
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---
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## Posture Damage
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Some attacks deal **Posture damage** in addition to or instead of HP damage.
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- Posture damage represents pressure, imbalance, and guard-breaking force.
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- Posture damage is typically derived from:
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- Weapon **Weight**
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- Talents, mantras, or special effects
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- Posture damage is **not reduced by armor** unless explicitly stated.
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Blocking converts HP damage into posture damage, as described in the _Parrying & Posture_ rules.
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---
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## Chip Damage
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Some attacks and weapons deal **Chip Damage**, allowing a portion of their damage to bypass blocking defenses.
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* Chip Damage represents force, heat, shock, or precision that cannot be fully negated even when bracing
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* Chip Damage is expressed as a **percentage value**. This value determines how much of an attack’s HP damage passes through a block.
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* Chip Damage is calculated **after Penetration**
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* Armor reduction applies normally to Chip Damage
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* Penetration affects Chip Damage the same way it affects normal damage
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Example:
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A weapon with **15 Chip Damage** causes **15% of its final HP damage** to be dealt even if the attack is blocked.
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---
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## Multiple Damage Instances
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If an attack deals damage multiple times:
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- Each instance is resolved separately
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- Armor reduction applies to each instance individually
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- Posture damage is applied per hit, not per attack
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