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