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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.

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