87 lines
3.2 KiB
Markdown
87 lines
3.2 KiB
Markdown
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]]
|